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CoD - Nephilim - Rules - Web

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100% found this document useful (1 vote)
1K views890 pages

CoD - Nephilim - Rules - Web

Uploaded by

azraelstross
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chronicles of Darkness

Conversion
1
Nephilim – a Chronicles of Darkness Conversion
Nephilim is both the best and worst game you have never heard of. It used everyone’s favorite system BRP in a tortured and
hideous way to bring to life a neat occult game about immortal beings endlessly dying and reincarnating and fighting over trivial
matters in their quest for Enlightenment while meanwhile escaping death at the hands of the Nefarious Knights Templar. It was
steeped in occultism while having a healthy paranoid Urban Fantasy setting. Sorcery vs. Guns, news at 11! Nephilim is a game
of great concepts and interesting setting with a great feel but a truly terrible system for Urban Fantasy. This conversion aims to
give Nephilim a new life by converting it to a newer, fresher system — WoD as found in Chronicles of Darkness.

Background
• The Golden Path Page 005 - 065
• The Beginning Page 066 - 071
• The Story Page 072 - 080
• Ancient History Page 081 – 089
• Invisible History Page 090 - 115
• Nephilim History Page 116 - 131
• Timeline Page 132 - 139
• Chronology Page 140 - 151
• Lexicon Page 152 - 159
• Descriptions Page 160 - 166

Systems
• Character Creation Page 168 - 174
• Incarnations Page 175 - 179
• Ka Dominant Page 180 - 189
• Metamorphosis Page 190 - 215
• Simulacrum Page 216 - 222
• Stellar Page 223 - 224
• Pentacle Page 225
• Khaiba Page 226 - 227
• Shouit, Mnemos and the Switch Page 228
• Narcosis Page 229 - 233
• Stasis Page 234 - 236
• Agartha Page 237
• Nephilim FAQ Page 238 - 242
• Nephilim to CoD Conversion Page 243
• Nephilim Character Sheet Page 244

Magic
• Magic Overview Page 246 - 257
• Sorcery
• Sorcery Rules Page 258 - 262
• The Enhancements Page 263 - 265
• Sorcery Spells Page 266 - 336
• Summoning
• Summoning Rules Page 337 - 341
• Realms of Summoning Page 342 - 346
• Summonings Page 347 - 407
• Alchemy
• Alchemy Rules Page 408 - 418
• The Spagyrics Page 419 - 421
• Alchemy Formulae Page 422 - 482

2
Major Arcana
• Major Arcana Page 484 - 522

Cults and Secret Societies


• Minor Arcana Page 524 - 582
• Cults and Secret Societies Page 583 - 624

Selenim, Ar-Kaim and Exiles


• Selenim Page 626 - 669
• Ar-Kaim Page 670 - 683
• Exiles Page 684 - 703

Cosmology
• The Occult World Page 705 - 724
• The Kabbalah Page 725 - 753
• The Worlds of Kabbalah Page 754 - 791
• The Dracomachie Page 792 – 808
• Human Agents Page 809
• New Human Strains Page 810

Storytelling
• Occult Roleplaying Page 812 - 814
• The Nephilim Job Page 815 - 816
• How to play Nephilim Page 817 - 818
• Gothic Nephilim Page 819 - 824
• The World of Nephilim Page 825 - 826
• The Chronicles of Darkness (nWoD) Page 827 - 830
• The one World of Darkness (oWoD) Page 821 - 840
• The Settings of CoD and oWoD Page 841 - 843
• Other Rulesets (Exalted, Scion, Trinity Continuum) Page 844

Dark Eras
• War of the Apocalypse Page 846 - 847
• The Return of the Seekers Page 848
• The World Wars Page 848
• The Bookhounds of Nephilim Page 849 - 850
• The Swastika and the Spear Page 850
• The Wild West, 1877 AD Page 851 - 852
• The Lord of Misrule, 1590 AD Page 852
• The Renaissance – Serenissima Page 853
• Persia, Khorasan, 1300 AD Page 853 - 854
• Albion, 415 AD Page 854 - 855
• Camelot, Britain 542 AD Page 855 - 856
• The Arthuriad Page 857 - 863
• Tara, Ireland, ca. 600 BC Page 863 - 864
• Armana period under Akhenaten Page 865 - 867
• The Major Concave Page 867
• Babylon Legends of Mesopotamia Page 868 - 887
• Hyperborea Page 888
• Tarish, Mediterranean, 10.000 BC Page 889
• The Elemental Wars Page 890

3
Background

4
The Golden Path
"In those days, when men multiplied, after Adam had left Paradise, the Nephilim walked on the Earth. "

Bible, Genesis, 6: 4

Chapter I: The Awakening of the Five

The Awakening of Hydrim: The Conquest of Burgondy

In the year 534, the jails of the monastery of Saint Albion saw the first of the Nephilim awaken to the
world. Reincarnated in the body of a simple pig breeder, Jean Camère, the totally amnesic Nephilim was
surrounded by individuals all wearing an immense red cross on a white outfit. One of them, a tall, thin, emaciated
man, wearing a tonsure and calling himself a "seneschal," surrounded by two "brothers," began a more than
muscular interrogation. Apparently anxious to know if Jean Camere had become amnesic, they beat him several
times, without results. After a while, a giant mustache with the air of a drunkard and an obese man draped in a
red cloak brought a woman in a rag, obviously shocked, asking Jean Camère to kill her with a rusty dagger in
order to regain her freedom. After some hesitation, John complied. The men, apparently strong satisfied, revealed
to him that this woman was none other than the wife of the former pig breeder Jean Camère. They concluded by
stating that Jean Camere himself was no longer and that his physical receptacle would be burnt the next
day. After a few hours, a priest wishing to confess John entered the dungeon. John, attempting an escape by
taking the place of this priest, was interrupted. The priest lifted the hood of his robe, revealing a hilarious and
hairy face, surmounted by small horns. More than that, with a gesture, he made an orifice in the wall of the
prison.In escaping, John and the individual were hunted by men on the red cross. After a pursuit on horseback
and a violent battle, the two fugitives managed to take refuge in a cave in the forest, refuge of the "priest". There
the priest unveiled himself as Abbigail, a Nephilim of the Earth, a Faerrim. He revealed to John, or rather Xolotl,
his nature of Hydrim, Nephilim of Water. He explained to her what is a stasis, that prison object of the Nephilim,
and taught her to use her latent powers, the mastery of magic. Amnesian as he was, he was awakened and
awakened by the philosophical order of the new Babel, and chiefly by a human, Valebert. This human, bearer of
Ka-Sun, the energy proper to men, predicted the reincarnation of Hydrim. He also predicted the reincarnation of
the next Nephilim in 1209, then another in 1431. Wishing to meet Valebert, L'Hydrim went to Orleans at the castle
of St. Goldmund. During the journey Abbigail and Xolotl discussed a great deal. Hydrim discovered that he was
carrying his stasis on him. The reasons for their amnesia over their past incarnations remained obscure, but
Abbigail revealed that Red Cross men had forced Hydrim to incarnate in a body by means of an unknown ritual ...
OOo
In Orleans, the encounter with Valebert confronted Xolotl with a man speaking of concepts that did not exist at
that time. He spoke to her about several things, but one of them caught her attention. During a discussion, the
man let out the name of Eidos, a dimension or crystallized all the human concepts ... After some time the man
asked Abbigail and the Hydrim to go to the castle of the Vouge Brisée, in order to fix the current situation. The
kingdom of the Burgundians had been terribly weakened by the struggle against the Visigoths and the
Ostrogoths. In order to strengthen the royal power of his son Sigismund, King Gondebaud decided before his
death to bequeath his kingdom to him without applying the traditional division of land between the
heirs. Sigismund thus became master of Burgundy in 516. The sons of Clovis took advantage of Sigismund's stay
in a monastery in 522 where he repented of having strangled his son to invade Burgundy: the king was captured
and thrown with his family in a well. His brother Godomar at once proclaimed himself king and mobilized a heavy
army which defeated the Franks near Vienna in 524. Clodomir was killed during this battle: Childebert and
Clotaire, his brothers, took advantage of it to remove and threaten to assassinate his children, Theobald ,
Gunthaire and Clodoald, if the widow of the former King killed by the Burgundians did not allow them to enter the
throne in order to avoid an additional partition of the kingdom.
Xolotl and Abbigail were to defeat the designs of Clotaire and Childebert, but this mission proved to be a disaster
for both Nephilim. Xolotl inadvertently murdered Clodoald, and when they arrived, they attended the slaughter of
Theobald in the great hall of the chapel. Childebert proved to be an Onirim, Nephilim of the Moon, eager for
power, and Clotaire a Selenim, an immortal composed of Ka-Moon Black, a dark and mysterious energy. The
combat was brief and violent. Abbigail was immediately torn by the claws of the Selenim's chest. Still mastering
his powers, Hydrim understood that he had been sent to certain death by Valebert. Furious and impatient to take
revenge, he died under the repeated blows of Selenim ...

The Awakening of the Faërim: La Croisade Albigeoise

It was in 1209 that the second Nephilim awoke. In the midst of a battle between knights clad in white bearing the
same red cross. He managed to flee to the very gates of the city.These doors were those of Beziers, a town
besieged by the armies of the King and the Pope, in order to eliminate the "Catholic vermin" which is buried in its
walls. At the beginning of his pontificate, Innocent III was worried about the growing influence of the Cathar
church in Occitania. He tried several times to initiate a crusade against this heresy, first with the nobility and the
high-clergy Occitan then with the King of France Philippe Auguste, without great success. During this period,

5
many priests sent by the Pope and his legates publicly preached against Catharism. It is by meeting one of these
delegations whose efforts are unsuccessful that Dominique de Guzmán has the idea of creating the Order of
Preachers which takes a model on the itinerant preaching of Jesus in order to better reach the local
populations. In 1208, the assassination of the legate of the pope, Pierre de Castelnau, serves as trigger for the
crusade. The call of the pope is finally heard by some French barons who take the cross individually, without
engaging the crown of France. The Crusade of the Barons bears first against the lands of the Trencavels.
Recovering his spirits in an inn, after a few beers, our Faërim realizes that he was sent for a way out of the
woods, where he and his team fell into a trap. He discusses for a moment with one of his team's men, a penguin
named Lucas de Montsegur. After other beers, one of the maids, a brunette with voluptuous forms accoste him
familiarly. Despite his amnesia, the Faerrim begins a conversation well begun.The maid makes what appears to
be a fit of epilepsy, and after a few words, completely isolates the entourage of the table from which she is in the
company of Faerrim. She asks him to join her at nightfall at home ... After a few wanderings in the besieged city,
Faërim learns the Cathare philosophy within the "perfect". He meets the village chief, Messer Affanius, and his
second, the apothecary Messer Remonius, supported by an immense Oriental Dervish. He also feels spied on by
a mysterious raven that seems almost endowed with intelligence ... At nightfall, he goes to the maidservant. She
reveals her real name: Abbigail. The Nephilim, as he once did for the Hydrim, awakened him to his condition of
Faery (Nephilim of the Earth) and initiated him to the magical arts. The Faerrim, with its real name Ira, learns to
call other universes. He begins his re-learning from Kabbalah. Abbigail also teaches him to read the energies Ka
by putting himself in a trance. Disrupted by these revelations, Ira goes home, more and more panicked by the
presence of this strange raven ...
OOo
The next day, the assault begins. Bombarded by the catapults of the white armies, Ira shortly found Abbigail. He
is not at home, but at the tavern Lucas tells him that Abbigail is waiting for him at the forge.There, Ira falls into a
trap set by Messer Remonius and his Dervish. Lucas de Montsegur, also of the party, holds captured Abbigail and
what appears to be another totally identical Abbigail (for a so-called ritual of fusion ...). After unsuccessfully
attempting to liberate Abbigail, Ira fled on the ramparts, pursued by the Dervish. The troops of the Barons seize
the town of Beziers. The whole population of the city, both Catholics and heretics alike, perished in the bag of
Beziers. There, the chaos of war overwhelms Ira. Stunned and captured, he finds himself in the cellars of the
Inquisition along with other Cathars.Isolated from the other prisoners, he is visited by the Inquisitor Balsamo
Proteo, in the terrifying gaze of embers. This man absolutely wants to make him deny his faith. Thus, he will leave
the next day with the inquisitor to be re-interrogated. Otherwise, he will be put to death on the spot and convoyed
to be thrown to the common grave. The confrontation with the inquisitor goes on forever, the Faerrim distrusting
this sombre individual. Failing to cede, Ira pitches his positions once and for all when the inquisitor, to frighten
him, reveals himself as a nonhuman being and apparently envious of his stasis. Ira is publicly burned, and loses
his life in order to save what makes his essence of Nephilim.

The Awakening of the Pyrim: The Hundred Years War

1431 saw the third Nephilim emerge in the midst of a battle between the French and the English during the
Hundred Years War in the town of Armagnac. He awoke completely amnesiac, a French soldier of King Charles
VII, named Ludovic Arthaud, above the ramparts of a castle run by the English. Faced with the improbability of his
survival, he surrendered body and soul in battle to die in the honor and blood of his enemies. Everything darkens
with a flood of enemy arrows. Joan of Arc is accused of heresy and interrogated without question in Rouen. She
is imprisoned in the keep of the castle of Philippe Auguste. The trial began on February 21, 1431. She was
condemned for a first time at the stake after being advised by the University of Paris de la Sorbonne, then in the
pay of the Burgundians, Jeanne retracted in extremis, acknowledging that she had lied about the votes and
submitted to The authority of the Church. She was then sent back to her prison in the hands of the English,
despite an oral promise from the court to imprison her in an ecclesiastical prison. Deeming herself deceived, she
retracts two days later, endorses again man's clothes. Declared relapse (fallen back into past mistakes), the court
condemned her to the stake and the pound to the secular arm. The next day, May 30, 1431, she was burned alive
at the Place du Vieux-Marche in Rouen. She made her soul crying "Jesus."
The Pyrim woke far from the battlefield in the home of an apothecary, Marcus Widdentraup, a human instructed
by an Eolim, Nephilim of the Air named Abraxarel. Marcus awakened him to his condition of Nephilim. Marcus
collected it on the battlefield because a prediction had announced that in 1431, three Nephilim reappeared,
including an amnesiac on a battlefield that will be subservient to the Fire. Our friend is therefore a Pyrim, Anouar,
whose art is expressed by Alchemy. He also teaches him that he must go to the great cemetery of Toulouse to
witness the awakening of a comrade with the help of a third Nephilim whom he must wait at the entrance to the
cemetery.
He also learns that these three Nephilim and two others must form a conclave to reactivate the Golden
Path. Then comes the learning of his condition of Nephilim. Marcus teaches him what stasis stands for the
Nephilim, and that from this prison one can tap into the elemental energy of the dominant Ka to increase a skill
related to this dominant Ka. But this use is trying and to use sparingly. He teaches him the basics of alchemy by
explaining the importance of creating a secret laboratory, holding part of the power of the alchemist.
Ooo
Anouar stayed a few months at Marcus's to fine-tune his art, but one day five horsemen attacked the apothecary's
house and set fire to it. Marcus, on the ground floor, is slaughtered. The Pyrim, left on the floor, decides to escape
through the window, but surprised, this one is protected by a spell making it unbreakable and even particularly
aggressive. Cerné, Anouar turns to face the three men who go upstairs. One of the men begins an invocation with
a cursed bracelet, and begins to take on the appearance of a monstrous canid. The Pyrim decides to use the few

6
alchemical formulas that he still does not master, but they prove effective in blasting the summoner. While trying
to take advantage of the opportunity to escape, Anouar is immobilized by the leader, who mentally crucifies
him. Their leader swears by Horus and orders a certain exegete to set fire to the foot of the Pyrim.
"Nephilim, you were born by fire, then you will perish by fire!"
Shouting with a great laugh, they leave the house plagued by flames. Panicked Anouar uses all his will to
overcome the mental strength that keeps him crucified in the air ... successfully !! He descends the stairs to see
the corpse lying in his blood of Marcus. Feeling the exits monitored, he decides to tap into the strength of his Ka-
Element to destroy the back wall and escape into the forest, in the direction of Toulouse ...
OOo
The arrival on Toulouse is smooth. At nightfall, Anouar goes to the Great Cemetery, and no doubt recognizes
another Nephilim who watches for his arrival at a window. It is the Faery that awaited him. They both go to the
cemetery to meet the Hydrim. Xolotl awaits them, carpet in the shade, changing his voice so that we do not spot
it. Then he decides to show himself. At his side is a heap of human bones that he has gathered in the surrounding
graves. The presence of strangely intelligent crows pushes the Nephilim to hasten to find a grave, which leads to
the abode of a fallen Onirim, Childebert, completely enkhaïbaté. Holding the stasis of the Hydrim, he asks them in
exchange for his restitution to enter an Akasha where his former companion, Djumann, would be. The Akasha is a
world representing the collective dream of humans, whose entry is possible either by dreams or by rare
gates. And it turns out that the tomb houses a gate to one of these Akasha. Having no choice but to accept, our
friends go to this parallel world ...
OOo
The three Nephilim land in this world of dreams, created by the force of the Ka-Sun of humans. The scene
happens to be a banquet in honor of a noble marriage, under the aegis of King Charles VI. Feeling the presence
of another Nephilim, they approach it and discuss it for a little while. He is called Erwin Sans Moon, a Peregrine of
Entremondes, and teaches them that the Arcane of Justice sends Nephilim to drive out the aberrations of the
Pentacle in the Akasha. We must also beware of the Arcane of the Force and the soldiers of lead, for Ganesha
sent Lachesis and Minos to kill Childebert. Then the Nephilim goes to join another Akasha in Egypt. While King
Charles VI celebrates the wedding of one of the ladies of honor of Queen Isabeau of Bavaria and a young knight
of Vermandois at the Hotel Saint-Paul in Paris. He furnished six canvases covered with linen and hair fixed with
pitch. The King dressed one of them, as well as the Comte de Join, a young and very gentle knight, Messire
Charles de Poitiers, son of the Comte de Valentinois, and Messire Yvain of Wales, the bastard of Foix, and the
fifth adornment was given to the son of the lord of Nantouillet, a young knight. When they were all six dressed in
these coats, they appeared like wild men, for they were all hairy, from head to foot. The King's brother, the Duke
of Orleans enters the ballroom accompanied by five torch bearers. One of them approaches too near one of the
King's lords. His disguise flared up like that of the King and four companions. The King is saved, but the five lords
perish.
Taking advantage of the confusion, the Nephilim approached Djumann, who had assumed the appearance of a
favorite of the King, and convinced her to follow them under a false pretext, and by pretending to be the Arcana of
Justice.
OOo
Back in the tomb, Childebert throws himself on Djumann and contaminates it definitively by this plague of the
pentacle. The market being filled, this bastard regurgitates an old mirror, stasis of the Hydrim. At his contact, he
feels the Khaiba take a gentle possession of his body. He learns that Empedocles, from the Arcane of
Temperance, will be able to cure him in about thirty years, in the village of Correja in Spain. Not being able any
more of this abject creature, they decide to leave the cemetery as quickly as possible, but their ardor is repelled
by a trap of the Sword. Combat is inevitable. Ira summons Kabbalah creatures, those who hunt at night, to attack
the guards, which has a certain effectiveness. Creatures with green skin, gigantic membranous wings, whispering
inaudible words between them, and carrying a long scimitar between their greenhouses, appeared and rushed
upon the soldiers.
Anouar attracted the attention of the first guards and threw himself headlong into the fight. One of these wretches
begins the cursed invocation to become a monstrous canid, and the art of the Pyrim can not counter it this
time. The dog of hell attacks Faërim, who reacts with courage. Xolotl takes advantage of his hiding place to cast
enough spells against the guards. Finally, the members of the Sword, surprised by so much resistance, decided
to retreat. Without waiting, our friends decide to leave towards Orléans, in search of the Fourth ...
OOo
The journey takes place unhindered towards Orleans. Towards the middle of the journey, the trio meets a caravan
haloed with mist. Being on the alert our trio seems very suspicious when the leader of the misty troupe challenges
them. They present themselves as friends of the Nephilim and succeed in gaining their confidence. The
presentations are amplified around a bonfire made jovial by the presence of young children full of life. These are
the Mannush, belonging to the great family of Bohemians. They thus learn the peculiarity of the Bohemians: the
Mist. They are beings with a pact of mutual aid with the Nephilim. The trio explains their adventures to them, that
they must reactivate the Golden Path in order to integrate the Ka-Sun into their pentacles. The Mannush tells
them that a certain Doctor Parangon, a human disciple of a very powerful Nephilim, the Green Lion, will be able to
help them, and that he will have to join the Green Lion at his conclave in Prague in a hundred years. The trio asks
the Mannush to watch over their stasis until the awakening of the Fourth. Their scheduled death will take place
near Orleans. On this mutual trust, the two groups separate ...
OOo
On the way, our friends arrive in a village, Caveau-sur-la-Plaine, where a saving rest for them and their carriage is
decided. Giving the hay to the oxen, they go to the inn "La Veillée Funèbre" to relax. The flowing beer and card

7
games do not allow our fortune-telling allies to see a strange woman with a pale complexion, a red silk dress and
a strange pyramidal pendant. Faithful to his metamorph, the Satyr, Faerim decides to approach him.
Feeling this musk arrive, the woman comes out through a backdoor. Ira decides to follow her, followed by Anouar
decided to guarantee his back as his suspicion is great. Xolotl decides to leave his part of fetish card to join
them. On the qui vive, the troop follows this strange nymph to another inn, "Le Sanglier Mort", lulled by a silence
from beyond the world. The Pyrim smells a trap, but his acolytes do not care and decides to enter the inn to
understand.
All the customers have this strange complexion without life and their eyes do not shine, but at the bottom are
three special beings, the young woman, the Marquis de Belmonthombe, and Balsamo Proteo, seeming to wait for
our friends. Hydrim joins them, but it was a trap whose carelessness of the Nephilim made the sequence
extremely simple. Xolotl immediately attacks the woman with the necklace but she turns out to be a ghoul! Like all
pseudo customers besides !!! Selenim, Balsamo Proteo, began a slow metamorphosis as a chimerical spider in
pursuit of the Hydrim, while the "gentleman" summoned Creature of putrefied flesh against Ira. Anouar is not a
remnant, for a degenerate moray is invoked against it. The Hydrim, thanks to a magnificent subterfuge, succeeds
in overthrowing his abbe-raigne, who hastened back to a portal invoked by the last Selenim. On the other hand,
Ira stumbles trying to escape this mass of moldy flesh and feels all the abomination of the Black Moon invading
his pentacle. And to top it all the ghouls of the inn throw themselves on it! Fortunately the Pyrim watches and
makes a carnage among these restless beings.
Then everything stops with the flight of the last Selenim through the gate. Las, our friends decide in unison to flee
as quickly as possible this hamlet to the perilous encounters, not without letting the flames purify this planing
curse ...
OOo
On the road to Orléans, Xolotl invites them to visit a nearby castle, the castle of Goldmund, having a link with his
past. This castle would have sheltered La Nouvelle Babel and would contain clues about their awakening. The
path passes through a forest or strange phenomena unfold. The forest seems to be alive, animated by jolts, and
dryad species try to grab them if they sink into the forest. Arrived in sight of the castle, this one is in ruin !!! And
moreover guarded by English in an encampment ... Our friends do not decide before the grid when a Hydrim
resembling Ondine approaches them. She invites them to her cave where the crystal is omnipresent. It is part of
the Greater Arcanum of the Hermit, which advocates personal development by isolating itself from the world. She
also explains to them that the strange phenomena of the forest are due to the essence of a Faërim, Aila Tahola
who dispersed into narcosis, not finding a simulacrum. She tries in vain to recall it by means of a ritual but its
failure is explained by the necessary preparation of the ritual by a Faërim, and to the site where is the English
encampment !!! She warns them of two members of the encampment who would be more powerful than they
appear. She teaches them that the Minor Arcanum of the Staff attempts to enslave her.
OOo
But the discussions are interrupted by the unexpected arrival of the Arcane Minor of the Sword, their dear
enemies. Accused, the fight is inescapable ... and the dreaded Orichalque wears their arms ... An invocation of
the Pontifex transforms two soldiers into creatures armored with bones and flesh, the third soldier being
immobilized by the pain caused By an alchemist Pyrim, Anouar. The terror of the fight entails alas the Hydrim and
the Faerrim in shadow ... A baker and an assassin awake in the middle of a combat of mutant. The baker,
terrorized, grows at the bottom of the cave, leaving the Ondine to be dispersed forever in a perceptible pain deep
inside the pentacle. The assassin escapes into the forest after taking a hostage and having him slain, pursued by
two normal soldiers. Seeing death approaching his fatal harvest, Anouar uses all his Alchemist and warrior
resources to die in honor ... but his combat experience and his desperation allow him to defeat all his
enemies. Remains the leader of the terrorized minor faction but the Pyrim does not cure and decapitates without
further action, then leaves in the forest to save the unfortunate simulacrum of his friend ... who manages very well
by killing one of the soldiers, leaving The last to the vengeful fury of the Pyrim ...
OOo
Traumatized, the trio decides to go furtively into the ruined castle, whose secret passages are discovered by
Anouar, a Boeotian from the place. In the kitchen, a trap leads to the basement, in a very short corridor ending in
an alcove, with a gargoyle leaning on a candle. It is enough to lower the head of the gargoyle to activate the
secret passage. In the contiguous room, torches are arranged on the walls, one of which is lower: raising it
activates a door leading to the cellar. At the bottom of the cellar, encrypted characters tell them that the fourth will
awaken in 1597 and the fifth in 1731 to reactivate the Golden Path. But the figures link them inextricably to the
beast ...
543 + 1209 + 666/3 = [3 in 1431 +666] / 4 = [4 in 1597 + 666] / 5 = 5 in 1731 + 666

Abbigail in the past and Valebert of Arcane du Denier led them on this path. Valebert has left indications: Orléans
(Hydrim), Béziers (Faërim), Armagnac (Pyrim), Vers Anjou to the Holy Cross leprosy village of the free city (???)
and Paris rue de la Sueur (? ) Suddenly a maelstrom creates and appears an old man, being of flesh and steel
carrying a weapon never seen spitting the lightning and the thunder, and hailing that it comes to destroy the evil at
the source! Breaking his objective this monster disappears where it appeared. On this, the allies decided to attack
the encampment, with fire and Kabbalah, with the Seraphim of ruin, the masters of the reversed columns. In the
panic following the burning of their tents, cyclopean giants at the feet of ancient columns rushed to the
encampment causing earthquakes and sowing terror, then pursued the soldiers in the forest. Taking advantage of
the desertion, Ira begins the reminder ritual of Aila Tahola, which proves very long. To cover it, the Hydrim and
the Pyrim are the lookout at the portal ... Good idea because the two leaders return to the charge, but are stopped
net by two alchemical formulas ... They are carrying a white tunic With a red cross ... Of the Templars, of the
Arcane Miner of the Stick? But the ritual can be completed, and sees the energy of Faerrim assembled to melt

8
through the forest in order to take an English soldier as a simulacrum. Aila Tahola thanked us very much but
refused to join us because his quest is solitary: he is looking for the Atalante Fugitive, one of the co-founders of
Alchemy with the Green Lion. He learns from Hydrim that he too was deceived by Valebert a thousand years
ago. Valebert wishes to unite the world in an equation: the Eidos. He explains to them that before the fall, Kaim in
symbiosis with Saurians overdeveloped their Ka-Moon to give a vegetable power, which Prophet Mu used to
create the Moon Black, a second artificial moon. But this has engaged a terrible fight between Kaim and Saurians,
whose Kaim came out victorious, destroying the Black Moon. He also tells them that the Golden Path dates from
the time of Atlantis, and was trying to understand the Ka-Sun of humans. But in the face of some horrible
experiences, a Kaim, Prometheus, revolted. Taking advantage of the fall of the meteor in Orichalque on Atlantis,
and seeing that the Orishalque dispersed the Kaim, Prometheus armed humans of this hated metal, and founded
the Arcane Minor of the Sword. On the departure, our Faërim returns his creatures of Kabbalah, who obviously
wanted an object that they did not obtain ... Pauvre Kabbaliste !!! Afterwards, our friends join the little chapel near
Orleans, where they put an end to their days, their stasis under the close supervision of their friends Mannush ...

The Enlightenment of the Eolim: The Renaissance

It was actually in 1597 that the Eolim awoke. The first thing he sees is groans. He regains consciousness: He is in
a Léproserie, in Anjou, next to the village of the Holy Cross.From 1562 to 1597, the kingdom of France went
astray in the internal convulsions of the wars of religion. Challenges to the theological level of the "meaning" of
Christianity and its practice, the Reformation generates at the same time a political controversy over the legal
status of the Reformed churches. This political dimension was exacerbated in France, when, thanks to the
troubles, the nobility sought to seize a weakened power. In 1594, the king had to reconquer Paris, and in 1597
expelled the Spaniards from the kingdom. With Henri IV, royalty finally regained legitimacy and
authority. Protestant converted to Catholicism, the new sovereign recognized the Protestants a legal existence
and granted them freedom of worship.
In this former priory, transformed into a makeshift hospital (the dead are simply thrown into a gaping hole in a
corner of the room and covered with quicklime), the amnesic Eolim meets the magister of this village of lepers:
Gaétan Rougnac. There he discovered that he was a noble of Burgundy, fighting for Henry IV, the Knight of
Kilgalan. His name Nephilim is his name, Edhergal Ennirm Alda. Shocked by his forfeiture, he prostrated himself
on his straw mattress, then finally regained the upper hand. While visiting the city, he Learned Several things
During the meeting of a Nephilim. The lath _him_ à son Introduced new condition. The shock is important and our
entre Eolim is shared laughter and tears. After Some wanderings, he returned to the leper colony, Where he is
facing a strange creature, Apparently invisible to humans dying mother. After continuing this dark creature, our
Nephilim will confess to a religious lepers, Then, back in the leprosarium, he faces a creature (holing in the hole to
the dead) more aggressive. After this setting, the Eolim will encounter flagellants brothers Who live in the old
church of the leper village. There, he Witnessed a miracle: the flagellants sccm reliable to care for lepers !!! It's
just this after-miracle That His future Fellow before joining the closed doors of the leprosarium.
OOo
Finally came the year of grace 1597 where the first three Nephilim can finally integrate a new simulacrum. The
pyrim oblitère Aloysius Bastian, a craftsman blacksmith of about forty years, the Hydrim Philippe Edgar, a seller of
water in dirty clothes, and Faërim Marc Gilbert, a gruff and shaggy hunter. They wake up in the chapel, then go to
an inn to have some information about the present time with its diseases, wars of religions. Henry IV converted to
Catholicism.
After waking, the Mannush guard can finally release his post and escape through the mist. It is time to head
towards the Leprosarium near the village of the Holy Cross where the awakening of the fourth must take
place. When they arrive they decide to go as soon as possible to the leprosarium to look for their future
companion, but a padlocked gate bar access, even though the long awaited Nephilim decides to shut himself up
in a house instead of coming to their meet. The Pyrim wishing to show his nature, he let his anger explode on the
chains that yield under the sole force of his arms. But seeing all these plague-stricken, he prefers to stand aside
and let the other two Nephilim join him. Curious crows with a strangely human air begin to gather on the roofs of
the leprosarium. When all have entered the building housing the Eolim, the crows, now excessively numerous,
attack, using strange magic ... Fortunately for our Nephilim, this was just a warning ... But against what!?! After
some hazardous explanations Edhergal Ennirm Alda agrees to join the troop but it is atypical: sometimes
laughing, suddenly weeping, giving evanescent answers, this comrade looks more like a bird of bad omen than
like a appreciable help. But willy-nilly the quartet decides to join the village of Sainte Croix, Ira needing to go to
the castle to recover something ...
OOo
A caravan of red velvet, with a colorful man at its head enters the village on the south side. The northern entrance
to the village of Sainte Croix is guarded by guards. An altercation evidently takes place, but Ira uses Kabbalah by
conjuring the smiling Tarshishim, sentinels of the castle of silver, to drag them into an irrepressible urge to dance,
as well as unavowable impulses on a girl attracted by the hubbub. In the tumult fomented by the defamations of
Xolotl who follows the pugilate between the villagers and the frenzied guards, the quartet sneaks into the village
where he wins the first inn. There is a strange mansion serving as an asylum, and held by dumb sisters, as well
as a Jesuit bastion. But Ira tells them that the object is in the castle. Preferring to wait until night and its discretion,
they wander in the village in search of information. They redouble their caution at dusk when it comes time to
enter the castle. Its courtyard is home to funny travelers, conveyors of plague victims, and at their head is a
"humanoid" silhouette that speaks without a face, hangs a cross that has a supernumerary branch with a pelican
pulling out the guts. His face is very pale, surrounded, painted nails and lipstick. They attend a kind of celebration

9
in an unknown language, but Edhergal does not seem to lose a drop ... Then suddenly a big shock, with the
landscape going in negative, a powerful Magic that disappears!
OOo
The Nephilim sneak into the castle of the Marquis Calix of Narental, Xolotl having made them black as the night,
but the master of the place seems to have waited for them! He explains to them that he is ready to give them the
coveted artefact, a talisman, in exchange for some information capable of supplying him with enough material, if
ever the Empress's Arcana, whose faction is the convent of the sisters Dumb, came to question him. The market
seems honest, it is accepted ... The marquis also speaks to them of the Arcana of the Bateleur, which extends the
teaching of Prometheus. It associates with humans to dispense the wisdom of the Nephilim. His Prince is the
Pagad.
The artefact, an object able to heal the simulacrum of the Nephilim thanks to the Ka dominant element, is handed
to the Faery who withdraws to negotiate with the world of Kabbalah. A voice sounds, strangely familiar to the
Eolim. Eight Roman statues of marble appear, while a black cloud envelops the Faerrim and the Hydrim, which
then fade in the shadow of their simulacra giving place to two fanatics convinced of the abandonment of God. The
Eolim and the Pyrim are therefore alone against the eight statues and their master Selenim. Although two, they
easily routed the Selenim ... But the Hydrim prematurely aged twenty years following exposure to the black cloud.
OOo
The next day, the quartet decides to make a courtesy visit to this faction of the Empress's Arcane to follow Xolotl,
apparently in search of more powerful allies. They discover that their goal is to study the Ka-Sun of humans, using
different means to make them totally crazy, such as torture. Besides, they recognize among the patients the
soldiers of the altercation of the day before. This Arcane jubilates the Hydrim, who then decides to make his
request for adoption. The regent of the faction accepts and proposes to him to meet later the Prince of the
Arcane, Circe, in order to proceed to the ritual of the adoption. They also learn that Restif de la Bretonne, a
member of the Arcane of Justice, is staying in the village of Sainte Croix, under the simulacrum of an emissary of
the Roy, Eric Acadis. So the group separates a few days, leaving the Hydrim to his new family, while the two
others follow Anouar towards Paris where it must imperiously go for some mysterious reasons ...
OOo
A few days later, the quartet learned that they had to go to Spain to meet Empedocles, a member of the Arcane of
Temperance, who would have the power to heal the wounds of the pentacle in order to attend the conclave of
Prague held by the Green Lion, where the Hydrim will represent the Arcane of the Empress and for which the
other Nephilim must find a faction to represent. They decide to stop in the Basque Country, in Utopia, the fief of
an old Kaim, Ibarolla, who managed to escape from Hades where he had been held for millennia, his power
reduced to that of a Simple Nephilim. They left without further delay towards the Basque Country. Along the way
they are arrested by a large number of highwaymen, who want only a moderate right-of-way. The trio prefers not
to poison things to ensure their discretion and cooperates, especially since a Pyrim, Phaeton, is next to the leader
of the brigands, Captain Guilleri ... But their obedience makes them win the sympathy of the Brigands who invite
them to drink around a bonfire. One of the captain's seconds counts his story:
"Guilleri was a native of Low Brittany, of Noble ancestry. As a child, he studied the Letters, where he excelled so
well that he was admired for the kindness of his mind. His father having sent him back to Rennes to finish the
course of his studies in his eighteenth year, he made himself so formidable among the schoolchildren, numerous
in this city, that there were none who did not dare displease him . When the city murdered or drilled at night,
everybody accused him, saying that no one but himself could have committed it. His father was warned of this
behavior by some of his friends who watched his actions, wrote a letter to him, exhorting him to change his life, or
otherwise giving him reason to disavow him. This letter was brought to him by one of his parents, who was
charged by his father to remonstrate with him. As soon as he had received this letter, and had known that his
father was informed of his life, instead of correcting himself, and living more wisely in the future, to give some
consolation to him who had put him In the world, he behaved every day from bad to worse, mocking those who
remonstrated with him, and who advised him to change his life, telling them that he was wise enough to govern
himself without their being mingled with His actions, his courage making him utter these words, and several
others which he said while laughing at his father, and those who only wished his good. "
"At that time our great Henry of happy memory, having resolved to be right in the wrong done to him by the Duke
of Savoy, had raised a fine army in several parts of his kingdom, which he wished to lead In the Savoie
region. The young Guilleri, having heard of it, quitted his studies, and enlisted as a private soldier in a company in
which he showed his courage in several battles, from which he always came loaded with palms and laurels, which
he acquired at the price of his blood. His courage having acquired the Company, he acquitted himself with so
much generosity that every one admired him, and judged him to be one day a great man. "
"Peace being made between the King and the Duke of Savoy, the army was dismissed with orders to retire to his
house. Guilleri, seeing that this prevented him from exercising his weapons, and of remaining among the great,
for the little revenue he had, having one day assembled forty of the most resolute, and evil boys who were in his
company, showed them as the Peace prevented them from profiting, and thus they would be compelled to choose
another expedient to win their miserable life. These Soldiers, who asked nothing but to be employed, asked him
what purpose he had in holding this language. He replied that his design was not to lay down his arms, but rather
to go to some forest to steal the passers-by, and thereby acquire the means of maintaining the rest of his life. His
companions, who could not be more pleased than to speak to them of some gain, offered to follow him wherever
he pleased, till death; and having all sworn faith and fidelity to them, they began to rob and steal Those who by
misfortune found themselves on their way. "
Following this information, Anouar decides to engage the discussion with his brother of fire. He learns that he is a
member of the Arcanum of the Sun, and that his presence is justified in studying Captain Guilleri's Ka-Sun, which
seems to be very developed. He also learns that this group of humans seeks to attack the nobles of the kingdom

10
to extract from them stunning and stumbling pieces to palliate the misery of the serfs of the surrounding
countryside. But the debate finally heats up as the arrogance of this member of the Blade of the Sun is great, and
the trio finally resume the route, with a Pyrim at the edge of the explosion ...
OOo
Again on the roads, he meets an itinerant monk, a Nephilim of the Pope's Arcane, Gilgamesh. Going also from
the side of Utopia, the four propose to him to make the road together. Telling him their amnesia, he appeals to the
Kabbalah to try to break their mental barriers. Fairies appear, but they deal only with Ira, which seems to recover
some distant fragmented memories. Gilgamesh then explains to them that their memories have been effaced by
the lustral waters, but that the exposure was so long for most of them, that the fairies can not reverse their
effects. Only the Pyrim can cherish the hope that this method can walk on him. Having a debt to their traveling
companion, they propose to help him to meet Ibarolla, for he himself can not intervene, a Hydrim of the Arcane of
the House-God, Acuishek also watches him. The orphan status of three out of four Nephilim could facilitate this
approach. Accepting this market, they enter the village alone, but getting late, decide to wait the next day. Upon
awakening, Ibarolla comes himself to meet them. He summons them to leave this city as soon as possible but the
talks begin all the same, when Acuishek makes its appearance. Announcing himself as Frédéric, the doctor of
Ibarolla, he decided to remove him from the four. This arrogance is the drop that the Pyrim was waiting to let his
rage explode. There follows a dispute at first verbal that ends in the house of Ibarolla in a fight to death. Anouar
seems to have little chance against his opponent but his tenacity and his secret attacks are due to the simulacrum
of the Hydrim. But a scar in his flesh poisons him irremediably, which forces him to come out in broad daylight,
sowing panic among the inhabitants, in order to seek a new simulacrum. Meanwhile Ira convinces Ibarolla that the
House-God seeks to exploit it, and that he should rather contact the Pope's Arcane. Reticent he accepts
nevertheless the encounter with the itinerant monk. But outside the fight raged against Acuishek, but a spell
launched by Xolotl terrace again a simulacrum of Acuishek. On this it is the general debauchery, leaving humans
petrified with terror, which may even displease the House of God. Ibarolla tells them how he was taken to Hades
by the Sword, and saw Prometheus chained with five other titans: Isis, Osiris Dionysus, Demeter, Apollo Mithra
Horus, and Hecate. The Sword also made a conscious Daun, Tantalus. Ibarolla also told them that he was
excluded from the Golden Path, and that he had preserved the Basque Country from the influence of
Orichalca. Ibarolla intends to renew the enchantment that once protected this country.
The market is full. Gilgamesh thanked them, but reprimands them on how to proceed. Considering the method
used it would have been better to kill all humans to leave no witnesses. It is great time to go to Spain for our
friends !!!
OOo
The arrival at the village of Empedocle is without bad encounters. But the village turns out to be a hamlet. As
soon as they arrived, they noticed that Nephilim watched them from a window, which turned out to be facing
Empedocle's dwelling. The Four then decide to meet these Nephilim. It is a faction of the Arcane of the Devil,
dedicated to the corruption of the pentacle by the Khaiba. They are named Milon, an immense and earthy being,
Danae, an ethereal humanoid seemingly flitting lightly, and Ixion, a little quadruped creature, close to the
monkey. Correctly refusing the adoption, the Nephilim retire avoiding all tension. Then they go to the house of
Empedocles, who is lying down, asleep with narcotic effluvia. At her side, a human servant on the eve. She
explains to them that he falls asleep for several days thanks to cantharides, hallucinogenic insects. The Four then
decide to join him in his dream, in the Ecume of Aquilon, Akasha of the Healing.
The new awakening of the four is done in an immense plain. There are some sparse buildings without epochs,
where the Egyptian style borders on the Greek and the Roman, and sheltering ancient medical practices. In the
distance is the silhouette of an immense tower. In the sky flies a majestic and imposing gilded griffon, seeming to
watch closely these new intruders. Edhergal tries to play with this animal and throws himself on his neck when the
opportunity presents itself, which enervates this mythical creature prodigiously. She gets rid of this embarrassing
rider and takes refuge in the distance, always watching the newcomers.
Arriving at the foot of the tower they meet Empedocles who explains to them that the healing is obtained when
arriving at the top of the tower. There are two ways. The outer road leads to a large staircase which ascends to
the summit and is swept by the three winds, Zephyr, Khamsin and Aquilon. The inner path is the direct ascent
through the interior walls and without stairs, but no one has ever succeeded, as evidenced by the pile of skeletons
not always human. They decided to undertake the classic voice to wash their stained pentacles, and added to the
immense line of pilgrims seeking healing ... Anouar, faithful to his pride, left without any glance at his
companions. He is followed by Edhergal, who in his compassion takes a child in his arms to help him. Then
comes Ira and Xolotl, who would have preferred the risk of the inner voice, and who plagues against this
seemingly infinite staircase ...
The wind, Zephyr, here is light and warm, bringing comfort in the hearts of the pilgrims. But after four hours of
ascent, the wind becomes more violent, very hot and loaded with sand, the Khamsin. The Pyrim advances without
a look for his environment. The Eolim wants to help the most people in need, sees an old woman in
agony. Deciding to help her, she happens to be an Icarian who wants to drag her into her downfall. To avoid
falling he must drop the child in an infernal fall ... Of spite he decides to help a pregnant woman to climb these
fatal steps. The last two who witnessed the scene, decided when they saw another Icarian woman, to project her
in the void with great reinforcements of kicks ... Then in the sand forms illusions, like a phoenix, a pond Water, a
griffin ... More traps !!! After an interminable time, the wind changes again to become glacial and penetrating:
Aquilon ... This time ice arms are forming and trying to decapitate the pilgrims! And it is not an illusion ... The
Pyrim dodges easily, but the Eolim sees the woman's head rolling at his feet, cut by one of these arms ... Another
disillusion !!! In disarray he sees the two laggards completely refrigerated, letting himself die of cold ... He decides
to fly to their rescue despite some hesitations ... But these journeys are not without danger, and they end up
violently wounded. But the road is still long. Suddenly the wind becomes less cold but blows in a tornado that tries

11
to take away the rare surviving pilgrims ... Anouar gets out first, and his allies also end up getting there. Then
comes the summit, where a huge white bird without leg, the Caladre, hatching a giant egg, blinks in the direction
of the Nephilim, who feel their pentacle stabilize, then find themselves teleported to the bottom of the tower. They
return to see Empedocles, and Anouar parley to know a little better the precepts of the Arcana of Temperance in
case he decides to be adopted. But the renunciation of the fight cooled him and finally he separated from
Empedocles, to wake up ...
This eternity of dream will have lasted in the world of the men only about twenty minutes !!! Empedocles having
remained asleep, the Nephilim take leave, on their way to Prague ...
OOo
On the way, Xolotl proposes to them to attack a convoy of Protestant spices, in Grenoble. This is a bargain with
the Jesuits of the village of Sainte Croix. In exchange, they will allow them to meet Rebis, one of the members of
the Glorious Alloy ... The Hydrim does not seem convinced and leaves the other masters of this choice. All accept
and leave for Grenoble. Along the way, they cross a caravan of good alive who all turn out to be Nephilim ... This
is a faction of the Arcana of Judgment. Being sympathetic, the four, with the exception of the Eolim, accept their
company for a long way. Hydrim and Faery are involved in unbearable orgies in the eyes of men ... But their
leader, Marcus Widdentraup, seems to appreciate Ira to the point of asking him if he wants to become an
adopted. This blade has abandoned the search for Agartha, pretexting the utopia of such a quest, and they prefer
to indulge in the joys and pleasures offered by their simulacra ... Hesitant, the chef suggests to him to reflect but
Also to accept to represent him at the conclave of Prague. Ira accepts and receives a ring, the only sign of the
power of the Judgment. Meanwhile, Anouar feels a strange sensation of drowning invade him, to disappear
leaving a strange oppression ... The next day, the two groups cordially separate.
OOo
After a moment the oppression of the Pyrim grows when in the middle of the road, in Ardeche, appears like a
surging wave of power a hilarious rider, surrounded by a bluish aura, the bare tattooed of Celtic runes, provoking
the Pyrim In duel. The Nephilim claims the Arcane of the Force, and announces that the amnesia of the Pyrim will
not erase the sins of this traitor, enslaved to the worship of DraKaon ... Anouar remains puzzled by such
statements. The Hydrim, tempting to intervene, is projected immediately in shadow with a simple gesture of the
hand. The two belligerents thus find themselves face to face.In spite of the apparent imbalance of such a fight, the
Pyrim prevails over an excess of confidence of this being: it is decapitated ... Then all the body disappears as if its
essence was the water itself ... What a strange simulacrum! The feeling of oppression ceases immediately. It is
then that Ira proposes to him to help him to find his memory, but that it will be necessary to execute a request in
exchange ... Accepting, the two friends leave in the forest. For a moment they reappear, Anouar visibly disturbed
by this experience. He remembers being a Celtic warrior of Brittany, with a body tattooed with blue runes.He
participated in cults and rituals around Dolmens. Finally he commemorates the episode of a battle against the
Romans, lost beforehand, where his companion dies before his eyes. Then all decide to take the road in the
direction of Grenoble.
OOo
Once there, he decides the tactics to use, knowing that the convoy must pass in two days. On the day said, the
convoy is actually there, but it is guarded by eight soldiers and a Nephilim to the metamorph of Manticore who
looks extremely powerful. Not knowing what to do, the attack is launched gently, sowing discord and revolt in the
minds of the soldiers and desoldering the metal of the cart. The soldiers revolt against their master Nephilim and
demand to be paid better. Then the scuffle threatens to go through the arms. Then in panic, the Nephilim,
claiming the Emperor's Arcanum, reduced his own soldiers to behaving like ants, digging the ground in search of
food. Then he removes a medallion from his neck, in the form of a pentacle of crystal and gold, throws it to the
ground and invokes powerful creatures of Kabbalah, after having revoked the Kerubims of Ira. They are Greek
guards who seem to await the good intentions of the Kabbalist who invoked them. Then Xolotl tries to return the
situation by posing as an ally of fortune of the Emperor arrived by chance on the spot and ready to chase the
others because he realizes the error committed. Inwardly he cursed the Jesuits of the village of Sainte Croix, who
handled it well. But his attempt fails miserably because hearing his companions Nephilim choose not to flee and
leave their hideout to apologize flatly, not avoiding to create a conflict with the Empress, usually allied to this
Arcane. Everything finally settles after a harsh discussion that borders the end several times in the blood. Our
Nephilim have the cruel feeling of being manipulated by an underlying power, aiming to create an incident
between these two Major Arcana. Who could hide from such an act? The cup ? The Denier? The suspicions have
not ceased to strengthen. But the time of the departure for the conclave has sounded ...

The Prague Conclave

The trip to Prague takes place without incident. The conclave attracted all the Bohemian families who camped in
the neighborhood of the city. Thus, our Nephilim decided to go to the Mannush camp, in order to perfect their
friendship. They are warmly welcomed. The leader, Vladimir Eliovich, wearing a beautiful woman tattoo on his
shoulder, talks to them about the great cycles of travel of the gypsies, explaining to them the driving force that
Boheim, which drives them to this nomadic life. Then he comes to talk to them about the degradation of his son,
become a mahrimè being corrupted by the Orichalque. Mahrimè means in Romani, the language of the
Bohemians, dirty, impure. This would be the result of an experiment conducted by the faction of the Minor
Arcanum of the Staff, present in Prague. To wash his honor the mahrima must die with his hand, or better still with
the hand of a Nephilim. The Faerrim and the Pyrim propose without hesitation, and the chief handed to Anouar
the kriss which he must plant in the heart of his old son.It would have been seen for the last time in the sewers,
under the house of a Kabbalist, Abraham Jacob, Wolfgang Street. Then one of the Mannush, the krolo gijde ,

12
enters into a trance, his eyes revolted: he becomes the receptacle of a great power, that of the Empress who
wants to communicate with her new adopted. The krolo gijde and the Hydrim are locked in the trailer.
The Nephilim decided, first of all, to go to the Kabbalist to glean some information. The entry into the city of
Prague is easy. Wolfgang Street is not so easy to find, but they still arrive easily in front of Jacob's house. They
noticed near a sewer mouth leading into the shallows, den of the mahrimè .
The abode of Abraham Jacob contains an impressive number of pentacles of all kinds, recalling the drawings that
a madman would make on the walls of his cell. There are all kinds of them, even in walls or ceilings. Abraham is
carried to the extreme in the exploration of the worlds of Kabbalah, and especially the world of Pachad. This
exploration represents his quest for the Agartha, which is of great interest to Ira. Abraham is very suspicious,
even paranoid, and Edhergal's unconcerned behavior makes him uncomfortable. Anouar decides to put him out,
and closes the door from inside. Abraham seems to fear the outside world and wants at all costs to leave him for
Pachad, his only refuge. He explains to Ira the importance of creating an opening door in the world of Kabbalah
that he wants to explore. On this valuable advice, the group withdrew
Then comes the time of the confrontation. After taking leave of the Kabbalist, the four go to the putrid and
unhealthy sewers, and they do not have to look for long the mahrimè , so much its aura of Orichalque disrupts
their pentacle. This creature has nothing more of a human, it is a being of Orichalque, and from which vapors of
this metal honni is released. The fight is tough because it turns out to be much more powerful than the body of the
human who sheltered it, and he throws himself with a barbarous pleasure into the fight, clawing and wanting to
enclose the Pyrim in his destructive arms. The pentacles are largely destabilized by this horrible accumulation of
Orichalque, which is mostly the victims of Anouar and Xolotl ... But on a masterful arrow of Ira,
the mahrimè spreads out, leaving the dagger entrusted to the Pyrim pierced its darkened heart. What a terrible
fight! Anouar blames himself for having accepted so easily a market that could have dissolved him forever in the
magic fields.
Before announcing the news of the death of the mahrimè at the Mannush, the Nephilim decided to go to the
famous Conclave.
OOo
The conclave must take place at the palace of the Emperor Rudolph II. To access it Anouar is considered a future
initiate of the Empress under the aegis of Xolotl, while Edhergal presents himself as an initiate of the Judgment
under the cup of Ira. The guards of the entrance direct them towards Kracivecz, second of the Green Lion, only
judge to authorize the access or not to the conclave. They are then directed into a waiting room in the basement
of the palace. Only a few Major Arcana are represented, including the Pope by Apollo, the Sun by Shemesh, the
Star by Ino, Justice by Resistance of the Breton and the Emperor by Fech'Orbos, the emissary met during the
attack Of the convoy of Grenoble. At the end of a long wait finally arrives the Green Lion, a giant with gray hair,
imposing of power and everything of green clothed. He wears an immense hammer on his belt, and on the
shoulder an embroidery of ancient Egypt. All the Nephilim guests then go to a completely closed room. They sit
around a large table of basalt, worked in gold. The Conclave opens with a hammer shot of the Green Lion on the
table that creates a curtain of flames licking the red velvet walls and ceiling.
Justice is strongly opposed to the Green Lion, but evil to express and impose its opinion as the verb of the Green
Lion is imposing. It is first of all a matter of settling certain incidents, such as the intervention of the Pope's Arcane
in the Basque Country to try to adopt Ibarolla ... Some cold sweats cross some members of the assembly ... The
Green Lion Recalls that the Lord of the Thunderstorm, prince of this Arcane, was exiled to the worlds of Kabbalah
for trying to convince Christ to join the Pope at his exile in the desert.
Then comes the real subject of the Conclave, the opening of an Occult Sanctuary in Venice in 1815. Justice is
fiercely opposed to it, recalling that the last Occult Sanctuary had turned to the carnage during an anger of the
Green Lion and that two miles Humans found death there. But the other Arcana are not opposed to it. Then the
Green Lion wonders about the presence of orphans at the Conclave. Xolotl admitted that he had brought his
friend, who had no claim to the Empress, so that he could see the Green Lion in hopes of joining him as an initiate
of the Glorious Alloy. After a few questions, the Green Lion agrees and warns him that Kracivecz will soon contact
him. This is the end of the Conclave, and Kracivecz asks the Pyrim to follow him. The Eolim left with the envoy of
the Star, Ino, with whom he binds himself with sympathy. The Nephilim also learn that in China, the magic fields
of the Moon and the Air no longer exist, swept by the meteor of Orichalque, that the Wowakan, Nephilim of North
America were massacred by the Arcana Minor , And that the DraKaon, mergers of several Kaim, still exist,
bathing with their breath some regions like Brittany. Then the Four separated, making an appointment to die in
Paris, and then return in 1731 to witness the awakening of the fifth and last Nephilim ...

The Way of the Glorious Alloy

At the exit of the Conclave of Prague, Kracivecz, second of the Green Lion, awaits the Pyrim and tells him to
follow him with the gaze towards the Palace of the Emperor Rodolphe II. To begin the initiation of the Voie du
Glorieux Alliage, Anouar le Pyrim has to carry out two missions. He must go to the Grand Veneur Draconique de
la Force, Ganesha, who is in Saint Bernard in Normandy, to settle the dispute between Anouar and the Arcane of
the Force. The Gypsies must go there, and can accompany them on a large part of the journey. The Pyrim is also
to investigate the Caput LVIIIm, with the help of the Arcana of the Papacy, and one of the Great Hermetes, which
is in Muzès-sur-Lignon, in the Alps. Then Kracivecz introduces Anouar to some secrets:
The Knights Templar are part of the Arcane of the Staff, a Minor Arcane, which cleaves the world in bail. Each
Bailli is master of a kingdom, like the Bailli of Francia or Germania.Its origin dates back to the time of the Compact
Secrets, when the Arcane of the Sword and the Nephilim collaborated, leaving humans in ignorance. Only the
initiates had the right to access the Magic Sapience. At that time a Nephilim was incarnated in Pharaoh (Xolotl
was Amenhotep II) in exchange for power over others Nephilim he renounced life: its leaders priests, Mystes

13
Sword forever locked in the stasis ( His mummy) at the death of the simulacrum. At that time, Tubalcaan, an
initiated human, revolted against this state of affairs, and decided to found the Temple of Life, whose purpose is
to awaken the rest of humans to Esoteric Knowledge by killing the Nephilim. This caused a great battle between
the Arcana of the Staff, the Sword and the Nephilim. At the end of this war, Tubalcaan was apparently destroyed,
but the Temple continued to exist by its initiates the Templars.
In the Middle Ages, the Temple became so powerful that it shadowed the kingdom of France. Thus it was decided
to put an end to this threat. On Friday, October 13, 1307, King Philippe Le Bel organized the arrest of all the
Templars of France, in other words fifteen thousand people. The four main grievances which the king accuses the
knights were secret initiation accompanied by insults on the cross, Omission of the words of the consecration at
the Mass, Authorization, see recommendation to practice the "crime against nature", in other words, Being
homosexual, worship of an idol considered as an image of the true God, the only one to believe. This idol, King
knew almost nothing, except that it is a head, probably a man's head with big beard, and was called by the
Templars: Baphomet, which strangely means Mahomet en langue d'oc. During the interrogation of the Templars,
two of Them, Vercelli and Antoine Faure Told of Hugues le même story. That of a nobleman Who fell in love with
a girl, she goal Would Be Dead Before They can bind. At His funeral, mad love and desire, man Would sate the
dead, and at the end de son Necrophiliac act, he Would Have Heard voice burst out of nowhere, "come back here
in nine months, you there find a head, daughter of thy works; never Separates you from this head, Because It will
give you everything You Could want. "
Nine months later, the man returned to the szene and found the promis head through it qui Would Have Caused
miracles worldwide. This story comes from the legend of a golden head, Which would responds yes or no to all
the issues That Would Be Asked. During the descent of 13 October 1307, the army of the king found the Temple
of Paris, a golden female head, hollow, Itself Containing a small skull girl wrapped in a cloth in the colors of the
order on qui Was sewn "CAPUT LVIIIm ". When Philippe Le Bel burned Jacques de Molay, the members Decided
to leave the stick. Arcane Took advantage to loot artifacts, Including One of Them Was the famous Caput
LVIIIm. Since That Time, the Green Lion managed to retrieve the artifact.
Finally Kracivecz perfecting the art of Anwar in Alchemy, and-even Taught _him_ how to control the Work of the
White Liqueurs, Especially six of 'em, Liquor Awkwardness, the Transparency Potion, Liqueur of Mouvant the
Ophthalmic Liqueur, the dissipation of the Liquor, and the Breath Liquid. Then came from Prague, after-Kracivecz
HAS Entrusted the Caput LVIIIm ...
oOo
Anwar first Decides to return to the camp Mannush. The Pyrim Recounts in detail Vladimir Eliovich the fight
contre the fire His est devenu the mahrimè . He Explains que la kris from now in the heart of this
abomination. The leader, to thank _him_ for His Honor, determined to tell secrets about the Bohemians. The
Bohemians are from Egypt and there are five families. Akhenaten Initiated the Bohemians Their powers, Then
Told Them to travel the world. He aussi created the twenty-two Tarot cards from the Cosmic Rose, Ram solar
core. He called Expired the Nephilim great to ask 'em to follow one of the ways of Blades. Those Who est devenu
accepted the Princes of Their Arcana, as Shemesh, Suryo, Poliorcetes gold Dracka. The goal Revolts contre
roared Akhenaton, while Bohemians HAD already left for the cities of Agartha. When Akhenaton Princess Moor
pointed at the head of the Arcanum of the Mat, the body of Akhenaten Was hot to go. Its Ka Has not-been found
since.
The Mannush from Italy, Anwar heads for the camp of the Gypsies. They are dressed in Spanish and-have a
noble port. Their caravans are dark. Their leader, the Gitanos Leiba Lorah , is an old blind man.There plague to
be on the start Because He wanted to destroy sticks Prague Because They Are the source of mahrimè , created
by Manipulating the Orichalcum. Anwar tells Them That honor is safe Because The mahrimè is no more.
oOo
During the trip to Normandy, Anwar learns que le future leader Pasquale is Undergoing initiation. He must learn to
fight contre contre negative energies in fighting a great warrior dagger duel. Anwar proposed, and Gitanos Leiba
Lorah is proud of this proposal. Anwar Arises entre les campfire and the caravan qui est enclosed
Pasquale. Once released, the battle rages on, after-goal A Few injuries, Pasquale finds calm and Anwar Thanked
for this aid in the initiation. Then Pasquale sweaters His cards: Sun Devil Hangman. The Trail Quest Gold is
useless and completely Call overwhelmed. In this way, only the Khaïba expected Anwar. The Agartha be found
alone. Then he promis que la Gypsies always help. Arrived at the border on the Rhine, Anouar and Gypsies Split
On Some final advice. We must follow the Northwest to reach Normandy. On the road is Lake Constance,
mysterious lake shores are populated Whose Effects Dragons of water, qui we do not know the origin. There is a
network of underwater galleries That lead nowhere, object access is guarded by Kelpies. One thesis boards,
Anwar left the gypsies ...
oOo
Arriving near Lake Constance, Anwar Observed strange water creatures That sccm to continue. He Decides to
sow. After three days of walking, Anwar arrived in Saint Bernard and Decided to inquire at the inn. He learns
qu'Alexus Beuve is a renowned alchemist Who Developed-have a potion of youth, and it Would Be in the
Church. After a quick check this man is a usurper. The Castle of Saint Bernard's house Noble and his short,
purpose Who are very discreet. Of the hill surrounding the castle exudes a high purity. Anwar Asked to speak with
Ganesha. The King Pellinore Accompanying the front of Ganesha. He learns que la Arcane Force struggle with
the effects Dracomachie Against the Dragons, and contre DraKaon That enslave the Nephilim. Anwar says His
confrontation Against the power of the water It has faced in the south of France. Ganesha Explains que la form he
combated is an omphalos, a Ka energy tank has to qui Force Nephilim May bind through a ritual. Once
completed, the Nephilim without her idol can move along the currents of magical energy at a phenomenal
rate. Ganesha aussi Explains That none of the Force is adopté after-_him_, goal Ganesha Detects traces of
DraKaon in the pentacle. He Thinks he can be an older adopté Who resides in Britain. He has Decided test to

14
clear His pentacle of this stain. He must fight in singular duel Gawain. The battle is fierce and contre Anwar goal
Ganesha interrupts the end Saying Anwar Passed the test to-have survived the attacks of Gauvain. The Gawain
blade striking the washed His pentacle traces of DraKaon.
To thank _him_ For His frankness Ganesha orders Gawain and Percival the lead in combat. He learns new battle
technical aim, dodge, aim right and impaled. Gawain est devenu a friend of Anwar, Perceval and talk to from time
to time _him_ à son personal quest: The Grail Quest Primordial. Christ During His exile forty days in the desert,
the Understood Weaknesses de son and body Decided to show the way of Kabbalah. He Wore His wisdom in a
mystical object That Was already very old. After His crucifixion, has Faërim, Arimatheos, the remains of the file
Managed gasoline and Ka plots to link the Grail. Anwar aussi learn Melusine That Would Be Responsible for a
DraKaon of worship in Britain. The Pyrim Then takes leave of this Arcanum, Become a friend as he will respect
the precepts Force.
oOo
Anwar takes the path of the Alps to a strange forest Where the last hostel We had Warned contre robbers. As
expected It was ambushed, it smells dangerously Selenim goal !! Anwar is try trying to kill the bandits, purpose
They Are already long dead, so he Decides to flee into the forest ... and falls to the group Selenim he reconnu two
old friends from the inn "At the Boar Death", the Marquis Belmonthombe and Abbe Balsamo Proteo and a third
Indian appearance. Heard an invocation, he Decided to flee again, he is goal Pursued by a monstrous hybrid
entre a wolf and a hyena. The fight is inevitable and ends with the death of the monster beheaded Anwar feeling
the Black Moon tarnish His pentacle ... He Resumed His desperate flight marriages aim to sow.
oOo
Anwar finally comes to muzes-sur-Lignon. He visits a wide est aussi That building has library. He Asks to speak to
the Grand Hermétèque, and is lead by Alef Katal with Ohm Althea. Anwar Explained to the purpose _him_ de son
visit on behalf facility of the Green Lion, and shows the _him_ Caput. Ohm Althea Then Asks His second Aillesh
Torc and Hammurabi to watch the artifact. From there They Maintain in énochéen Then Asks Anwar wait Several
days in a cell to study in depth this Powerful artifact. The third night, Anwar hears a cry from the study room. He
rushes to see Ohm Althea Aillesh death in a book stack Hammurabi and terrorized in a corner. In the middle of
the room is blackened Caput, the center of a pentagram. Four Daimons from Hades-have gone through this kind
of portal. The fight is inevitable. While Anwar first gets rid of a giant insect acid Blood And Then is thrown by the
Orichalcum ... Seeing flayed in full invocation, Anwar is irritated and decapitated, Then loading face of a giant
toad and Their leader, a rhinoceros head humanoid. He dodges and used it to crush the toad, the goal mace head
de son pentacle plague and his own love: this is too much loose Anwar and All His fury in battle and cut off His
last opponent.
Ohm Althea in His New simulacrum, just explain what happened. Caput is an artifact That can open a portal to
Hades through a ritual DEPENDING on the astral conjunction. Goal it is not feasible to prevent prevention
Daimons to borrow. Anwar off again the next day with all this information to Prague.
oOo
Once there, he is congratulated by Kracivecz and the Green Lion himself, Who Gives a liquor _him_ Somewhat
Eases the pentacle de son curses. Anwar must now move Towards His personal quest, and His Especially
rediscover past. To help, the Green Lion That learns in a century, the Arcanum of the Lover will create a Court of
Amor in Rome entrance Whose Is located under the Coliseum. There shoulds it find answers about His past, aim
shoulds be better than His cronies do not. Anwar Then Went to Paris, to end His days up to 1731 and the
awakening of the fifth Nephilim ...

The awakening of the Onirim: The Enlightenment

1731 lancé carriage at a high speed in Paris, the Marquis of Entrailles opens His Eyes. The man facing _him_, a
gun man on His gown has wide red cross, the sum of awakening, it is not time to sleep: They are expected ...
confused Spirit, the Marquis tent to learn more When starting to Appear inside the carriage mist two spectra
Whose gaze petrifies Instantly weapon man. The Marquis Then looks away and tries to protect the man of her
cloak, alas in vain ... try trying to break the door of the carriage to climb on the roof, the Marquis of Guts Then is
torn by two hands dry and rigid with cadaveric bodies. Nevertheless, he managed to climb onto the roof, Then at
the height of the check summing to stop it! The lathing, far to comply-struck _him_ a violent lash. Spectra now
moving Reviews towards the two men, the Marquis at the cost of remarkable acrobatics, mounts a horse and
loosens ties icts with the carriage. The lath Then turns into an indescribable din. The Marquis Prefers to
accentuate His gallop through the cobbled streets and notes That riders wearing le même red cross on Their
tunics continues to Pursue it, the two spectra are sown Them Quickly. One of Constantly Pursuing summon the
Marquis of stop and go without delay to the point of appointment is Agreed. The Marquis hesitates and finally
stops on a small bridge to meet His pursuit of the Duke Castelblanc. It Reminds _him_ while He Was On His
initiative the subject of a transaction with a faction called Expired the College of Sir Lancelot Bouchers. It is
troubled que le Marquis Accepts bitterly of Being the currency of a contract qui he Has No Memory. A short ride
later the Marquis and his companions are welcomed by three men in front of a wide building. The three men
Receive _him_ warmly and led _him_ into a small cozy room. He Sees men of the Ordre des Bouchers give the
object of desire, a cross or a chalice, the men of the Duke of Castelblanc qui Then leave time immediately. The
Marquis Then Learned by the faction They Are there to teach _him_ Some arts to the price of a ritual sacrifice He
Has to perform at His initiative.
The Marquis is free to move in the house purpose can not get out, so he searched the rooms at the expense of ict
guests: anatomy manuscript Alchemy work of a man named Paracelsus, a small book "Rosicrucians" of a
Christian Rosencreutz written in Kassel in Germany in 1614 and signed a diabolical picture of a Hieronymus
Bosch will be MOST troubling puzzles as Each Other ...

15
Asked by one of the men the Marquis must notching hands at the cost of great pain ... then he must rest to
continue the ritual ... after- night under the aegis of the Moon this exchange Somewhat dark destiny ... to be a
silver tunic decorated with the little bell pulls out of his sleep in and guide dreamlike world, an Akasha, meets the
sweet name of Levanah, the empire of the moon ...
There Enedora, purporting to be a Nephilim has Pyrim to be more precise, Revealed by the thrice great
Hermes. She awakens senses Onirim à son, Atreus, and he Explains That has-been manipulated. She tells her
_him_ arts and teaches _him_ has power of ict own. It aussi Reveals That oven Nephilim will soon get it, They
Will be the key expectations à son. The Onirim gradually finds His wisdom and Decided to learn more about this
world. The lunar ... the pleasure lake surrounding the Palace of Artemis ... the Misrad ... Morpheus ... what
poetry! All this can be a mere dream ... Then Onirim Chosen to postpone the trip and Enedora Asked to bring the
faction to l'autre Nephilim can find it.
oOo
1731 Sees the first awakening of Pyrim the way of a woman of the bourgeoisie, Elena Montoya, in the street of
Sweat, before the butchers' guild in Paris. Before it Appears out of nowhere, has not Onirim featureless. Then as
if this meeting Were planned Hydrim and Faërim are emerging ... Lack call the Eolim, Whose personal quest Took
_him_ to --other seats. Then Anwar Appears under the watchful eye of the Hydrim the Onirim evasive, he wants
to get away from THAT Corporation Held prisoner ... Who has no Xolotl furious along wishes while see the flames
devour it godless instead. Suddenly, the Nephilim are Alternately sucked out of Their bodies ... They are a dime
Then in cubic meters of edge, close and covered sneering dogs' heads ... The Nephilim summary Their shape
shifters, a phoenix for Pyrim a newt for Hydrim and Naga for Onirim. Seems only able Faërim of Taking the shape
he wants, here a demon than three meters high. In the center of the room is an old tattooed man and prominent
muscles, qui purports to be Sabathiel, Apothecary Palace of Delights Harabel Where reigns the king, the king
Beggar.
It Seems very risen contre Ira and requires _him_ to drink a Nephilim of the Court of Miracles, in the rue du Bois
Sans Soif, an elixir That puts _him_ in person. Then the Nephilim again returning Their simulacra. Feeling forced
to accept the application (Ira begins to enter a rotting process), They decided priority of dealing with the case of
the Nephilim ...
oOo
The group slowly Towards Wood Street without thirst When They Were arrested This is at the entrance of the
Court of Miracles, by an old penguin, Durefer Ignatius, Who Asked the password to enter the court. That alcohol
Xolotl claims HAS guided to this short. Then Ignatius prompts em to drink alcohol adulterated house potato chips
and wood. This one sum His henchmen, a sort of dwarf naming Imbert d'Arbois, to bring vials of the suspect
alcohol ...
Before the discretion of this approach Obviously form a crowd, Attracting the lustful eye of a chubby woman Who
hails the group to offer its "services". Xolotl Then Decides to enter into His home, qui he Thinks he can wish to
Consider the short and Its occupants, and the three men in the group Took The opportunity to Satisfy Their
basest instincts ... under the gaze of Pyrim nauseated. The room They Actually offers an interesting viewpoint of
the court of miracles and They Can Easily spot the "leader", a blind old man with a parrot on His shoulder, talking
with Durefer Ignatius, a scruffy man and Church two young men with a Faërim . Part of legs in the air contre
ending A Few gold coins, the group can finally enter this short, after-Xolotl Convinced the guards to let us
pass. To save time at His friend Faërim he begins to befriend Themselves with all human Taking great care not to
interact with the Nephilim. The group Passed to the head cam for bourgeois search for forbidden pleasures ... In
questioning _him_ on Parrot, the leader tells' em That he is a sailor form, Who knocked the Caribbean side, near
the islands inhabited by demons or Loa, like Haiti ... Would que la Selenim? Then the priest presents himself as
Ernest Erestois, the defrocked Cleric Who recanted His faith in God and turned to alcohol. Valentin, one of the
young men, is a skilled thief, served in scholarships to Pyrim group Who notices her game ... but to Avoid
scandal, Xolotl offers _him_ a game of dice in order to divert focus Then The story was bluffing game . Atreus
take this moment to initiate discussions with the Nephilim, qui s'intitule Isidor Ducast. They speak poems and
moon before qu'Isidor, indifferent to gambling and alcohol Decided to withdraw. When Ira That's what annoys take
over Isidor Who returns à son apartments. Followed _him_ Xolotl and his Friends invited to join _him_ in an alley
near the remains of Their prey ... Anwar begins to get excited contre Ira and Xolotl Gets Involved Atreus and
finally ... Before this confusion They Realize Being under the influences of Kabbalah creatures. The Faërim Pyrim
and decided to take actions and entre the house of Isidor, spirited draw at will Quickly pentacles on leaves ... But
the Onirim asleep while new creatures boutent fire ... Taking advantage of sleep, Ira countries the contents of the
vial before Realizing His mistake: this body is only a clone, a creature of Kabbalah. The Hydrim Extinguished the
fire, aim the immediate sentence WAS, and the Nephilim find Themselves again caught out of Their bodies ... to
reappear in front of a very upset Sabathiel shapeshifters. The liquor HAD brought` _him_ wisdom of Kabbalah
creature INSTEAD of the Nephilim, he Recalled That after-1700 years of waiting, he is disappointed a second
time. It leaves one last chance to Faërim, aim it will soon release _him_ and will be much harder. And again the
Nephilim return to Their bodies. They decided to go to the cemetery to recover Quicker Their stasis ...
oOo
After the meeting with Their stasis, They decided to go to the street Geburah, from Dr. Paragon. Anwar HAS
Learned In His previous incarnation That Could this man enlighten em on the Golden Path ...
They then come to his stall late at night. Anouar looks like coming from Prague, which is enough for the doctor to
welcome them. But there, to the great stupor of Xolotl, it is a simple human and not a Nephilim. He was awakened
to the wisdom of the Nephilim by the Green Lion himself, at the time of the splendor of Rome, and thus he
acquired immortality. He is an old man with long, white hair, wearing a green gown with the symbol of the Green
Lion. The Pyrim kneels before him, and asks him to illuminate them on the Golden Path and how to reactivate
it. He explains to them what they already knew but also talks to them about two important books, the Alak Alfarim

16
of Abdallah Malouk, and the Epetronide of Toronee, having two different views on the Golden Path. The Alak
Alfarim of Abdallah Malouk, Arab astronomer of Cairo, was written around 1200. He died while investigating the
Trinity. He explains that during the reactivation of the Golden Path, the Earth will model the being of clay, the
Water will sow it with the ritual of Aborantir, the Fire will give it the spark of life, the Air Breath of hell and that the
moon will temper it by the dream of the recumbent. The Epetronides of Toronee, in 423 BC, tells the story of
Hermes the Three Great Times, the one who mastered the three magical arts. It is stated that the Golden Path
must not be reproduced. Doctor Parangon explains that Hermes Trismegistus can inform them: he is now in
Turkey, on Mount Ararat in eastern Anatolia, in the former monastery of St. Paul. Two other Nephilim, Messiel
and Kassiel can help. They participated in the building of the Tower of Babel under the aegis of the House of
God. But they were attacked and killed by the Minor Arcanum of the Baton, in Bohemia, near the castle of
Varleja. Then he talks to them about the Minor Arcanum of the Sword and its privileged relations with Hades
through doors. He also reminds them that the Compact Secrets are a period of withdrawal for the Nephilim which
ended with the advent of Akhenaton, the Solar God.
Then, observing the group, he addresses Atreus as an assimilated Nephilim, an approaching one. The solar elixir
of the Green Lion allows it to distinguish the instability of its energy. He tells her that Asia could shed light on her
past. At these words Onirim goes into a trance. Anouar questioning him about Alchemy, Doctor Parangon advised
him to go and see another man awakened more recently by the Green Lion, the Count of Saint Germain. He was
at the court of King Louis XV until the death of the latter, and since then he no longer gives any sign of life. Then
Xolotl asks him about the Sapience of the Selenim. They are extremely numerous, especially in South America, in
the islands bordering the Americas and in Russia.
The First Selenim was Lilith, who noticed the protection offered by the Black Moon against the Orichalca, decided
to sacrifice its essence in order to be able to fight the Orichalque armed Mystes by Prometheus. Other Kaim also
sacrificed themselves. But the Kaim remained impassive to this act of bravery, even going so far as to drive out
the Selenim. But fortunately, today relations are beginning to tie, although remaining extremely tense. Lilith has
disappeared since that time. The Arcana of the XIII, representing the Selenim most favorable to relations with the
Nephilim, is governed by a Baal, the first of whom was appointed at Carthage. But for some time, the cult of Lilith,
unfavorable to the relations with the Nephilim, took the head of this Arcane. But there are many dissensions
between the different factions of Selenim.
Then Parangon speaks to them about the Minor Arcanum of the Denier, whose origin goes back to the meeting of
Solomon and Hiram for the construction of the Temple of Jerusalem, with the two pillars Jakin and Boaz. Then the
Hydrim evokes the Beast, which causes the disgust of the Doctor. The Beast is a vile being who lies, deceives,
and even destroys his allies. On behalf of Christian Rosencreutz, he talks to them about the Illuminati of Bavaria,
which would be a front of the Arcana Minor of the Cup, the Rose + Croix. This Arcana would have appeared with
the birth of Ram, the perfect Androgynous, which would have split into four independent parts forming the four
branches of the star.
Xolotl then tells him the sight in the high spheres of a fragmented thing whose only vision allows to reach the
Agartha. The Doctor tells him that it must be the Invisible Superiors of the Cup.
Then Atreus interrogates him about the Akasha, but the doctor proposes to him to try to meet travelers of the
Akasha who are called the Peregrines of EntreMondes, like Ente d'Orion. He also reminds him that it is extremely
dangerous to access Akasha through drugs, because death in the Akasha would lead to the death of the
simulacrum and would lock the Nephilim in the Akasha forever.
Having no more questions, the group thanked him and decided to go to the corporation of butchers ...
OOo
It is decided to a discreet approach towards the corporation, the Pyrim and the Faery in the alley, the Hydrim and
the Onirim on the roofs. But as arose from nowhere, a salamander of fire, a dragon effect torn from the pendacle
of Hydrim by the Yellow Dog who Speaks, moves on the roofs looking for his "father", aspiring to pass the
alchemical formulas of the Pyrim Which by its nature also becomes a privileged target. The battle is raging, the
salamander in pursuit of Anouar is caught by a gaping mouth in the form of a hole in the ground, those chewing in
the depths, invoked by Ira. Hydrim took the opportunity to lock him in an ice coffin. It is then that Ira is attacked by
four Kabbalah creatures, emaciated specters in the eyes of blue flames, carrying a sword with both hands. The
Pyrim arrows between the two eyes with only effect to attract their anger !!!
But with the sword Anouar again shows his power and makes two of the creatures flank, but he suffers great
damage. Xolotl succeeded in locating the Kabbalist and made the house collapse on him, which killed his
simulacrum as well as that of Restif de la Bretonne. Creatures are immediately banned. The Pyrim takes the
opportunity to take shelter in order to recover from his wounds.
But the salamander did not say his last word and frees himself from the ice to face the Hydrim in singular
combat. Ira then invokes formidable creatures of Kabbalah, the Ashim, doors of adamante with feet of metal, five
centimeters high and which go to the nearest door to block it effectively. Atree tries to appropriate the
possessions of the yellow dog when it reappears in its new simulacrum, very edgy. He threatens to melt the eyes
of Onirim if he does not return his affairs, which forces him to obey. Then he reminds him of the salamander of fire
by declaring the status quo. Onirim takes the opportunity to attack him to recover the purse containing the
salamander, and undergoes the threat put into execution: his eyes melt ... In a last start, he manages to fall
asleep the simulacrum of the yellow dog, and falls unconscious . The Pyrim, having been able to heal his wounds,
returns and cares for his new ally, thanks to the tree of the amber of the rebirth.

The Nephilim decide to leave the affairs to their possessors so as not to offend the Arcana of Justice. Xolotl eats
the little salamander contained in the purse and re-absorbs much of his Ka-Feu, then confides to Atreus a drink of
Ka-Moon, declaring the status quo in turn. Hydrim explained to them that when he had stayed at the Village of
Santa Croce, the Empress asked her to study one of the servants of Restif de la Bretonne, for her Ka-Soleil was

17
very important. The Hydrim made him mad by pretending to be the representative of God, using magic, including
the formation of a cross with his blood rising against gravity along his arm ... Becoming mad, The servant ended
up in the convent of the mute sisters, in order to undergo the experiments of this faction, to the great displeasure
of Restif de la Bretonne.But the uproar removed all chances of entering the butchers' society discreetly, and they
decided to postpone the visit much later. It's time to leave Paris ...

Chapter II: The New World

Departure for Tampico

Xolotl exposes his problem. During the confrontation with Phaeton, the Pyrim of the Arcanum of the Sun, at
Captain Guilleri's brigand camp in their previous incarnation, he complained to his order of the behavior of the
empress's envoy and 'Anouar. In compensation, Xolotl had to embark for Tampico, in the New World, then to
South America to look for the memories of Suryo, the second of Arcane of the Sun, who returned to Europe
without his Sapience.
Good rejoicing in perspective, knowing that very few Nephilim have returned, because it is a world conquered by
the Selenim. Despite the risks, the group agrees to go, first to Bordeaux. Hydrim rents the services of a coach for
the journey that takes place unhindered until Bordeaux.
There, Xolotl seems to be expected on the quays by his captain, under his orders. The boat takes to sea for a port
of Spain in the city of Santa Lucia, also travel without problems.
Arrived in Spain, the Hydrim goes in his faction with Atreus (who learns with animosity that the moon is not well
seen by Circe). Disappointed, the Hydrim emerges and invites the others to take the boat specially chartered for
them, in the direction of Tampico, in Central America. They are supposed to be the only Nephilim on board, but
they have been warned because minor factions can be found there. The ship also has a distinguished traveler,
the Señorita Orfin, daughter of the commander of the fort of Tampico. The Pyrim notices a strange sailor, and
sees that it is a Nephilim affiliated with a Major Arcana. They get to know and sympathize. It is Leretaire, the
Bateleur, sent by the Pagad in the New World to help humans. His simulacrum is called Esteban Sorrenco. The
Pyrim now knows that he will be welcome in this Arcane.
Onirim noticed him the cook, nicknamed by the crew El Chupacabra, the demon goat herb. This being is devoid of
Ka-Sun and Ka Energie, as are the Selenim. Onirim informs Hydrim, who then isolates himself for a moment. He
later returned by informing them that the Denier and the Staff were also present on board. Ira passes his journey
sitting on a chair in the middle of a pentacle, slightly paranoid. But otherwise the trip takes place without incidents,
until the day when Tampico is in sight ...
OOo
The Nephilim landed in Tampico, a small town in a lush mass of vegetation. Buildings stand out, like the Church,
the Mayor's house and the imposing fort. The group observes that the inhabitants, very believers venerate a christ
lacerated and sanguinolent, and inflicts sufferings. They then decide to enter the Church. There are four statues
of saints: Saint Peter, Saint Bernard, Saint George and Saint Madeleine, but their forms and offerings are different
from habit ... But suddenly the doors close behind them and a voice coming from nowhere Addressed themselves
to them, presenting themselves as Xipe Totec, Our Lord the Scorched, the new Christ. The Nephilim are clearly
not welcome in America ... They learn that the Suryo group was chastised by the Smoke Mirror and by
Uitzilopochtli. Then the voice stops and the doors open again. The Nephilim realize that the magic fields are very
different, the five very weak elements, serving only to contain and stabilize the energy of the Black Moon ...
Welcome to hostile territory !!!

The Chant de la Pavane

While they have just left the church of Santa Maria de Esperanza, the Nephilim are worried about their companion
Hydrim about the reason for their coming here; This one attracts them in the luxuriant jungle bordering the city. At
his contact the Pyrim and the Faërim lose consciousness for a few moments in a secret dream ... Anouar sees
himself again when he was Kaim in this place, full of hatred and anger, armed with his faithful and giant
sword. Ira, on the other hand, revisits his former vegetable abode when he was Kaim, and recalls that it was
occupied by Coatlicue. In the secret of the vegetation Xolotl reveals everything to them: It is the Empress who
summoned her to come here to find the second of the Sun Suryo, went to investigate the Yohual Tecuhtlin, the
Selenim of Central America, and Learn more about them to make allies. His companions had to accompany him
to maximize the chances of success. But so close to the water during the voyage Hydrim had had time to reflect
on their nature, his own, the fall that had bound him to water, and a new plane. The Chupacabra, who at this
moment was scarcely descending from the boat, was an envoy of the Arcane XIII and various other houses, of
which the Empress, in order to sympathize with the Yohual Tecuhtlin, had to die for Xolotl because he put in
Danger his life since he can make it shadow and to double it in the game of Arcana. The Hydrim quickly
confesses that he has another reason: he wants to make sure he is the only one who can deal with these Selenim
to whom he plans to unite !!!! The team is divided, the controversy rages, Anouar and Ira are more reticent, but
Xolotl reassures them, if he becomes Selenim he will continue to help them, shed the blood of their enemies, to
bring down his will on those there; He will go to Brittany if his new nature is impervious to the breath of the
DraKaon to investigate the past of the Pyrim. The Faerrim seems opposed to the abandonment of the Golden
Path, the Hydrim on the contrary seems eager to leave what he calls the conspiracy of the Minor Arcana to study
again the wisdom of the Nephilim. Finally, all follow him in order to eliminate the messenger of Death. They try to
approach it discreetly but the place resists their magic and they are spotted, Xolotl then claims to want to find him

18
to know who to find in order to ally with the Selenim, helped in his comedy by Atreus who With a charismatic
"mask".Chupacabra after proposing to him to join the XIII, reveals to him the place of residence of the god Tlaloc
between Tenochtitlan (modern Mexico) and Oaxaca to the South. Without waiting the Hydrim jumps on it but is
caught up by its nature of fallen and eclipse in shadow. Chupacabra then begins to begin a magnificent liturgical
chant that causes a slow mutation in a vegetable colossus, while grinding the hand of the poor simulacrum of
Xolotl. Then intervenes Anouar who spins the monster, dodges his tentacles to rush into an ire of flamboyant
metal. The monstrous creature of humus and flesh tries to grind the simulacrum of the Hydrim, the latter is
protected by a vegetable cocoon created by the Onirim. The Pyrim and his fury fly in battle and the Chupacabra
collapses in a burst of the Cursed Moon, tainting once again the pentacle of Pyrim and Hydrim. The Hydrim
whose throat was cut down collapses in the arms of the Pyrim at the end of the fight. He soon reappeared in the
guise of a Spanish soldier, bringing swords for Ira and Atreus. Then the Onirim, seeming to listen to a soft melody
in the meanderings of his mind, feels guided in the forest towards two trees in the form of a porch. He sits cross-
legged and begins playing the flute, whose song resonates with the porch ... This is the door of an Akasha ...
OOo
The troop then enters the Akasha of the Moon, Levanah. The Onirim, familiar with places, teaches them some
basic rules of conduct, such as not addressing lunars, but waiting for them to engage in conversation. To the
great damn of the Onirim, the first lunar glimpse speaks with Faerrim, seeking to know the reasons for his
coming. But Ira, as usual, remains very evasive. The Onirim not wanting to be left behind, decides to take them
directly to the palace of the moon, see the mistress of the place, Enedora. Only Anouar does not enter the palace,
not feeling very comfortable in this lunar environment. To thank him, Xolotl handed to the Onirim a compass
allowing to navigate and to locate itself in the Akasha, object which is so useful for the Onirim. This compass
coming from the Emperor's Arcana, Xolotl no longer wants it. On this compass are the Akasha of the Bal des
Ardents, the Ecume of Aquilon and now that of Levanah.
Enedora awoke Atreus when he was a prisoner of the Corporation of the Butchers, object of negotiation between
the Arcana Minors of the Cup and the Baton. She then reminded him to warn him: the Akasha will no longer be
accessible in this place, as the Black Moon is omnipresent. She also warns them not to create incidents between
the great factions Selenim present in the New World. Then the Onirim interrogates him afterwards, to know if
Artemis has awakened, and that becomes the threat of silver crabs and lunar inquisitors, terms very unlike the
other Nephilim. Then she releases them, recalling one last time that she could no longer intervene when they
sank deeper into the jungle.
On the return to the door, Atreus tells them that Artemis is a Nephilim capable of dreaming, something normally
impossible for a Nephilim. Besides, he lies deeply asleep in the little temple in the middle of the lunar lake, and his
sleep is watched over by the mighty Misrad.
On this meeting which brings more mysteries than answers, the group retraces the door to the jungle, leading to
an uncertain future where the dissolution in the magical fields threatens at all times.
OOo
Back in the jungle, Ira asks them to accompany him to a place not far from here.
He tells them the flash he had at the edge of the forest, and explains to them that he wants to find his house of
yesteryear and destroy the current tenant. The group agrees without asking. They walk a few hours to arrive
before an immense building made of vegetable tangles, and which presents itself as a circular piece. In Ka vision,
it detects then the Black Moon enveloping all this structure but also the energy of the earth although weak. Ira
then picks up a handful of earth, which allows him to recover some of this energy. The group then enters this
temple. A hideous statue stands at the bottom, representing a horrible woman, with falling breasts, a necklace of
hands and heart, a belt of rattlesnakes, and hands whose fingers are immense claws. But they have no more time
to reflect that the structure, radiating from Black Moon, closes the door, and that the ground sags down to drag
them to the basement. At this moment comes a living dead man, with his heart plucked and his hands amputated,
and who addresses the Faerrim.
"So you came back after millennia. What do you want from our grandmother at all?"
Then he stopped talking. The group then borrows the hose behind the zombie, and after two or three bifurcations,
arrives in front of a circular room full of snakes more poisonous than the others. Xolotl jubilates and modifies the
air of this piece of mercury that melts all the rattlesnakes. At the back of this room is a door leading to a new
circular room, where the goddess represented by the statuette of the entrance stands. It is much more horrible in
truth, with its very long claws and belt of snakes alive. It is also addressed to Faerrim.
"So you came back, you who left millennia ago pursue your quest for the Atalanta Fugitive What do you want to
Coatlicue, who has only occupied a dwelling leave?" Es- You come to take it back? "
On these last words she begins to draw circles with her long claws, bringing out from the walls colossi of putrefied
flesh, and a hyena, thus encircling the Nephilim. But the group told him that they came in peace, to ask
questions. Hydrim is presented as Xolotl. At this name, Coatlicue began to get excited, then recovered. She tells
him that Xolotl is a traitor, a Nephilim who became Selenim, who joined in the work of Quetzalcóatl. He tried to
open the door leading to the dimension where the last saurians were locked up, revolting against the guard of this
door, the Smoke Mirror, Tezcatlipoca. But Quetzalcóatl was defeated and exiled to Tlillan Tlapallan. The Hydrim
then announces that it must be his twin who has usurped his name (general surprise of the group to this
revelation). Coatlicue tells him that he should forget this impious name forever and choose another one. The
Hydrim then announces his will to become Selenim, and asks where to find Tezcatlipoca, but Coatlicue does not
reveal anything more to him.He said that he was only passing and that he was leaving to continue his
quest. Having avoided a bloody confrontation, the group withdrew, far from this morbid goddess. It is high time to
visit the temple near Tenochtitlan ...
OOo

19
From then on the group begins the journey through the jungle. After three days of walking in this persistent
humidity, he emerges not far from the temple. He decides to make a stop in clear terrain in order to regain
strength. The first turn of guard is assured by Atreus and Anouar. But while everything seemed calm, a jaguar's
head creeps between their two faces. Do not give in to panic they decide to engage the discussions. This is
Mixcoalt, the snake cloud. He is one of the guardians of the Temples of Teotihuacan. He has put to sleep the
simulacra of Xolotl and Ira, thanks to the mist which envelops him. He looks very suspicious, especially as the
question about our presence in these places answers that Xolotl want to see whoever passes for him in order to
become one of his own. At this name Mixcoalt fails to kill them, then he pulls himself together by asserting that the
"real" Xolotl, the traitor, is already a Selenim. He therefore exhorts the Nephilim to depart far from here at
sunrise. Faced with this threat, and the surveillance that will undoubtedly be reinforced, our friends decide to
postpone their visit to Teotihuacan until later, and take the direction of Tenochtitlan in the morning ...
OOo
The Ka vision of this city is staggering: the Black Moon network seems to form an immense cobweb, whose origin
would be the bell tower of the Cathedral in the center of the city, and which would join each church of
Tenochtitlan, Exceptions. Our friends decide to go directly to the nerve center, the Cathedral. As soon as they
enter, the doors are closed, the candles become fingers, the Christ is covered with a torn human skin, the holy
water is filled with blood, the benches become obsidian, the church seems to come alive Of muscular palpitations,
a huge owl with two heads, sign of bad omen, crashes against the wall behind them. Then the voice of Xipe Totec
sounds. But this time Xolotl announces clearly that he wants to be part of theirs, as well as Ira. Atreus is a prey to
doubt, gradually becoming schizophrenic.Xolotl asks to meet Tezcatlipoca, the Smoke Mirror himself to become
his apprentice. But Xipe Totec, calling himself the former friend of Tezcatlipoca, offered to help him meet him in
exchange for a service, thus proving his good faith. Three churches resist the worship of Our Lord, and he
demands to annihilate this resistance, for Xipe Totec no longer leaves his church, having merged his Imago with
the Cathedral. He feeds on the flagellations and sacrifices of his faithful, in order to quench his thirst for Ka-Sun.
The churches are Those of sacrifice, of Consolation and Suffering. It Asks Them to be discreet enough to do no
harm à son worship.
oOo
The Nephilim accept, with a semblance Pyrim perjure himself on His principles. They go first in the Church of the
Sacrifice Where Ka vision teaches em a Nephilim of God's House is the parish priest of this.Anwar refuse to deny
as to fight one de son. It is more That It is Acuishek, Hydrim places in the Basque Country During the meeting
with Ibarolla. Xolotl and Atreus will see, Ira Preferring To Remain behind with the impairment of ict
invocations. The Hydrim Urges like amok, not worshiping the Lord and Cutaway get as far away from here. Aim
the priest is Powerful and it freezes Xolotl pearly statue but alive. It prompts the Onirim to take His spirited
companion and from very quickly. Anwar crossing the eyes, They evoke the status quo of the last meeting: Pyrim
will not Intervene. Atreus purpose, proud, does not give in and Asked the priest to release Xolotl His pearly
gangue.
For one answer, language Becomes a centipede. The Onirim Then shoots an arrow That Kills Instantly
simulacrum of this Hydrim of God's House. Goal Quickly returned to the load starting to ignite the body of the
lamp qui Onirim again one last arrow. At That time comes DESPITE Anwar while dispelling spells cast by the
priest. Returning for the third time to the charge he faces the magic of Xolotl and Ira deceit That cut deeply His
leg. The Hydrim Then _him_ attacks and begins to mutilate, to flay For His death to be very slow and painful ...
His ribs and his skin will decorate the altar. When the simulacrum finally dies, the Dark Moon invades the church
... Acuishek not reappear, Certainly Being Weakened by the loss of three mock ...
Then comes the turn of the Church of Consolation. Ka vision Informed of the presence of humans, and a loaded
pistol Ka-Sun: Surely it is a Construct artifact alchemical used by the Arcane Minor Cup. Ira goes to the tavern
near the church and the priest Sees it, human. Xolotl bubbling misses All His spells and Decided to rush Reviews
towards the three guards, losing patience. Engaging discussion he Sees the guards get stung by an invisible
creature, qui kills two guards. Leaning Towards His companions, the third Was killed by the sword of the
Hydrim. Kabbalah HAS struck again. Then the priest Sees Xolotl back, and he Decided to wait in the church,
Having Taking Care to retrieve the gun.
The clergyman snapped And Then stunned by Hydrim. The body is Placed in the confessional. The Nephilim rise
rummage upstairs, with the exception of Atreus is left on the ground floor. Upstairs is a busy library, Including
Many Books of interest to Ira. Suddenly Xolotl Seems to be forced to go into shadow, and the Spanish soldier
begins to attack !!! Quickly he mastered goal.
Then everything stops and Hydrim regains control. Down, he Explains Who Sees Atreus que la Priest Was not
knocked out and He Was about to invoke, the goal Onirim HAD felt it coming. With That, the church is Invaded by
the Black Moon ...
Directorate last church, That of Suffering. It is tiny and only one Seems To Be There. impatience boiling Hydrim
going to meet without _him_ try trying to determine Who is he, and the lamp at close ranks with the gun Ka Soleil,
as he Seemed very open to debate ... From His headless body fell six Chalchiuitl, condensed elemental stones
pretend contenir energy.
A little voice resonates in the head of the Onirim Where Enedora Especially Reminds _him_ not to create conflict
entre les major factions ... But Selenim partner after the assassination, the Black Moon pours into the church, and
the contract is full. It's time to go back to Xipe Totec ...
oOo
The arrival in the Cathedral of Xipe Totec is still impressive. The benches are of pure obsidian, candles are
bloody fingers, and Xipe Totec stands on the cross, crucified, flayed, Exposing her muscles ... He Thanked the
Nephilim for ALLOWING _him_ to be the sole representative of worship in this huge city. Then He Asks If They
are ready to embrace the voice of the Dark Moon.

20
Xolotl and Ira are ready: initiation begins upstairs Where the two plunge into a bloodbath and bird feathers With
Some enjoyment. Atreus begins to regret not joining His Brothers, while Anwar is Sickened by this decadent
spectacle. Then They pass a room Where a man and a woman sing Entirely black. Then man is drawn by a
current of five energies, leaving only the Pavane à son beautiful songs.
Then They Come before a piece symbolizing a heart with moving walls alive pulses, with the voice of the Xipe
Totec qui sum to join _him_. By changing ventricle, Xipe Totec expected by holding out His Hands, They Are
kneeling. At this time the smell of the Black Moon creep Deep Within Their pentacle. Xipe Totec Then Explains
the three Selenim arts That are anamorphic, Creating a perfect imago Can Be Invoked, necromancy, or the art of
reigning over the dead, and of the conspiracy, chants imploring the struts gold Kabbalah Black. Xolotl is willing
arts of anamorphosis, while Ira prefer necromancy. Then They learn to finalize Their new status, They must meet
Tezcatlipoca to touch the meteorite Black Moon, purpose They must first Prove Their Values into action. Indeed
Tezcatlipoca hates the Nephilim Developed to make subjects of experiences ...
Xipe Totec Then addresses the Pyrim and Onirim, Advising Them to meet Ocnantapen of God's House in Copan,
only Nephilim-have resisted this new world.
On leaving the cathedral, the Nephilim decided to separate, and the Onirim Pyrim starting to Copan, and the
Faërim Hydrim out to meet Tezcatlipoca. They meet up later in the Sámi city ...

The dreamlike epic Anwar and Atreus

Following the early adoption of the two future Selenim, Xolotl and Ira, the two remaining Nephilim Anwar Atreus
and decided to go out to meet Ocnantapen, future while continuing Selenim Their adoption.
Ocnantapen Is located in Copan, much further south than city Tenochtitlan, located On present in
Guatemala. The ride in the jungle is painful, so the atmosphere is humid and hot. After Some Time They arrived
in the Midst of ruins, with a semblance temple still be in good condition. Given the atmosphere prevailing in the
area, They Say there must be a temple dedicated to Tlaloc, the rain god. They decided not to offend Tlaloc _him_
Giving An Offering, a freshly Slaughtered chimpanzee. They remove the debris blocking the entrance to see in
the dark lightning from four sources, and drawing an arc of ominous circle. The sources are found to belong to
human mummies, Aztec sauce, crowned with obsidian. Behind Them is a door, and on Both Sides of a transition
... But as soon as the two approach the mummies Become aggressive, dropping Their tétanisants flashes on the
Nephilim. Given the reception, They prefer to Withdraw Their way and continues. After a painful journey of three
weeks, They come in a treeless bowl, with ict center in a Partially demolished tower, and around a Devastated
landscape. They are undoubtedly arrived at Copan, home of Nephilim Sought. Hardly goal started approaching
the turn Anwar finds himself facing a huge jaguar little natural ... Taken by surprise Pyrim is very ill and is fighting
with the energy of despair ... Suddenly jaguar is Taking Shape gradually more humane, Having ignited by
throttling Anwar . This is a Balam, a jaguar guard posted here with others de son race by Tezcatlipoca to isolate
from Ocnantapen touch with --other Nephilim ...
Fierce discussions commits Then, using Atreus All His lunar thanks to Convince the beast. When he Discusses
the history of l'autre two companions, Hopping to meet Tezcatlipoca to Become One of icts own, the Balam
Seems To change attitudes. He finally Agreed to let the requirement to make a crucial task for Tezcatlipoca: They
must go to Oaxaca, southeast of the Tlaloc temple, reaching the Tlazolteotl temple, the eater of filth. They must
awaken to the glory of Tezcatlipoca with a ritual Involving has Selenim and Nephilim. The Nephilim Has to
Voluntarily go into shadow, thereby Enabling the Selenim to pump Ka-Sun simulacrum to Stabilize the Ka-Moon
Black Tlazolteotl, ALLOWING ict awakening. Accepting the market, the two Nephilim go to this famous tower.
oOo
The Tower is white, seeming to stand up to challenge Any Attempt of intrusion. It is covered with cuneiform
writing. La même magic fields are changed. Ka vision allows Nephilim To Realize que la Air Overlooks the Black
Moon in this place !!! This is a plexus in magic fields. The tower HAS only one opening the door. It looks solid,
covered with clay. Atreus transforms this clay mud, qui allows' em to see a gate of solid gold, engraved with
cuneiform symbols, literally radiating Ka-Sun !!! Anwar is try trying to push this door with the result of passing
shadow. Coming to himself after-HAVING His sham asleep by the Onirim Pyrim Invokes the power of metal to
push the block: it gets there, the door falls backwards ... to let a breath of Enormous power That Anwar Plans to
ten meters !!! Beginning to lose patience Pyrim walking against the wind, using His alchemical force. The Onirim
advantage of this human shield to enter in turn the tower. Wind is produced by a statue with an eagle's
head. Atreus opens a door on the right, and two Nephilim are engulfed. They are facing a new statue, with His
Feet small statuettes depicting a vulture, a fish, an ear and a lizard. Behind the statue is a blue curtain. Once
inside, it opens to Reviews another blue curtain clearer, qui crossed in turn see others close to curtains open only
--other curtains !!! This is a labyrinth, isolated magic fields. The Onirim cracks and share without waiting Pyrim ...
who finds himself isolated, seeing no Atreus. Suddenly a thought from His mock _him_ Suggests Attaching Them
curtains ... which dissipates the effect !!! Our Nephilim will not Spend eternity in this place. They find Themselves
Then facing a new statue, Representing Approximately Horus goal with a head recalling more a vulture. Ka vision
allows to Distinguish Them an ethereal form, with a pentacle and Whose dominant energy is air. This is a Eolim
Appearing under ict shifter has Simurgh. This is a Ocnantapen Eolim used Dracka, Prince of the Arcane of God's
House, as Somatophylaque. To survive for millennia, it is free from the need for pretense by binding to plexus
encompassing the tower.
He tells Atreus bag Containing seven Chalchiuitl (Fire, Earth, Air, Water, Moon, Sun, Orichalcum) _him_ ask
asking to report to Dracka. If the request fournisseur, Dracka not take account of the incidents in the Acuishek
contre. The Onirim Accepts. Ocnantapen Then Gives Them the right to ask only one question. Both Nephilim
choose to learn a little more about Their past, Anwar with the Reasons for coming to the New World, and on the
close Atreus Ties That bind it to China. That tells Anwar at the time of Elemental Wars During the tutoring of Four

21
Elements, partner after the destruction of the Black Moon, the Pyrim Who Was a fighter drove the saurian. He
Belonged to the Arkana Ordalienne of Iridescence, ancestor of the Arcanum of Justice. He stalked the saurian to
Central America in Teotihuacan, WHERE a saurian masters QE him out. Then, just before the Fall, When Kaim
Some Were busy trail Golden Anwar Walked again in Atlantis. Atreus, he Has Seen Alongside Kunlun, The
Powerful DraKaon China. He Fought With His companions and drove a faction of Kaim, the Malodred.
Then came the moment of separation, the Nephilim Each Other Saying Goodbye. At the exit of the tower, Anwar
Asked Atreus It Would be feasible to visit Turkey see Hermes, through the Akasha.Responding favorably to
_him_, the advantage Onirim plexus to appeal Enedora His flute, open to door to a _him_ Levanah ...
oOo
Atreus and Anwar arrives Directly in the lunar palace Levanah Where host Enedora and three --other
Nephilim. They are ambassadors. There is a Pyrim, Rhodes, A Onirim, Anash Kevler, and has Eolim, Tjinder
Ayres. Enedora, glad to see Atreus, teach _him_ one of the first Pursuers of the Atalante, Lorelei, Took refuge in
the Lake Constance in Normandy. Then Atreus Anwar Told que le five members of the Glorious Alloy all-have a
tare. The Green Lion is deaf to The Suffering of men, Rebis is a despicable appearance to humans and repulsive
to the Nephilim, Hermes Trismegistus is dumb, blind Esmeralda is magical fields, qui requires it to take mock
gypsies, and Atalanta is forced to flee always . Then the two Nephilim Enedora ask how to reach Turkey by
Akasha. Purpose Tjinder Ayres, creator of the Akasha Harmonia, are Told That They Will in the lathing find a door
to Turkey. Tjinder, is énochéen Currently drafting a dictionary - lévénite. On the advice of Tjinder Anwar Atreus
and decided to go into the Akash of Harmonia. Tjinder begins esoteric ballet, resulting and in opening a portal to
the Akasha Harmonia, we qui two people Nephilim.
oOo
Then They arrived in a world of iridescent colors rife oven melodies from the cacophony in the lower strata to the
harmony of classical music in the upper strata. Atreus Maintains, with music from His flute, and Decides to
AGREE with classical music in order to access the upper stratum. At this level, They Observed a man playing
with verve of a cello was frenetic pace. He is dressed in Louis XV style. Both Nephilim decided to AGREE on His
Music, Atreus admirably well playing the flute, and Anwar acting Somehow vocals. They nevertheless manages to
perfectly fit the rhythm, leading home a strange phenomenon: They feel rebalance Their pentacle, Their
exacerbating Ka dominant element. This feeling of well-being, They engage in conversations with this
extraordinary character. It comes as the Count of St. Germain, a human Who has-been to the Lore Awakened by
Green Lion himself. Anwar Then in admiration Asked what advice one third occult science of Alchemy. Aim the
Count of St. Germain, Being in a dream, Anwar offers to meet at ict next incarnation to 1815. He will meet Then in
Paris at the Opera House. It Will Be Alongside Cardinal Mazarin. Saint-Germain tells' em later in the Harmonia
Akasha is a gate to Hades, and If They are bold, They Could Quickly reach Turkey through this hostile territory.
oOo
Both Nephilim decided to leave the Count, Atreus and Decides to take a more chaotic pace, damaged deliberately
seeking to reach the lower strata. To Their surprise, They Are No follow found in an ethereal world, They aim land
was tangible ground. Before Them stands a huge cathedral Orichalcum, the arrow Seems To pierce the Crust
Above Them. At the foot of this huge building stands a humanoid whitish complexion, proudly looking at His work,
and Giving orders to the Daimons so That it continued to build this cathedral. This is Tantalus, the major
Daïmon. He turns and looks at 'em, a smile on His lips, And Then he ordered two de son minions to capture'
em. Then, as if this event Did not matter, Tantalum look again Accomplish His work. Including Their mistake,
Atreus again plays His flute, this time seeking to AGREE on the oriental rhythms, THUS escaping Imprisonment
in Hades.
oOo
Believing join a new ethereal strata, They Themselves find in a vast verdant confusingly similar to the steppes of
Central Asia. They observed a huge caravan of men, and the Ka em vision allows to detect the presence of a
Nephilim. The Therefore They decided to head to _him_. His name is Menor has EntreMondes of
Peregrine. Currently he Oversees the convoy leading the Larménius Jerusalem see the lord Kublai Khan. This is
called Expired Akasha Estantis is materialized the dream of Marco Polo travel. Anwar tells Menor and Atreus That
Kublai Khan is a Selenim Who cam to take refuge in this Akasha.Menor aussi That tells em Erwin No-Moon, has
aussi EntreMondes of Peregrine, desperately seeking the object It has lost in the Akasha Sidh, aim the door of
the Akasha is very difficulty to find. Erwin No-Moon Was put in the Akasha Ball in 1431 Ardents When Childebert
to ask Pyrim at Faërim and Hydrim _him_ His form looks girlfriend, Djumann, Who HAD taken refuge in this
Akasha. Erwin HAD Warned contre Lachesis and Minos, two members of the Arcane Force Who hunted the
aberrations of the pentacle. Erwin Then left Towards a Akasha Egypt. The Peregrine Then em Larménius speaks
of Jerusalem, qui est a human Belonging to a Minor Arcana, the Stick. It probably comes to associate, or at least
try, with Selenim. Thanking Sincerely Menor Anwar Atreus and take leave and headed for the front of the
convoy. They arrived in front of a Mongolian kind of camp. Anwar position is at the back of the hand tent, to spy
on the conversation entre Larménius Jerusalem and Selenim Kublai Khan. There is talk of rivalry entre two
factions of Minor Arcana, Dreamers Knights Arcane Stick, qui includes the Larménius, and Hecate Mysteries of
Arcane Sword. Once the road is clear, Anwar Went into the tent of Selenim to submit ict friendships. He learns
That Kublai Khan Protects the Anti-Earth by a network of Akasha. Then he Asked how to get to Turkey. The only
help That can offer _him_ Kublai Khan is to go two hundred meters from the camp and waving His Arms and
screaming. This gesture _him_ shoulds open a door to the Akasha of the Trojan War, Where It shoulds find a
door leading to Turkey. After Thanking _him_ and assured de son friendship Anwar joined Atreus and Explains
the operation to perform to exchange Akasha. The Pyrim Onirim and THUS lead to the place indicated, raising
Their arms to heaven and screaming Their war cries ...
oOo

22
Completing Cree Their, They find Themselves on top of the walls encircling the city of Troy, Surrounded by all
members. Facing em wide is the Greek army led by King Agamemnon. Atreus seen in vision Ka presence of a
Nephilim in the Trojan ranks. He Decided to join in order to obtain infor- mation on how to open a portal to the real
world, Turkey, Anatolia is Mount Ararat. The Nephilim Explains That It will be very difficulty to create this portal,
Because They Have to recover the arms of Achilles, and hit em contre Each Other. On this board, and Atreus
Anwar decided to observe the conduite of the war, so choose the right time to disarm Achilles. They expected off
to the episode Where Achilles quarrel with Agamemnon the king and refused to continue the fight. Then
Patroclus, Achilles best friend, determined to take share in the fighting, with the arms of Achilles. This is a great
warrior, in front of goal _him_ stands the Trojan hero Hector. Patroclus Has No luck Quickly and killed. Mad with
grievance, continuing the battle Achilles, Hector and terrace. Drunk revenge, Achilles ties à son coach Hector's
body and drags on the battlefield. Goal Hector's father, King Priam, comes to beg Achilles to return the battered
body de son his. Achilles can only listen to this request. Anwar and Atreus expected later in the episode of the
death of Achilles, touched His heel with an arrow of Paris. In the tent of Agamemnon, Odysseus and Ajax are
fighting Achilles weapons. Purpose fearing the Trojans over Ajax Odysseus, Agamemnon Decides to entrust the
sacred arms to Ulysses. Enraged, Ajax will Spend His wrath on livestock Greek and ashamed de son wrongdoing,
determined to commit suicide, dropping His sword. Then an idea comes to Anwar: he Decided to make the night
in the Greek camp with Atreus, to join the tent of Ulysses. When Questioned by the guards, Anwar uses His Very
serious and impressive voice to mystify thesis humans. He pretend to be the envoy of the god Hermes, Ulysses
cam to help to put an end to the long war. The guards fall on Their knees before this divine messenger, and let in
Anwar and Atreus into the tent of Their master. So Anwar Appears to Ulysses as the word of Hermes, Suggesting
the idea of the horse to be reliable to take the besieged city. Aim to Succeed, this plane requires the Achilles
weapons are blessed by Hermes. So Anwar Receives hands of Ulysses Achilles weapons. Anwar Atreus and
withdrew from the tent, and prepaid is to open a door to Turkey.
oOo
The Nephilim and leave the Akasha to happen in Eastern Anatolia, on Mount Ararat. And They visit the monastery
of St. Paul, Where Hermes Trismegistus, a member of Glorious Alloy. This monastery looks more like a
barn. Inside, a table is set for five people. An old shepherd, dressed Humbly, Seems To await em. His eyes are
completely Call blue, and-have great wisdom emanating from His person. While Anwar and Atreus try trying to
make conversation aim Hermes refuse to talk. Atreus has Recalls Then He Had discussions with Enedora Where
She HAD spoken to her birth defects members Glorious Alloy, and so, Hermes Trismegistus Does not speak,
drank likes to reveal secrets. Both Nephilim The Therefore guided by Their host, and after-eating and-have
washed Their Hands, They follow Hermes in a cave on Mount Ararat. Hermes the swift alone in the cellar. Atreus
Then Took The Lead, and as soon as he crosses the threshold, a strange feeling overwhelms it and it Becomes
able énochéen of reading, the primary language used at the time of Kaim. Reading the runes énochéennes
causes a strange phenomenon, as if They Were reliving history. They find Themselves at the time of Kaim, at the
peak of the Golden Path. They expected the terrible helplessness experiments perpetrated on men to
successfully integrate the Ka-Sun In Their pentacle. Then They observed the revolt of Promethean swords Where
atrociously mutilated human brandish weapons to hunt Orichalcum Kaim. At this time Atreus lets hit by swords
and disappear from the cave. Anwar dodge the attack and continued forward. He expect Reviews another
experiment, Creating the perfect androgynous Ram. A man and a woman are forced to mate, Then They Are
merged by a secret ritual. This merger will create a hermaphrodite pregnant Giving birth of Ram. From birth, Ram
is for Anwar, explaining que la Golden Path is a heresy, and the search of Agartha is vain. We need the Nephilim
accept Their fall, and learn to live in harmony with the men, and not in a relationship of domination. Anwar His
vision allowed on sharing with Ram, Who Seems To enjoy His statements. Then the magic fades, revealing the
exit of the cave. Outside is Atreus, and Hermes Expects the side of a line. Anwar Understands That this line is the
boundary entre le search of the Golden Path, and Abandoning it. True à son convictions, Anwar welded firmly
direct the side of Hermes, to shore Abandoning the futile quest of the Golden Path. He instinctively Understands
That if He Had Chosen The other side, he Would Have Learned the ritual of Aborantir, Necessary for the
performance of the Golden Path. Hermes offers a vision Them of Their past. Anwar Recalls Being taken prisoner
by the Romans partner after the famous battle from the time He Was a Celtic warrior. He was taken to Rome, in
the baths, Where humans forced _him_ to be bathed in the holy water. Atreus Meanwhile Recalls the end of the
Trojan War, and his capture by Menelaus and Helen. In Athens, the lath lustral water Poured _him_ and snapping
His memories. Then Hermes Their opens doors to the plexus of the tower Ocnantapen, showing 'em as well as
the interview is over ...

The Wisdom of Yohual Tecuhtlin

Back from Their personal journeys, the Nephilim are found. Xolotl HAS Become an anamorphic Selenim, He Took
a new simulacrum, an Indian face pierced with agaves, while Ira preferred to continue this exploration of what the
Pachad. Anwar Atreus and tell Them They Have Traveled different Akasha, Then They put Hermes the Thrice
Great Turkey.This meeting allowed Them to discover what the Golden Path and why we must not do it
again. They aussi puts Ocnantapen the Somatophylaque of God's House, qui HAS Informed about Their past. In
His Ivory Tower, he tirelessly keeps out of Tecuhtlin Yohual Then millennia. They aussi Learned by Balam
guarding the Ivory Tower That deliver Tlazolteotl from torpor icts Would Be a good way to ingratiate Themselves
to the Selenim by Tezcatlipoca. The Eater of filth are in Oaxaca.
For Their hand, and the Selenim Faërim Went to Teotihuacan to meet l'autre Xolotl, Who Was Defeated by after-
Hydrim a bitter fight. This victory led to icts merger with sister ict, ict qui Reorganized pentacle. He est devenu a
shapeshifter Whose Onirim is a Medusa. Will have to put _him_ Sabathiel again, Who promis great things he
Expressed His Refusal to Become a Selenim Tezcatlipoca himself. He Has done this, Exposing Themselves to

23
the wrath of the Smoking Mirror, dragging in a frantic flight, Greatly Helped by the swift flames portals. As Quickly
Consider contre it must purify His pentacle, as the Black Moon Greatly destabilizing, Becoming a demon and
Cursed.
Goal During this meeting, They feel Spied on by armed men, European, And They decided to disappear. They
move stealthily through the streets of Tenochtitlan goal to no avail Atreus and Anwar Who are faced with an
armed strength of the Order of the Cross of Malta, faction of the Arcane Minor Stick, Who want to save the
simulacra destroying the Nephilim. The Knights ask Nephilim track That Is Practiced an exorcism. Obviously the
Pyrim and Onirim refuses, and the battle Appears imminent, When Suddenly Ira Performs an invocation That
goes wrong and turns contre Atreus Who finds himself poisoned by little devils !! The light worse Anwar shoots an
arrow That gravement Their head injuries, carrying a sword in Orichalcum. Purpose harvesting a volley of enemy
arrows back. Then the intense battle begins, knights Attempting to capture stasis of Onirim're Attracted to her,
Faërim Reviews entering the fight with a vegetable armor, sylvan forest shadows, and a mass of air power,
creation of Xolotl in the days When He Was still has Hydrim , and Pyrim ict with all fury to the sword. The Selenim
completes the enemy leader Who tried to stand up and spit His weapon Orichalcum. At the end of this grueling
fight, the group meets in a nearby house, leaving the opportunity to exchange Onirim sham selected from a rare
surviving servants of this order. It obliterates the body of Don Carlos Sativa. He learns the thoughts de son
pretense That this is one of three leaders of this faction hospital, master of Evangelicalism. He aussi learns That
Tubalcaan, Initiated a human, rebelled Against the sharing of wisdom and Mystes entre the Nephilim, and he
founded the Temple of Life, Arcane Minor Stick and captured a Member the Glorious Alloy, Esmeralda, for
dancing, and That In His Were lost esoteric gestures. Then He Was banished and the Temple destroyed, goal
Tubalcaan Would still be alive. Not Knowing what to do, the Nephilim decided to go to Oaxaca to wake
Tlazolteotl, the Eater of filth.
oOo
The group Went to Oaxaca, southeast of the temple of Tlaloc. The trip takes up without incident, and the hold of
Tlazolteotl is not difficulty to Recognize: in fact, Many thousand giants and blackish legs are busy putrefy the
forest nearby. One of These worms vaguely human form Asked about the purpose of Their visit Then led to the
eating of filth. Anwar Then Atreus blocks before it Voluntarily goes into shadow, so Tlazolteotl Could feed the Ka-
Sun of her idol. The experience is painful-even more than the goal Selenim HAS nothing disdain for his "meal"
and "carrier". Moreover this is not enough and she wants to drink _him_ Onirim of injury, it unwillingly Giving
_him_ His past serving the Minor Arcana Stick. Once sated desire, it allows only one issue Selenim derived,
namely a crucial choice entre Increasing ict wisdom or learn about the properties of Chalchiuitl. It Almost
reluctantly chooses the information we Chalchiuitl for the benefit of the group. He learns That thesis stones are
the crystallization of magical energy, resulting and in the death of a Nephilim gold Selenim a ritual She Does not
know. These chips are reserved Ka-elements That Could enable an insider Selenim practicing alchemy. Purpose
it is time to leave this monster Informs and disparaging the Onirim vowing revenge back in a future
incarnation. The group Believes it is high time to join the old continent ...

Dying Suns

On the way to Tampico, Xolotl em tells the Wisdom of Selenim. The Selenim, cousins of the Nephilim, share the
search of Wisdom, knowledge, aim the differences are many. The Selenim-have Renounced Their Ka-Elements
to leave flood the Black Moon, the magical gasoline created by the saurian at the time of Kaim before the Fall .....
Aim the Black Moon Does not address that 'this, she drowns the Ka -Sun simulacrum Creating an imbalance of
pentacle That is not compensated by feeding the emotions and feelings of humans (violent emotions, mostly bad
but not only Because It is the intensity that matters). The conversion cut the opportunity to progress in the arts of
the Nephilim and Their Wisdom, They learn to wield the power of the Black Moon by three Selenim arts, Black
Kabbalah, necromancy and Anamorphic. SPECIFICALLY Xolotl and tell 'em about the history of Yohual Tecuhtlin,
as He Was ble to learn from the mouth of one of the servants of Tezcatlipoca ....
Sun Stone
In terror of the Great Hunting, the Nephilim Were Persecuted and massacred. They saw a black veil Then a
smoky tide based on humans. The pain, the agony and anger fallen Kaim HAD echoed. Ash and night sprang the
Selenim. These ghosts HAD no fear of Orichalcum and played men armed with pikes. Then for the first time the
disciples Were frightened Prometheus. They Learned to hide and live in shame. The Nephilim, Themselves, Were
lost in childish squabbles. We, the Lords of Night, Were anxious to mark the world with our seal. We répandîmes
us on Earth. Who Could we face? We were the insidious cancer That drew ict source of life in the Ka Soleil Ka-
and-even Gnawed Elements. We décelâmes a Powerful source of Black Moon, beyond the West. The Most
Powerful of us Followed the Waves of Twilight and landed in places thesis, the Side of Heaven. Here the dark
power of the night was unopposed. Cursed well vied for the endless Chasms Where Exhaled vapor
Orichalcum. Some humans Lived there, left behind wide of the Golden Path ... just like us. They est devenu our
servants, our people, our cattle.
Purpose soon, the existence of powers Was --other felt. We were not the only ones to claim the Land of Twilight
Lord. Depth jungles sprang grotesque but terrible creatures. Distorted reflections of Primordial Beings thesis in
Heart of Darkness déchiquetèrent our Being. Our cores couldn't resist obsidian claws of dinosaurs. A terrible war
Began. The Elect of the Black Moon Had to face His First offspring. They Were rough and coarse, Their purpose
violence and raw power overwhelmed our magical defenses. Our human servants wide stone shrines built to
shelter us. We were not more than reflections of our past glory.
Without the wisdom of Tezcatlipoca, Smoking Mirror, we-have-been reliable Would never to Overcome. He
Gathered our strengths into one. We were more than a weapon with a single will, the will to kill.Tirelessly, we
traquâmes lizards degenerate. Even in the depths of Their bearings, They couldn't escape.

24
After the hunt, the last dinosaurs Were Surrounded. Our cores Then vibrated la même momentum. Were Huge
sacrifices made. Goal That Was not enough, We had to relieve us of much of our own power.Many of my brothers
succumbed to entropy. So a flaw Appeared That engulfs the saurian. In a death rattle, our secular enemies Were
imprisoned in the earth. And to make sour That They Never come back, a guard Was Chosen. Locked deep in
our pyramids, and fed by the sacrifices He Was Responsible for Ensuring the border of Lower Circles, for eternity.
Sun Fire
One day, the multicolored sails of our old Brothers profilèrent on the horizon. Hounded by the latest disciples of
Prometheus and mired in civil wars, thesis Nephilim begged for spot in the shade of our sanctuaries. Gracious,
we accordâmes em the right to stay on our land. What a mistake! Those were the heirs of live Chrysolites the
Golden Path. These arrogant Kaim Who despised the Dark Moon Infiltrated with treachery Among our
people. They Began broadcasting a godless education qui the Black Moon Was Only perversion. Irredeemably
chaotic, probably a consequence of Their Pentacle That five blends influences, They divided faster. Unable to
Understand our cultural and seek Sapience in peace, the first group returned aground in the Elemental Wars That
burned the world, beyond the wave Bitter. The second group Remained among us. At head ict Was Suryo, a
strange Kaim Ponant cam. He Was wiser than the others, probably Because The five elements of nature Were
balanced. None of them ever noticed, aim the Dark Moon Began work to do ict In Their Pentacle. Without really
biting Their energies, she attacked This each. The Vapors of the Black Moon, combined with Those of
Orichalcum, affectèrent Their psyche. They Were increasingly Attracted to our powers. They diverted the complex
rituals of our pyramids to create Their Own sanctuaries. Within these, They Could survive without HAVING to
drink from the source of a simulacrum. They managed to capture a share of the energy released by the
sacrifices. The Sun and Their Ka-: recovered allowed to Maintain the cohesion of Their Pentacle and perpetuate
the experiences of the Golden Path. Their goal Was always the same, integrate Ka-Sun In Their Pentacle. The
great will of Suryo made everyone believe That Their way Was the right one. And Some crossed the no. They
Committed the Crime That We can not forgive. They tried to reach the Continent of Mu.
Crazypeople! To protect our sanctuary back saurian, We had to chase our older Brothers and the
massacre. Many of us Were Convinced que la Nephilim HAD contracted an alliance with the
Primordial.Whatever! Their thirst without limit Could open a crossing entre our world and when to we locked
lizards. The first of the Realms, This Side of Heaven. Only A Few Were Spared. Those HAD long-been asleep In
Their sanctuaries and felt little Concerned with crazy ideas of Their peers. All others Had to flee. We forçâmes to
take man's body and exilâmes beyond the mountains, deep in the jungle. One Dared contre us stand. Facing our
anger, His sanctuary Was an impregnable rampart. Ocnantapen Knew Eventually we Convinced de son
ignorance as to the shares of Suryo. Refuge in an ivory tower, he scanned the magical Champs Said and the
emissary of a Powerful Lord, beyond the wave Bitter. After the exile, He Was one of the Nephilim keepers of the
Mayan civilization. He never left His lap Copan est devenu the website of a Mayan city. The Proscribed and
others Suryo, They Found Among the Maya welcome protection contre anger and assaults lizards. They Were
THUS continues to reliably Their research on the Ka-Sun and on the Continent of Mu. When cam Tezcatlipoca
among us, he Decided to finally drive thesis dangerous items. Suryo of the faithful HAD no alternative than --other
final flight. They created new sails and color Sailed eastward, back Among Their Own.
Located on high mountains, closer to the Sun, the mysterious Golden Cities est devenu a model for humans Who
calquèrent em to create the Inca civilization. Suryo, he was gone for a long time to reach His people, He Was
careful aim to leave us Reviews another thorn in the side. Some humans HAD fresh experiences de son
disciples. Their Ka-Sun Was now altered. Very resistant to the satisfaction They aussi Seemed to-have
Developed a symbiotic relationship with the solar fields, incredibly for humans! They always managed to escape
our attack. They Seemed to reliably detect us away and our Restless agents.They left Their native Yucatan to go
further north. And They perpetuated. Since then, They Have Remained our implacable enemies.
Sun of Darkness
Our civilization radiated quickly. Humans regrouped under our gray coat. Basing a vast empire extended
Mictlantecuhtli His Kingdom upon all the earth. He est devenu the Lord of the Hereafter. The soul of the valiant
dead _him_ joined for eternity welcomed. Our servants, the Olmecs, Accomplished with diligence'any of our wills.
The exile of the Nephilim Caused the decline of our empire. The Selenim Themselves torus. If ever there were
great fratricidal wars, tensions Provoked battles. The Most Powerful Selenim created Their Own kingdoms. Only
The Most successful has left traces in the Hidden History. So It was the Maya Who Remained always welcoming
vis-à-vis the Nephilim, Zapotec and Teotihuacan. In this city, the Selenim Wore the face of fertility. Their faces
Were worshiped by men, not fears. Tlaloc, god of rain, Chalchiuhtlicue, goddess of water, and Quetzalcoatl, the
Feathered Serpent, Were the three lords of Teotihuacan.Under Their auspices, the humans prospered and
culture Influenced --other civilizations.
Then one day reappeared Tezcatlipoca, Lord of the Night Wind, War and Jaguars. Still basking in His Last
Victory, he Decided to impose us. At the head of a people from the north, Tezcatlipoca swept the ancient
traditions. He Demanded great sacrifices in order to quench His thirst without limit. Fragmented States again est
devenu one under His authority. The Toltec empire spread His wings. A new language Was used, Nahuatl.
Some tried to oppose _him_. They Were led by Quetzalcoatl. After a titanic confrontation, Tezcatlipoca managed
to defeat the Feathered Serpent and the exile in Tlillan Tlapallan, the mysterious red and black country
east. Meanwhile, a new nation Was approaching, led by Huitzilopochtli. This Selenim advocated incarnation and
Ruled over a mass of migrants Established in Chicomoztoc, the Land of Seven Caves.From the first clashes with
the Toltecs, Huitzilopochtli Was Sacrificed and captured as a human vulgar.
Subsequently, Many contacts allowed the Aztecs to assert. With an omen controlled by Tezcatlipoca, They
founded Tenochtitlan. This great city est devenu the shelter of the Most Powerful and central Selenim real
nascent empire. The Aztecs est devenu the military hegemony in the area, under the authoritarian and paternal
gaze of the Smoking Mirror, Tezcatlipoca.

25
Sun Wind
The arrival of the Spaniards Was the announcement of the end of our reign. This is probably what MOST think ...
wrong. When Cortés arrived, he led a policy of Good contacts. Locked in our sanctuaries, we do not intéressâmes
us to this new situation. We were wrong to Believe That Was our empire in our picture: immortal. Quickly, Cortés
Discovered the real wealth of our civilization. And he used the strife and rebellion inclinations of Reviews some of
our subjects to bring down the reign of the Aztecs. By deceit, He Was ble to Introduce in our capital, Tenochtitlan
and captured the Aztec emperor. None of us HAD time to react. Fortunately conflicts dans le conquistadors
Cortés Themselves forced to leave. To go back later and besiege us. The rest is history and profane HAS little
interest. That Hernán Cortés Was spearheading a takeover of the Temple of Life, sure. Though thesis miserable
Templars never managed to Become Fully Established in our area.
Our civilization disappearing, We had adapted to Become gold decrepit creatures in the depths of Their
pyramids. Most of us Took human body to follow indigenous tribes In Their wanderings. The proudest,
HOWEVER, refused Such a fate. They preferred to sink into a deep sleep. Stasis of obsidian Were THUS
built. Make KLN solidified and Ka Soleil, They allowed Selenim thesis of refuge up to warmer weather. These
relics scattered Were Among the Aztecs and last est devenu the center of Many legends.
After the missionaries warriors cam. They Developed the Christian faith is our blood formerly irrigated land. They
Condemned the ancient rites That appeased our thirst. The Templars Themselves and thought They Could get rid
of us. The great error of our enemies to assimilate fully Was the Aztec deities and shrines. Idiots! We are
Selenim, we do not care How They call us or That is worshiped us! If humans Were now worshiping Christ, Then
Either. Now we repaîtrions us the fruits of Their religion. They Believed making Their eternal Church in contention
lands by building a cathedral. Near the remains of our capital, So They Established the Standard of Their Alleged
victory.
Xipe Totec, Our Lord the Flayed, Was the first to take advantage of the situation. The cult rendered to _him_ Was
Was symbolically very close in Many aspects of Christ. He Had only Develop some trends.Certainly the sacrifices
Were Abolished, The Suffering purpose of public flogging sessions _him_ fed enough. In the context of the
Spanish occupation, it drew little attention. After all, celebrations of Holy Week in Spain Were little different from
new rites of Xipe Totec.
With His faithful he managed to take control of the cathedral. Derisively, he made His sanctuary. Would it be
wrong to say That only the Temple of Life wanted to take advantage of the invasion. From Europe, There Were
Many Ka Beings Who tried Their luck. Some Envoys of Suryo race goal aussi --other Nephilim Attracted by our
glorious civilization. Most do not reaped much. The power of the cursed fields and inertia --other fields paralyzed
Their magic and confusion Caused In Their Pentacle. It was aussi That, again Attracted the Voice, est devenu
interested close to the continent of Mu. We dissipâmes mercilessly.
There Were aussi Reviews some of our brothers, full of arrogance, Who Dared to Say That We Were Their
vassals. They called Expired Themselves Children of Lilith. The sinister laugh Tezcatlipoca stop to Their words ...
and Their European comrades never saw 'em. They must still be there, reduced to puddles of Black Moon, the
Sun Temple of the Night. Cult of Lilith We had no access. We Learned all the same There Was a Arcane
dedicated to Selenim. We imported a goal instead Among the Nephilim as We Were the masters in our field?

Chapter III: The wrath of Circe

Back on the Old Continent

Arrived in Tampico, the Nephilim take a boat to Spain. Was the trip uneventful, the Nephilim Their sharing
wisdom. Anwar Introduces alchemical rituals explaining the importance of the laboratory, Xolotl teaches' em the
de son remains magical Sapience, Ira Introduces the first seal Malkut. The ride is relaxing After All thesis
adventures, And They soon arrived to the harbor of Santa Lucia in Spain.
On the platform, They notice a child of twelve years, very air, laughing and crying at the time ... The Eolim Sami is
back, aim It Seems to ignore how he Could Be on this platform, and the whole memory from the Conclave of
Prague Seems affected. Aim the return to the old continent allows Nephilim reconnect with the magic fields so
long Overshadowed by the Black Moon. Atreus recevoir Seems a lot of information from Enedora and feels
deeply Levanah called Expired. Ira tent _him_ to resist the world Pachad invitations. As for Anwar, he scared
Seems Because His laboratory Communicates an imminent attack, and he must hurry to reach Paris. Pale as
ever, he Asked his Friends to help _him_ reach Paris as soon as possible. Two routes are offert Then, the trip to
the Akasha, and the world know Ira Would Pachad Where a door to Paris. It was Decided Then Attempt to the
exploration of the world of Pachad Because Akasha do not guarantee quick access to a gateway to Paris ...
oOo
The Group feels caught in a world of Kabbalah and landed in a muddy mire the city feeling and perversion,
Mogad. Nephilim of the features are more pronounced Suddenly, approaching Their shapeshifter: Anwar blazes
in Phoenix, Atreus and contorts in Naga Edhergal Becomes a small fluttering angel. Ira is her in the form of
Kabbalah, ie a demonic Sasquatch bristling claws, and Xolotl ict as imago, a creature of a hundred faces and
tentacles and bat wings. The world of the Apocalypse is Pachad icts in all glory. They are Greeted by a deformed
dwarf smoking a dreadful rotten stump of roots: the counterfeit dwarf Archimodion. In a bleating voice he
Welcomes em, will not Obviously Knowing where is a gateway to Paris. Seeking only chaos, the answer Seemed
Obvious. It nevertheless indicates Their three taverns Lugubrious Where They shoulds be ble to glean more
information: Smothered Taverns Noise, Wood Sinks Who Agnostic and praying. Then he Disappears by plunging
into the mire. Entering the Taverne of Agnostic praying, They observed an unsavory wildlife. The landlord Has the

26
sordid air, without nose, jet-black color face, and glasses are used That shining ash !!! Then They Are Challenged
by a Cyclops with punctured eye, That smells and looks Recognize all except the Onirim. This is Abraham, the
Kabbalist starts in Prague and Specialized in exploring the world of Pachad. It Seems he managed to Overcome
her idol in this world. He is pleased que le même Faërim Follows the path as _him_. He tells her he can find in the
sandy desert of Shai Hulud, the Kesh, with the Gate of Earth. It teaches Them That Could he find a door to Paris
if it helps to remove the Seer Council the current head of Mogad has Agar (man-termite) of Lagaan Kaleb Utai
name in favor of a competitor The King of the Flies, Dworskine.They learn aussi que la leader received a share of
Wisdom Prince of Storms, qui Greatly interested Ira. On the way to the Wood Tavern Who Sinks, kinds of little
devils try trying to attack the goal em redundant Kabbalist Easily repels. In the tavern, They observed a spirit of
Hagar frantically red paint caricatures of the characters in the bar. He starts to draw caricatures of Each member
of the group, to qui Gives it a last flourish life !! This is a test to Where Everyone Has His fight twice. The
Sasquatch His killing demonic ego masterful elbow in the neck. The Naga faces a dual with two tails That plays
horribly flute. The Naga Then plays harmoniously to lull His opponent and choking On His tail. The Eolim refused
the fight and try trying to soothe the creature by Taking away Any sense of aggressiveness. The Pyrim faces a
dual with two flaming swords, purpose That Does not suffice _him_ deal with precise shots of the Phoenix. The
Selenim _him_ is in trouble Because it is faced with icts imago twice as Powerful, qui incurred a titanic battle
Where Selenim victorious after-Suffering injuries. Aim the painter is happy With Their prowess and it aussi
Welcomes Them to Mogad. He Told Them That Lagaan Kaleb Utai is blessed by Zeus. Reviews The other board
members Seer Assuming the throne of Kaleb Utai are Mose Roar, assassin of the Shadow Company, Shivek,
living in a bunker, the Nephilim Djumann puts at the time of Childebert, a mysterious Muin, Galesh Hagar year old
one HAS seen and qui est Expressed only by his secretary, and Maréval, Who Was banned from the first
floor. Then he Explains the Faërim it can create doors to Femis area very rich in the desert of Kesh in the marsh
Neden, and the Kousim Province. The establishment of a ritual door requires the facial skin of a member of the
Seer Council. One thesis boards, the group splits up, prepaid to mount Each candidate against Each Other. Xolotl
and Anwar travel to Castle Kaleb Utai. They Persuaded an envoy, red gown, to enthrone to the King Because
They Have revelations to make it different blocks. Seeing the King's Guard, armor and armed with obsidian, They
prefer to Manipulate by telling _him_ That Djumann, Galesh and King of the Flies plotting against _him_. Purpose
It Does not care. Meanwhile Ira puts King of the Flies, a young child with bulging eyes and playing in the mud,
which Communicates with insects eyes. Its network of little spies allows _him_ to know everything in Mogad. He
Told _him_ That Zeus is lost in the swamp Neden, and the Atalanta Is located in Australia. Follows a series of
embezzlement and manipulation and resulting and carnage between title contenders leader. Their goal finally
open door to success Paris ...
oOo
Back in Paris, Anwar feels again mobbed by His laboratory Claiming His help urgently! He attacked This is
Regularly by waves of Ka-Lune Noire. Then the group Following The Pyrim goes to the center of Paris, to the
Great Blowing glasses. And before this building waiting three Selenim Those already Encountered before, Abbe
Balsamo Proteo, the Marquis of Belmonthombe, and an Indian, not pacifists in the past. They simulated an
assault too Easily identifiable laboratory, to make 'em return quickly. Goal this time, Having Understood que le
group Does not seek to reactivate the Golden Path, They propose to associate. To Prove Their Good Faith in
exchange for Some information on the Golden Path, They tell Some of Their memories past. They learn to Anwar
Especially after-ict defeat contre QE, he puts Selenim in a sanctuary, Hyperborea, he faced and lost contre
Morpheus. The Faërim is he Went partner after the Golden Path, Australia, Where he crossed the road and has
Selenim Powerful DraKaon Snake Arc-en-Ciel. Xolotl, he Went to Egypt Where he est devenu the Crocodile
Solar. Atreus HAS Traveled, from Europe to Asia Where he brings hordes of Selenim Mongolia. It Would Have
Made crossing the desert.Meanwhile Edhergal Does not Know anything about His past. The Selenim aussi speak
of Their Vorshaarkaar the traveler, an independent Selenim, Who mourns the death of Marie Caroline, His human
wife.Then the two groups separate again.
Then the Pyrim shows his Friends His laboratory. They cross the large room foundries to reach a very old wooden
door. From there They go down in a cellar covered with junk, goal wall torch clears a path to a large room Where
in ict center has huge pentagram on qui three instruments: a hot forge of life, a lively pretend alembic creeping
liquidiennes and a crucible pretend to Possess the strength of nature. At the center of the pentacle is a receptacle
for up stasis Pyrim derived, namely His sword. On the left is wide shelves Containing moult alchemical
ingredients. Basically there are kegs of water and an anvil and everything needed to manufacture weapons. Then
Anwar prompts Xolotl the center of the pentacle Where It decomposes obsidian Chalchiuitl has to feed the Ka-
Lune Noire. Then he Explains them all year alchemical formula. That goal Pyrim knows His lab is more sheltered
and he will-have to move very soon ...
Then the group Decides to icts next destination on Italy AGREE Because objective Several await them ...

Difficult is absolution

The Nephilim Decided this time to go through the dreamlike way. Atreus opens a door to Levanah, qui rushes to
the rest of the team. Enedora Welcomes warmly as usual. Before em the way of Akasha leading in Italy, it
teaches Them That Artemis HAS Awakened a while, and there has-been a privileged witness in the person of
Shaitan, prince of the Arcane Devil. She Asks Them to learn about this meeting by visiting the Akasha of
Eden. Convince reluctant to Xolotl, she tells Eden _him_ That is very close to an Anti-Earth.While the group is
Committed to this new Akasha, heading through the nave of the Onirim. Akasha The Garden of Eden is
beautiful. They are Greeted by a Pyrim enkhaïbaté to the extreme, the name of Beelzebub, Reviews and another
member of the Arcane Devil, beautiful but rotten mouth Malphas. They are the personal guards of Shaitan,
purpose They allow Them to meet Their Prince. They show a path Them Where Nature is rotten by khaiba, after-

27
qui sits in a huge bed and Shaitan Moor Princess Mat. This Akasha home to Their secret amoures. Strangely,
Moor is preserved from Khaïba. As for Shaitan, all he Chartered to tell 'em about His meeting with Artemis, Is
That It has called Expired Expired is awakening to reveal something Useful to the Arcanum of the Mat. Then
things fester a little lorsqu'Edhergal stares Moor, Ira tries to make believe That this is _him_ Djumann That Sends
and not Enedora, Xolotl and starts _him_ answer ask asking the way of the Anti-Earth. Anger, returns aboard
Shaitan ethers in the nave of the Onirim.

Xolotl seeking to win the anti-land absolutely, crashes His compass in the head. Suddenly the blue bubbles
symbolizing the Akasha floating on a sea of mist give way to red bubbles pretend sail was washed sea. The nave
Itself takes a monstrous form. Onirim goal Does not hear well and to bring back Focuses His compass, Causing
the return of calm and misty landscape of bluish bubbles. It Seems really be the thin line entre dreams and
nightmares ... In Deciding the way forward (Anwar and Atreus for Akasha, Faërim and Xolotl for Anti-Land) the
decision up to the Eolim qui mysteriously In His usual dance on the edge of the aisle, risking to go overboard to
get lost forever in the ether ... the Faërim elsewhere in the tent throwing a piece to the balance. Faced with this
impasse, It was finally Decided to go to the anti-land, to the chagrin of Pyrim. The sea of flames reappears,
Where Countless red bubbles APPEAR navigate. The nave Becomes a black gondola with skulls, qui move
slowly to get sucked into the nearest 'red bubble ...
oOo
The group reappears in a huge cavern Where piercing screams of excruciating pain ... The light is red, and the
cellar HAS six recesses, a screen door to the bottom. There are three cages at the center of qui contains a
body. In the background is a fireplace with instruments of torture white-hot. The Nephilim feel a deep disorder due
to this Black Moon environment. Then a voice resounds:
"Abjured you your faith? "
This issue is for a young Jewish woman contre Who Will Be Clearly torn. Then, feeling the untimely arrival of
intruders, six men approach, Including oven identiques hangmen in black, pointed hood, a red torso bare and
scarred, Heavily muscled legs and misty. There est aussi a prelate churchman bloated with white eye, and a very
dry man, dressed in red and Likely leader of the group: it's Torquemada, the infamous Spanish Inquisitor.
In His extremism, it tests the faith of the Nephilim, the game felt Who Decides to announce believe in the Catholic
Church, Apostolic and Roman. Given thesis statements, Torquemada Seems satisfied.Selenim goal can not bring
himself to Pronounce this kind of perjury, and risk the bed hard viscera, he awkwardly Avoids Claiming to believe
in the first woman. Aim the Nephilim suspect ALTHOUGH he speaks to Mary or Eve, the first goal Selenim Lilith
!!!
After observation, It Seems que le output of the Anti-Earth passes through the back door, leading to the
Inquisition. Convinced goal que la Anti-Land can only be beneficial to _him_, Xolotl finally Decided to try recant
His drawings with Torquemada, Hopping to gain power. THUS the oven catch the executioners Selenim and
Maintain in bed with hard viscera Such supernatural strength That Is now possible to avoid it. Torquemada goes
to the stove and takes surgical instruments into the fire with bare hands !!! To the Selenim admitted, he planted
the knife in His eye, Then he cut a square of skin on the torso, irreparably ruining tattoos de son Indian
simulacrum. Then Torquemada instructs the Faërim to bring _him_ the noose. Ira is hesitant, Chartered Xolotl
goal, Hopping That His Suffering will manage to transcend it. Torquemada apply the device on His chest, Then
gently clamp aims, breaking ribs Several Selenim. This one too late Understands That this torture will not bring
_him_ more power, eternal death goal !!! The Nephilim The Therefore decided to Intervene to save Cursed Their
ally. The fight Then engaged, Ira Torquemada killing of a Ball Ka-Sun, purpose losing in action the famous gun
Because The executioners to unleash the attack Selenim _him_. Atreus the opportunity to shape a new nave,
through the land of this world, qui are Quickly and Anwar Edhergal. Xolotl Was His injuries forced DESPITE to tap
into icts core Black Moon to invoke icts wings to save Ira. Once all Gathered in the nave, the anti-land is cleared
to make way for connecting the ethers Akasha.
oOo
Following this grueling anti-land tower, They decided to return to Levanah ...
The Onirim, finding His home, careful not violated and significant year rule: it starts a chat with a lunar through His
flute. The moon goes, dismissive. Back at the palace, They tell Enedora to meeting with Shaitan. They sccm
Shaitan and Beelzebub come and go-between land and dream, probably something prepaid. Then noticing the
wounds of Faërim and Selenim, she Advises Them to bathe in the waters of Lake moon bathing island Where
Artemis is based. The path to the lake allows Them to observe a little better Levanah. North of the city we see a
strange area with the destruction of a building. In crevices, Maaveths and Crystal Crabs are at war. Arrived at the
lake, Atreus naturally flows into it, inviting others to join _him_. Edhergal Buries His Hand, Actually looks like a
kid, And Then recommend them to Touch That water. Xolotl flows into the lake heals His wounds, goal it causes
intense year nightmare WHERE a lizard attacked This Would Have !!! The Faërim, overwhelmed with Black
Moon, Almost dissolve into the magical fields. Then the group returns to the palace to discover Enedora dressed
as a huntress. She Told Them That Circe HAS Summoned Against the Selenim the Arcana of Justice, the Force
and the House of God Because He Had betrayed the principle of the oven Arcana. She tells the Faërim aussi
That His Attempts to rescue Zeus Would Be very badly Perceived by the Interim Prince, Apollo. Indeed, Apollo
Chariot INITIALLY Belonged to, aim His selfishness Pushed Da Vinci, the Prince of this Arcanum, to hunt. Apollo
is naturally turned to the faction That can take this character derived, namely the Pope. It Was Then That tells em
Edhergal be a friend of the forklift blade. He puts Galileus Archimedes and the faction of the Great Vehicle in
Vienna, During the Conclave post separation Prague. The Eolim Followed Ino Etoile puts there. Then Enedora
prompts em chase crystal crabs in the crevices, qui all agree. Goal first he must climb a steep cliff, and realizes
too late Ira That this achievement is Above thesis strengths: it falls at the foot of the cliff, disappearing world

28
Levanah, leaving all His belongings. Enedora offers to surrender Them Their hunting later regret the Onirim and
Pyrim, to join the new simulacrum of Faërim in Paris !!! To Believe That is very difficulty to leave Paris ...
oOo
Anwar, exasperated by the choice de son companions decided to rent a carriage to reach Italy. Pending the
return of Ira, he Asks Xolotl show _him_ His stasis: recovered Levanah is to try to locate _him_ Quickly goal he
refuse !!! Feeling betrayed His trust in the Pyrim retreats into an angry silence. Then, partner after the return of
Faërim, the start is Given time immediately to the south. On the road, Edhergal perceives the presence of three
riders, three Nephilim Force !!! This is Lachesis, with a lion helmet and hammer, Minos, with an eagle helmet and
foil, and Gawain and his faithful Durandal !!! The carriage stops and Anwar goes to meet one he hopes to be His
friend Gawain. He learns aussi That Dracka Asked Aillesh Torc dissolve Selenim, and cam que la Force to
destroy the Selenim and Faërim. Asked Circe-even the duty to destroy this Selenim be named "Phoenix", as once
the Nephilim Who imprisoned in Hades Prometheus !!! Calling the friendship of Gawain, Anwar Asked to accept to
let em explain himself face Poliorcetes Because He Believes que la burdens are unfair and unfounded
Circe. Gauvain is irritated by the behavior of Pyrim and Decided to leave to-have weapons in a duel to the
death. Anwar Asked Then His companions not Intervene in Any Way. Follows a terrible battle Gawain Where
Dominates, ict with blows furiously, leaving the Pyrim His impotence. Purpose fate allows it to carry a terrible blow
to the limit of death. Gauvain, falling to the knee, Decided to believe the Pyrim, and returns with Lachesis and
Minos. The Pyrim internally Knows That Gawain won by the left friendship and wants terribly to-have companions
à son forced to fight His friend. It's time to hit the road with a Pyrim wondering if he made the right choice of
companions ...
oOo
The road to Italy Resumed quietly, leaving nonetheless reflected a tension about the future judgment
Poliorcetes. Will be convened Some Time in the World of Meborack, to tell us Then we will-have to make a detour
before going to Italy. Anwar feels ready to explode face the successive behavior de son companions. Goal Gives
he rethinking the requirements of Kabbalah creatures. The Nephilim-have this time to visit the Bohemian castle
Varleja, to end the activities of a Nephilim Referred Tomiel. It Would store the wisdom to better destroy it, qui is a
breach of the balance selon the philosophy of Meborack. Aim this requirement tear Ira swung entre ict research
entropy World Pachad and Willingness to restore balance to Meborack. On the way to the bohemian, the Selenim
Decides to feast nightmares of a village, horrible thoughts Discharged by Selenim Itself. This is Actually Being a
vampire minds. Then at dusk of a dreary journey, They come for a ruined castle, very dusty, only one entry is
visible. They decided to go to meet the Nephilim unadorned. They enter a corridor with two side doors and a large
bathroom with two lanes and two doors. There on the walls of ancient and magnificent tapestries, goal cruelly torn
at the sides. One can Recognize a girl with a unicorn, Saint Michael and the Dragon. The Eolim feels at one with
this place, and Seems To Become deeply nostalgic. In the main room is a huge fireplace hearth full of ashes. In a
room there are chairs Several Reviews some of qui host long dead and different eras. It Seems That this is
different mock the Nephilim inhabiting the place. The room is in front has huge library shelves Whose are
desperately empty. Another room houses a wide kitchen filled with condiments expired long ago. Small clay
faceless Beings, tiny golems, tubers grow, driven by an incomprehensible force. The last room of the floor is filled
dining room covered in a stack Evoking someone Who Would never rid dinner for years. The Nephilim decided to
go upstairs to find a room Containing strange statues weeping true tears of blood. Xolotl Decided to approach
Them Become stone and feels; Sufficient strength icts goal is to allow _him_ to escape this influence. To the left
is a room Containing a huge pile of books and manuscripts, guarantee a great knowledge. Purpose Atreus
teaches her dependent it is a burning tripping Any approach. It takes very little for he must find a new
receptacle! Aim the surprises are Just Beginning: the end of the hallway is a very large room, Whose guardians
are proving to be PARTICULARLY bellicose Harpies, qui Anwar is happy to remind em que la blade is more
dangerous than Their sharp beak. Four Harpies will not rise. Atreus aim Was not so lucky and Was forced to find
a new simulacrum. The Eolim causes a suction That leads to another current Of Those winged women, coils eye,
toothed jaw and covered in feathers, the burning to purify qui for good. The last guardian Suffers the wrath of
Xolotl, with a lot of tentacles Invoked her dear imago.
The next course is Invaded by jellyfish, Whose long tentacles are watered from the wisdom of Those Who dare to
go through here. Feeling very close final goal the fight, all except the Eolim, commit to the top floor. It is a dusty
room, sheltering in ict center ethereal and enkhaïbaté year. He holds a staff flat invocation, he patiently destroyed
using a punch. His name and dedicated Tomiel His Life to destroy the Sapience. This castle is an ivory tower. It
was Dispersed long ago by members of the Arcane Minor Stick, while His train allies in the House of God Did not
Intervene. Feeling abandoned by this Arcanum, he dedicates His fierce hatred. If he survived the dispersion, by
choosing the delicate balance entre les khaiba and entropy. His ultimate goal is to destroy her frail hands the
blades of Each of the Arcane Ka Rex, Akhenaton. It offers Faërim _him_ to kill by kissing a languorous kiss
carrier irreversible insidious leprosy, qui refuse Obviously Kabbalist Who Decides to invoke Sabathiel to destroy
it. Badly Because It takes Sabathiel respects the work of Tomiel participante in entropy That cherishes Both
Pachad. That's When Tomiel Proves to be a Kabbalist Eolim. Anwar Invokes Kabbalah armor That goal soon
realizes physical attacks will not affect Tomiel. So Xolotl: has a very good idea: it seeks to destroy stasis
Tomiel! ! His excavations led to discover a small crystal statue symbolizing an angel. His goal is not enough
power to destroy stasis. Tomiel ends to invoke His demons, goal before the spell takes effect, Anwar tried the all
out, striking His sword, His stasis, crystal statue. There Followed a tear and cry abominable ending the existence
of incoherent Tomiel. The Pyrim imperturbably back without a word to the carriage, waiting for His companions to
the next destination he hopes Italy is finally ...
oOo
The Eolim Decides not to take share in this journey, After All Because He Did not Commit Any reprehensible
crime. The Group The Therefore splits again. The landscape green again Becomes partner after the desolate

29
Bordering Varleja Castle. After a short respite, Anwar again feels oppressed as before, to see the face of a huge
surf carriage in the forest !!! On top of this wave takes the omphalos, creature of water, bare torso tattooed Celtic
runes, proudly wearing two swords and riding a proud steed as much water ... The fight is inevitable again. Ira
tried to deflect the carriage Reviews towards the forest, the horses goal sccm to be Attracted to this monstrous
wave. Anwar Then Invokes The Powerful breastplates of fire. That Was Then it materializes in the carriage of
Kelpies, water creatures sprawling legacy, try trying to drown the three occupants. Xolotl Decides to call her wings
to take Anwar in the air while this one sword to slice tentacles That reinforcement hold em. Then finally Xolotl and
Anwar is found in the air well above-the wave When the lath sweeping the unfortunate carriage. The omphalos
defies Pyrim, Reminding _him_ That He Was a disciple of Melusine, and it wakes up, calling His old
servants.Xolotl goal begins a dive dive to propel the Pyrim on the omphalos at full speed, Giving a clear
advantage to Anwar at the start of combat. The omphalos is wonderful, the goal Pyrim marriages to deal _him_
enough injuries to strength _him_ to Withdraw ...
oOo
The battle with rough Was Many wounded, and the carriage horses drowned. Anwar hand heal His wounds in His
amber cocoon Regenerating, while Xolotl hand feast of the nightmare of The Few people around, and Atreus
goes in search of new horses to Their carriage. Purpose Ira feels the call of counterfeit dwarf Archimodion Urging
_him_ to reach Rome by the desert of Kesh. He marriages to Convince his "allies" to follow it again to survey the
world Pachad. The Faërim Decides to follow the call, with _him_ Taking His companions in the world of
Pachad. They arrived in the middle of a desert Where there is intense and unbearable heat. Ira is under color of
Sasquatch, under Xolotl and That icts of anamorph. Xolotl goal HAS Undergone Some Changes since he
Recently dreamed of the imago of Orkus, Who Gave _him_ a new hand and a new face. Anwar and Atreus' em
address the appearance of Their exalted simulacrum. Against Them stands the counterfeit Archimodion dwarf
dressed as if he reigned in arctic cold thesis places. He holds a bottle of water, and Said That in the desert is a
gateway to Rome, he must find for Themselves, qui est very close to hell. They aim shoulds beware of the
creatures That live in the desert, and If They are not absolutely discrete, Their road will cross Certainly That of the
enormous sandworm the twelve rows of teeth, Shai Hulud ,. Then Archimodion reverses the gourd and lance on
Anwar, leaving only four drops to survive !!! And he dives into quicksand, Chuckling.
This is the Beginning of a long journey through the desert, very trying. The Group is faced with a wide amount of
beetles with green metallic sheen. Hoping That They contenir water, Xolotl Atreus and decided to eat in,
INSTEAD goal of the Desired Effect, every time They try to speak, They spew an endless stream of whitish larvae
hurry to bury Themselves in the sand !!! These beetles are the Small Minds of Silence, common creatures in the
world of Pachad. After thesis delicious moments They Are for a dead city, made huge withered plants and
emanates from qui significant year cursed energy to the point que la Black Moon is palpable !!! The Selenim
hears the song of One Who Believes In nothing, and Decided to go to the source Followed by three others. Xolotl
to head the group arrived at a broad square in the center of the dead city. Amid this place stands a humanoid
back, sitting cross-legged. His back out a row of dense hair, and It has the head of a jackal !!! Acknowledged That
Xolotl Then he puts there A Few times before leaving for the Americas, who is called Expired the beast, the
devourer, the 666, jackal, Anubis !!! Anubis turns, revealing His look of darkness and nothingness. Recognizing
Xolotl, he Said That icts current state Does not allow it in case Any make a covenant with the Xolotl 666. says she
brought` her new companions in the hope They Can the interest 666. So Anubis begin to observe, Then he
literally grabs Anwar in His eyes, qui feels plumbed to the depths de son Being, Then it reappears. It is the turn of
Atreus to UNDERGO la même treatment. The Kabbalist goal Does not let sound, leaving puzzled Anubis. He Told
her her pentacle That is cloudy and can not read _him_. His goal power interests, DESPITE The Refusal of this
one. The Onirim aussi looks very promising goal for now refuse Preferring to know a little better what Will Be
Snatched by 666. Then Becoming Anubis Said que le doors of 666 will be open to _him_ goal When the time
comes, he will Prove His desire in the blood of Pyrim, the pentacle too pure and too refractory ideas for 666.
Then, Addressing Xolotl, he Reminds _him_ That he Would Have to kill one de son companions to Become 666
When He Could still. He aussi His opinion Asked what he has-been ble to bring in the dead city, and Xolotl guess
He Was waiting.
One thesis beautiful words delightful Anwar Anubis They leave to continue Their journey, a violent sandstorm
forced purpose em to take shelter in the ruins of the dead city. Towers guards are in place.When it comes Ira
OCCURS attack creatures with membranous wings and head of vulture. Combat raged, purpose Suddenly His
companions battle Ira !!! The first to pay the price is Anwar, Who Receives a stone in His Back. Then Xolotl is
killed !!! His body Disappears. The Sasquatch Then we Onirim throws, leaving the Pyrim succumb to the latest
attacks hideous creatures, His body volatiliz later ... But Atreus holds up anyway and see Ira Become a huge
serpent, he shade of an arrow, before succumbing in turn to attack too many attackers ...
oOo
The death of the Nephilim in the desert of Kesh Has not Dissolved in the magical fields, aim only returned to the
world of Kabbalah. Purpose drunk with anger, Xolotl and Anwar flock to Ira, not Including His treachery !! After
Spending Their nerves, They gradually accept the explanation of the lath: his body Was possessed by a creature
That Powerful Saurian cam for Anubis in the desert !! On this barbaric spectacle happens Edhergal, Who Decided
to finally follow His companions, and Greatly surprised Their argument, close to Their smashed carriage with
horses drowned. Anwar, pestiférant Against the Kabbalist Unable to live 'em in the worlds of Pachad, Went to the
coach there to tackle new horses and begins to head south, hailing His companions to follow him time
immediately, That All are eager to do.To the astonishment of Pyrim, the rest of the trip runs smoothly, and is soon
to Rome, Surrounded by seven hills, and Its impressive Coliseum. The Eolim tells' em he puts the Lover, Who
Reported His amputation by lustral waters. This Arcane is Located in the Colosseum, information confirmed by
Anwar. After Reviews entering the town, in a quiet and silent street, They Are Approached by an old man with
unkempt beard, dressed in yellow leather. This man Whose mock alike through the ages is none --other than the

30
Yellow Dog Speaks Arcanum of Justice. He waits quietly, promising to induct Them If They speak from
Poliorcetes _him_ Committed sins, They Do all except Faërim and Eolim. Then the Yellow Dog Speaks guides
em to the great Palace of Justice in Rome, Where he Seems very well known. He leads em into the corridors to
get in front of a marble hall, covered in black velvet, in qui awaits a judge. Poliorcetes Has the appearance of a
wide aging man, pale face, severe and emaciated, wearing a wig and a long black dress. In front of _him_ is a
small scale and a long sword, symbolizing His conception of justice !!
Poliorcetes starts by listening Xolotl, Who Explains the true causes de son departure for the New
World. INITIALLY It was Supposed regain the memories Suryo Was Lost in America, this goal is impossible.The
real purpose Was to bind Yohual Tecuhtlin, with the backing of --other Arcana.
Purpose Poliorcetes already know this from the lips of Circe. Purpose Xolotl teaches _him_ while Circe wanted to
oust a representative of the House of God, making endorse this crime by Yohual Tecuhtlin.Xolotl preferred goal to
embrace Their cause, to protect What They guarded views of the Empress ... Poliorcetes Seems To Understand
the motivations and Gives ict judgment: it will Crucible.
Then he Atreus Asks about His altercations with the Envoys of Justice and the House of God. For Justice, the
Onirim learns That He Was amnesic and HAS only defend Alongside his Friends, Declaring the end of the fight
the status quo with Justice. For God's House, he puts Ocnantapen and accepted an assignment shoulds wash
the problems with God's House. For this problem, Poliorcetes Issued ict judgment in the meeting with
Dracka. Then he Asked goal icts implications in the conflict Levanah Where Enedora try trying to Become the
Empress. To this he replies That-even he is confused. For Poliorcetes, the judgment will Crucible. Then comes
the question of Ira, about His Attempt was Nephilim of the Court of Miracles. Ira stammers a poor excuses as why
this annoyed Nephilim, qui irritates Poliorcetes !! Aim the judgment is the same, That Is to say
Crucible. Poliorcetes Then turns to Anwar, accusing _him_ of Being too ready to decapitate everything in sight,
Including the servants of God's House. Anwar pleads guilty That goal insisting His memory was very shaky at the
time, He Had aim resolved the misunderstanding with Acuishek Itself. Purpose Poliorcetes the judgment will aussi
Crucible.Finally comes the turn of Edhergal, eternal follower, and That Would Have Seduced the princess before
her Shaitan Moor lover, irritating to no end !! The guilt was allowed on Eolim chuckle tears. For _him_ too it will
Crucible ...
Having pronounced the judgment Sami for four Nephilim and Selenim, Poliorcetes takes His sword and draws a
circle, qui opens a door to Akasha. Anwar Enters the portal, Followed by l'autre in the management of this
disturbing Akasha Crucible ...
oOo
The group Appears in a rock corridor, Slightly curved on the right on one side, on the left of l'autre. Xolotl Took
The Lead Followed by Edhergal Anwar, Atreus and Ira. They arrived in a first room, fully occupied by a sphere of
water, forcing Them to swim through. At the end, completely Call Themselves They find naked, stripped of
everything except Their stasis: They just Suffered the judgment of purifying water. They borrow a new corridor in
the Sami direction to come enclosed in a room with a wall of flames; In the center is the marble watchman, a stele
with a single marble head That queries When Each pass. Goal this time the watcher Seems To read In Their
minds, and the passing of Ira, he called Expired à son traitor friends, Being doomed to chaos and destruction. Aim
the lath are not the case. Then They Come back into a corridor qui la même direction Makes Them Think They
Are spirit to browse a circle. The WIDENS corridor goal portcullis Orichalcum traps !! Then a gas slowly begins to
rise, and try trying to breathe the Eolim soon realizes it is gaseous That Orichalcum !!! Feeling death arrived, They
All decided to join strengths in order to unseal the harrow, the despicable contempt cocks That hated metal. Aim
this test is successful and They Can Quickly boost the corridor, only feeling Their pentacle UNDERGO this painful
bite That damned leprosy. They now come in a huge cave covered with stalagmites and stalactites. When They
try to cross the ropes coming from the ceiling just grab Their ankles try trying to impale em on the
stalactites. Anwar only thanks to agility and Atreus icts with the help of Xolotl pass Without Any damage. For
others, They Come at the price of Several broken ribs and arms. Comes a new corridor, aim this time, Xolotl
shipping head remark strange metallic noises in the walls and discerns a death trap. All decided to climb the wall
to bypass the trap. Atreus goal alas already hurt before slipping and is deeply notched side by a metal strip
Emerges from the wall. A half-dead, he must try again climbing, goal desperately allows _him_ to Overcome
difficulties this time. They arrived in a new room, covered with a huge earth mats and grass, twenty meters
long. Seeing the earth, the Onirim in hand collection. Realize all purpose que le earth is infested with highly
dangerous carnivorous ants. Aim you-have to cross at all costs !! So They use different technologies, from the
race to jump soaring through the triple jump to cross this trap. They are to leave nasty bites, goal without much
adverse consequences. They committed Then again in the hallway, to Find That They Have returned to the first
room, the cleansing water !! Feeling the tests are successfully completed, and finally holding the clay of this world,
the Onirim begins to shape a nave, qui Quickly Took a wide, ready to welcome 'em to navigate the ethers all
guess Above Their head ...

The quest for lustral waters

Atreus, wondering why His friendship with Enedora earned _him_ the judgment of the Ordeal, determined to sail
into the ethers to the bluish bubble symbolizing Levanah. As if the ship HAD Understood His motives, She Makes
herself at the foot of the palace, Then to blend in clay. The Nephilim go into the main hall of the palace of the
moon to request Explanations from the running for one of Levanah empress throne. Purpose it is strangely
missing. Tjinder Ayres, an ambassador, is alone in the palace Apparently waiting for the Nephilim. He Told Them
qu'Enedora Levanah left to travel in the Akasha, she Asked _him_ aim to help 'em, Because time: their arrival in
Rome Has not gone unnoticed and "objects" begin to be Transferred in --other seats. Tjinder says while it May
open a door to Venice, Where human touch is Awaiting Milo Osdovi, animated by the spirit of music. This is a

31
charcoal burners brothers living street Atala. Atreus, remembering That Tjinder Ayres created Akasha Harmonia,
Asks if he can Provide a musical instrument, to replace His flute, grabbed by the purifying water Crucible. He
kindly consented, Creating a crystal ocarina, as if this object HAD always Existed in His Hand.Asked about Their
goal Ira Reasons Tjinder Enedora to obey, He Was purpose evasive, simply remembering That he is very well
received as an ambassador, and make it a service is not for _him_ displeasing. On this debate Tjinder begins
esoteric complex ballet with His Arms and opens a door to Venice ...
oOo
The group materializes near the lagoon of Venice, goal Following The Crucible, They are only covered for Their
Dignity !! Taking advantage of the dawn, Anwar Enters a house in order to "borrow clothes" For His comrades and
himself. True purpose à son convictions That They steal old clothes so as not too much trouble in this family.
By dressing They Realize They Are Spied on by a monk, with blue eyes, innocent face, qui turns out to be a
Hydrim. Then this Hydrim made a giant leap to reach, posing as a friend. All are very wary goal up to the Serf
Germain tells' em he is like them amnesia, Having aroused there are few. He puts a faction of the Arcanum of the
High Priestess in the Alps, in the village of muzes-sur-Lignon, Where the Grand Hermétèque Ohm Althea Taught
_him_ the existence of --other amnesiac orphan like him, and he Especially Could confide in Pyrim. On behalf
facility Ohm Althea Anwar Changes His Mind and made Readily trust the Serf Germain, just keeping in mind That
water is the missing symbol to reactivate the Golden Path. Aim the others do not know this faction of the High
Priestess is very suspicious. Because for an amnesiac, he Seemed to know His art. Xolotl Then Suddenly Seems
Plagued by a terrible pain, as if a claw Orichalcum try trying to disintegrate ict obsidian core. The Hydrim tries to
calm _him_ instinctively using His powers of Water mage, revealing His art. He succeeded, and surprising --other
Nephilim Unable to Exercise Their healing arts was Selenim. Xolotl feels hunted. Discussions continue on the
road, Where the band to split Decided to glean Some information. Atreus and will travel to the nearest 'inn, while
the rest of the small community goes to church.
oOo

On the way to the inn, and the Faërim Onirim see a motley caravan, Reminding Faërim debauchery and
fornication He Had ounce Practiced in the Arcanum of Judgment. While confidence They make it to the inside,
without noticing a clear sign, the Pelican on the trailer ...
oOo

At the cemetery, Xolotl felt again That terrible oppression goal this time, icts origin is different: They hear the
Teutonic Knights, headed by a man with a semblance Orichalcum the guide ring to the Selenim.This is a faction
of the Arcane Minor Stick. They speak German, understanding That Their target is nearby. The Eolim, confusion
sown a wind In Their ranks, forcing Them to Work in pairs, Then Took Anwar with _him_ Hydrim aback by what is
happening, And They Both camped behind to take serious Their enemies from behind ...
oOo

Ira carefree commits an evasive talk with the head of the caravan. He comes à son Regarding the postponement
of Prague Conclave saw Ira Was Chosen by Marcus Widdentraup. He tells her about the future Occult Sanctuary
in Venice, to be Held from 1815. Purpose he soon realizes something is wrong That, and That His party is far
from Being a member of Judgement. Then Ira Understands His mistake, and feeling the threat of Arcane Minor
Cup, Especially the Rosicrucian, Decided to retire, Taking _him_ with Atreus before a smiling face Rosicrucian
thesis poor orphans ...
oOo

The Hydrim, Including the fight is the only way out is to Concentrated freeze the blood of two horses courting the
Selenim while the Pyrim bypasses Reviews another group of two to rush wildly on 'em.Anwar made a carnage,
impaling the first rider to throw His sidekick, Then decapitates the unhorsed before was shocked by Hydrim Such
violence. The fact Pyrim Then spin the head to send it forcefully jumper was the next group !! Xolotl is not
standing still and insults gravement His Opponents, Taking advantage of a new spell of ice smash the two
horses. The Eolim, circled, and Refusing to violence, Decides to modify the air to imitate the voice of Their leader
to leave _him_ alone, purpose That Does not Really work Because The Nephilim do not speak German. Anwar
Kill His Opponents again in combination with Xolotl. The last Teutonic Knights take flight, leaving two wounded
behind them ...
oOo
The Teutonic go galloping ahead Ira and Atreus, purpose They Do not lend Their attention. They decided to join
'em Wisdom to defeat this faction Cup Onirim the coach exchange the mud, while the Faërim summon creatures
of Kabbalah, Those Who crawl and nibbling to engulf the pile of mud, and That merchants before starting to install
!!!
oOo

Xolotl will see one of the two wounded to feed on her fear Anwar Questioned During the last of the Sponsor of the
operation. Obviously it is only a henchman, and he only Learned That Was His Mission to destroy the Selenim,
and Its owner only Knew how to find _him_. Magnanimous, the Pyrim _him_ let live, aim His companion Was not
so lucky, and he succumbed to the torture of Selenim. Aim the hullabaloo Attracts the world and the group
redirects to the inn, enjoying the Pyrim to ask a dealer Atala Where the street is located ...
oOo

Content of Their combined spell, and Faërim Onirim Disillusioned very Quickly: They feel possessed by a kind old

32
man, with a black rose and small shows, Who Introduces himself as The Pelican. It Gives Them an hour to leave
town. When the group meets, They learn the threat made by the Pelican And They take it very gravement. Atreus
aussi That Tells Them When he woke, He Was the subject of dealings Minor Arcana entre les Cup and Stick, and
qu'Enedora intervened. At Venice, again under the aegis of Enedora, They encounter the Cup and the
Stick. Consequently are more trusted Enedora They decided not to meet this man Awakened to the music, Milo
Osdovi, sensing a new trap. They decided to leave the city on a horse-drawn carriage to join in the emergency
Rome ...
oOo
Shortly after-leaving Venice, the carriage is joined by a green horseman bearing the emblem of the Green Lion:
this is Kracivecz, the faithful of the second member of Glorious Alloy. He speaks with Anwar, Bringing _him_
Some alchemical formulas, and after-Reminding _him_ That His assignment to Rome, he will in His next
incarnation visit India to discover the Green Lion of the Temple, the Temple of Moenjodaro. To find it, it will-have
to borrow the occult roads, guided by the magical field, and with His companions.
There, he learns the forge, and Will Be Initiated into the secrets of alchemy, the transmutation supreme. Then
Kracivecz leaves, leaving the dreamer Pyrim ...
oOo
The road Reveals No surprises, Then, at dusk, a cursed fog shrouded Orichalcum, covering the carriage. Off
comes at 'em with a jumper That Seems To emanate fog. One alert, Awaiting the Nephilim, Xolotl Then goes to
meet His Brother of Black Moon. The Pyrim turns away from this oppressive presence, gradually gnawing His
pentacle. The Selenim is purportedly Scavola, the emissary of the Vulcans. He caries a huge scar covering His
left eye, leaving only a tiny glowing dot APPEAR. He Learned That Xolotl interested Was In His faction and he
cam to experience it. He respectfully address --other Nephilim goal Described Hydrim with a smile, calling it an
"other." He Explains That Vul-Cain, the founder, Taught himself to Manipulate Orichalcum, and he learns secrets
His disciples à son, he purpose Gives the power to dissolve His mother thought of entropy, qui causes cold
sweats in the back of Xolotl. He tells her That Vul-Cain is a Nephilim Who Voluntarily thing the Black Moon,
thinking approach the perfection of Agartha fait que voice, and no skirt has fallen. Then Scavola Describes the
oven major factions of the Vulcans:
• Workshop Dark Creator: Improves creatures called Expired by the Black Kabbalah with the Orichalcum
• Workshop Circle saturnalia: experimenting with the establishment of a new occult science,
Incorporating Orichalcum in the Dark Moon kernel Selenim
• Smothering Workshop: to Manipulate the Orichalcum Annihilating ict effects using a matrix of Black
Moon
• Workshop Dark Alliance helps build links entre les magical gasoline and Orichalcum
Then the Scavola Warns Against the Chapel of Isis, Meant to shelter Their holy water urns: it is at the top of the
second hill around Rome, one year air Nexus. The Pastophore of this chapel is share of a hierarchy of the Minor
Arcana of the Sword Higher Than Any Encountered before. Atreus issues Scavola on the possibility for a Selenim
to Become a Nephilim, and he learns That this is feasible Provided que le body is Immersed in the magical nature
of the Nephilim, so you must keep His magical essences When converting the status of Nephilim than Selenim . A
Syracuse is Seraphin Hermiel, the Arcanum of the Wheel of Fortune, qui can enlighten em on the terms of this
ritual. Syracuse goal is the stronghold of a Powerful effect Dragon, the Black Cyclops Jade, qui PARTICULARLY
shoulds be wary. On His words, Xolotl Scavola promised to fetch Orichalcum-even in Hades Then The emissary
begin Where It HAD come.
oOo
Rome is finally in sight, promising the hope of Renewed wisdom ...
Community arrived in Rome and Decided to go to the Coliseum, to enter the Court of Amor Arcanum of the
Lover. The Eolim Would Have Had the opportunity to visit this enchanting site there shortly, and he tells' em to
Themselves position on a bench to meditate up to deign Amoureux welcome in a beautiful garden Coliseum
modified. The Therefore this artificial happiness will be open to 'em. During this long meditation, the Kabbalist
stands in the middle of the arena in the sand. He draws a pentacle, making an invocation de son own, Then he
Disappears ... to reappear later times !!! He just made a visit to Hades, via a door à son knowledge, to meet
Tantalus. He, compassionate usual, Told her not to disturb _him_ under penalty of a painful Imprisonment in this
world Orichalcum. Ira, Who Would Have preferred a different kind of debate Had to accept back across That
Door, still keeping in mind the possibilities That Such a door May offer in the future.
Then Spend long hours Without Any protest from Arcanum.
Anwar, boiling with impatience, determined to stop this futile meditation and go through the basement. It's very
dark, and silent is Worrying. They move slowly, Taking the ancient corridors, topped the memory of past fights,
aim Anwar faces a gate guarded by creatures of Kabbalah, the Ashim, doors adamant the metal feet,
Guaranteeing the inviolability of Such access. He Recalls that the Kabbalist HAD inadvertently Invoked thesis
creatures During Their end in Paris Against the Salamander. It Could The The Therefore return to be reliable to
borrow That Door. Purpose Pyrim Would Rather use --other means clustering clustering, so as not to conflict with
this Arcanum. Disappointed, all Decided to go back Poliorcetes, just to glean Some information. Arrived at the
courthouse, They Go directly to the office of Judge Balsamo, the simulacrum of Poliorcetes. Does not hear this
one purpose of the Arcanum of the Lover, grumbling against Nero and clothes of life of bygone eras. He Explains
that the members of this Arcanum prefer to relive past events, Rather than deal of this. The The Therefore all this
Arcanum Understand That Could make em relive Their past, and so fill Reviews Reviews some of the void of
Their memories. Poliorcetes goal, reluctant to talk Orders em, Preferring to see Them At Their Most Likely future
judgment. Not Knowing what to do and remembering the words of Tjinder Ayres about the fate of jars Orichalcum,
They Decided to prepare to attack the Chapel of Isis at dawn, Taking advantage of the night to refine Their

33
hypothetical plan. Xolotl advantage of the opportunity of a great city to instill horrible nightmares to the People to
galvanize the potential of Black Moon.
oOo
Then finally comes the moment of truth about Their past. They arrived at the Chapel of Isis, at the top of the
second hill to See That the only Pastophore guard the place. He stands at a window, not seeming to be
aggressive. Seems it intangible goal, waiting for 'em. Xolotl Gives _him_ That has stone crosses without
reaching! In response he swung His gold for depicting a beetle, and the ground from under the feet of Xolotl
opens to reveal huge mandibles of gold. This is Khreper, Beetle Two Matins. Aim the beetle is not more
aggressive than that, just pretend to answer the provocation of Selenim. All hesitant, goal Eventually They
decided to return sparingly. A quick inspection shows a huge iron pentacle in the basement, Possibly leading to
Hades. A rictus of Pastophore That indicates Hades is home gander Orichalcum !!! So When They finally
returned, the chapel Appears to be distorted to be snapped up in Hades, hence the real Pastophore manipulates
this illusion of himself !!! Courageous but not foolhardy, Edhergal Quickly Fled from the chapel, to not go to
hell. The group returns to the Pastophore Who rejoices for HAVING So Easily fooled, Because he is in Hades
!!! La Chapelle-paying Isis Hades is a fortress Orichalcum, inhabited by gigantic Daimons. The trained eye of
Pyrim Sees embedded in columns three jars Orichalcum coveted. Xolotl and Anwar attack-even Pastophore Who
does not try to defend himself, Knowing His body down here is just a small portion of himself. While Selenim
entwines ict tentacles body Pastophore the Pyrim the cut in two for the principle. Then Anwar Protects the rear of
Xolotl Who tries to pull the jars to the structure. The Kabbalist conjure flames portals Swift To Become extremely
rapid human torch, while Hydrim Atreus and looking to get out of the chapel. The battle Seems Pyrim Clearly
contre _him_, When He uses alchemy to make the soil under the incredibly slippery creatures. The Faërim
Selenim and Took the opportunity to finish extracting the gander and a wide Orichalcum block for the Vulcans,
Then this is the flight of the Chapel. Outside, the Onirim created a blue bubble to start in the Akasha Harmonia
Because The two worlds communiquer. Akasha Seems To this purpose-have changed since the last visit of
Anwar and Atreus. Harmonics Differ strangely. In the Higher strata, It Seems reach a Manichean sound,
reminiscent of a kind of cyclopean clock. Xolotl teaches Them That It is a door to the Akasha of the Pendulum, a
magical Akasha isolated fields and Whose entrance is only available once a century. In this Akasha Would Be a
Very powerful artifact, coveted by Circe.
oOo
Goal first dream exploration, it is Decided to join Rome to find Eolim, Who managed to flee the Chapel of Isis
before it Sends Them to Hades. Slowly the blue bubble Containing Nephilim leaves harmonia to fly over
Rome. Ka Ira vision allows Quickly track down Edhergal in a house on the outskirts of the city. The group through
the window to discover a Eolim in full contemplation. For ict hand, Xolotl Began to feel the heavy burden of
Orichalcum. We must as soon as possible, a solution to successfully remove the holy water of the jars. Any goal
before debate takes place the door opens on the fly, revealing three Nephilim completely Call enkhaïbatés, the
Devil Arcana: Those Encountered in the small Spanish town of Correja! Milo, the earthy man, Danae, ethereal
humanoid, and Ixion, small quadrupedal creature, just dissolve the Eolim in magical fields at the request of
Shaitan, Their Prince. Shaitan Does not care of Judgment Crucible of Justice: Princess Moor Arcane LS HAS left
and not be found, and Shaitan Decided to dissolve all His form suitors. The Eolim must be the Fifteenth !!! Xolotl
goal Did not hear it That Way, and slowly escalates the situation. Purpose Edhergal managed to persuade Them
That Has ict next incarnation he will see himself Shaitan to explain His actions. On this extremely tense situation
the two parts separate. Comes the difficulty choice of whether to Whom to learn how to use the holy water. The
proposed Eolim Sicily Hydrim meet Hermiel in Syracuse, Ira Would inquire into Pachad, Xolotl look into visiting
Vulcans in Etna, and Anwar and Atreus Would Rather go the route of Akasha to address the thrice great
Hermes. Was this decision finally accepted by all.
oOo
Atree goes out again his crystal ocarina and begins to play, causing the formation of a bluish bubble allowing him
to pass the gate of Rome towards the Akasha of Harmonia. Again the melodies do not seem to be known to
Atreus and Anouar. According to their memories, they turn to oriental music, despite the warnings of Xolotl. Alas,
the door opens onto the Byzantine Akasha sheltering Circe !!! The passage lasted only a second, but Xolotl is
deeply oppressed. Fortunately, the Hydrim manages to control its entropy nature to bring it back to calm. Atrée
decides to go near the nagging music, hoping to find an Akasha where he can model his nave to navigate at will
in the ethers, but alas he must quickly change his mind. All enter an Akasha representing a blue world, with an
immense tower of Gothic cathedral seeming infinite up and down. Humanoid creatures with emaciated facies
mount beams and frameworks, under the orders of a foreman, a sort of mole with vaguely human features. This
being then addresses the Nephilim, asking them the reason for their intrusion. He wears a necklace whose
pendant is a square in gold. They learn that this cathedral is built endlessly up and down: it is the Akasha of the
Cathedral Builders. This Cathedral would be so large that one could even meet Zeus there. But suddenly there
appears a sort of angel in white armor with a marbled texture, wearing a large red cross on his chest, and armed
with an ancient Egyptian stick: it is a very powerful Dragon Effect, which is the master of this construction site. In
front of a dream also marked by the secret societies, a strategic retreat on Harmonia is decreed. Ira tells them a
legend, the top of the cathedral would shelter the Eidos ...
OOo
Atreus, more and more puzzled by her helplessness in the Akasha, then goes to the soft music, and enters into
harmony with it, to open a door to a new Akasha. This time again, they are in a gray desert with impalpable sand
and therefore not modelable for the nave. In the distance and in the midst of the sandstorms, there appears a city
which seems to call the Kabbalist. He tells them that in this city there is something that the 666 fears. But while he
is speaking, Atreus prays inwardly for Morpheus to help him. Then a voice resounded in the desert audible by all:
"Onirim I heard you but I'm not Morpheus"

34
Suddenly the desert leaves room for large green areas, limited by a great wall. The voice again addresses the
Onirim, but she calls it the Golden Eyes Leopard, Shi En. Then he presents himself as Kunlun, the Celestial
Dragon, the very powerful DraKaon of China. In the hand Atreus appears a black pearl. Behind the wall, all can
perceive an army of a hundred Mongol horsemen, with bestial tattoos. Atreus is a servant of Kunlun, a star in the
firmament, one at the edge of the water. This world is the dream of Kunlun !!! Atreus is the first of his 108
companions to have heard his new call. Kunlun's army had repulsed the invaders Kaim of the Malodred
order. Then Kunlun asks Atreus to join him in his next incarnation in China. But in this dream he can not help
them, for his body is far too far away. On these words, the dream of Kunlun leaves again to the desert of gray
sand.
OOo
Again, a voice is heard. Archimodion has just tried them again for an adventure in Pachad. But this time he
addresses Edhergal, calling him a small cachotier. He reminds her that some creatures are very close to Pachad,
and that these connections allow Archimodion to know everything, as with some Dragon Effects of Sicily. He
concludes ironically by saying that a child is innocent ...
On these beautiful words, the group retreats again in Harmonia. Deprived, but happy to have heard the DraKaon,
Atreus moves towards the jerky music, opening on the world of the Pendulum. They arrive on a boat, in the
middle of an immense ocean whose currents seem concentric. From the center indicated by the currents, the
sound of an immense cyclopean clock rhythmically frenzied the time. Then suddenly, starting from the center, an
immense tsunami spreads at great speed towards the boat. Before such a reception, Atreus has no choice but to
return, impotent, in Harmonia. But there, exasperated, the Kabbalist invokes Sabathiel, and manages to obtain a
door leading to the feet of Etna ...

The Mnemos Effect

At the foot of the volcano everything seems calm. Xolotl, very weakened by the Orichalca in his contact, proceeds
with a sudden, more sudden step towards the summit of the volcano. Then from the top arose a filthy creature,
covered with soot, one-eyed, and whose only eye is jet black. His name is Volund. Xolotl present his offerings
Orichalcum, claiming that this gift is selfless, because it does not embrace the cause of the Vulcans, but remain
on good terms. Then he asked Volund to meet Vul-Cain himself and ask him to help him recover the sapience
contained in the jars of Orichalque. Volund accepts and guides them towards a rocky platform, which opens to
reveal a huge cavern, with sounds of forges, bellows and hammerings. Streams of lava flow along the walls. At
the center of the cave stands a being three to four meters high, wobbly, like a deformed human, with a large
leather apron, black stone fragments embedded in his skin, and a single eye in the middle of the face . It is Vul-
Cain himself.
Vul-Cain accepts this Xolotl and appreciates that it remains faithful to Yohual Tecuhtlin because Vulcans and
Yohual Tecuhtlin communicate by magical field of Black Moon.But he deplores all the same that Xolotl does not
want to embrace his cause. Vul-Cain said that he will come back later, but that Etna will not retire and he will seek
in Germany, near the Black Forest, as Etna is monitored too Near by the Minor Arcana. Then Xolotl addresses a
request to Vul-Cain, to know how to obtain the Sapience contained in the jars of Orichalque. Vul-Cain asked one
of his people, Polyphemus, to bring a clay cup, the interior of which was lined with a thin layer of Orichalca. Vul-
Cain advises them to mix the three jars, for it is impossible to determine to whom they belong. At first reluctant, all
finally agree to share the Sapience. The first to taste this elixir is the Pyrim, for it represents justice in the eyes of
all. After the first sip, a vision seems to be extracted from the body of Anwar, an orange mountain with at its feet a
desert, a Greek temple, an Egyptian temple. Then Anouar collapses unconscious. Vul-Cain explains to them that
the Pyrim has left to revive his past, it is the Mnemos effect.He must complete a quest in this effect. If he finishes,
he returns to his simulacrum. If his energy is dispersed in the Mnemos effect, then the simulacrum dies, taking
with him the Nephilim. Then he looks at Xolotl and tells him that the Selenim are also subject to its effects. After
having promised to watch over their simulacra, all are preparing to drink in this cup, vanishing one after the other
...
OOo
The group is found in an immense Greek island, with to the north an orange stone mountain, surrounded by a
desert of sand. At the foot of this mountain is an aboriginal encampment. At the top there is a large garden. To the
west, they see a very large Greek temple, with colonnades worked. To the northwest, three individuals irradiating
the fire headed for the Greek temple. To the south is a large Egyptian temple, with condemned gates, and which
seems assailed by the people. Xolotl and Anouar decide to go first to the mountain, because there is a good
chance that the memory of Ira will be there. They all approached Uluru, the Australian mountain.
From the garden comes a beastly howl, like a huge pack of wolves howling in unison. The people of the camp
seem to function strangely like an anthill. Then an old aborigine with golden eyes approached and addressed the
Faerrim:
" You are back ? Your garden is uncultivated ... you left it too long ago ... only remains the Pursuing ... "
But Ira asks who is this people who seem to know so well.
"We are all and we are one, we are the way of one of yours"
Then the Kabbalist wonders about the screams, thinking that it is the Rainbow Snake, the DraKaon of
Australia. Then another native approached and responded to the Faery:
"It is not the Rainbow Snake, we Jukurrpa , were right ... The Pursuing awaits you, it follows the Atalante ... Its
name is Kalidon ... Will you take back your garden? "
Faced with the indecision of Ira, the Aborigine concluded in the negative:
"Our master no longer has to watch, we can withdraw through the lines ..."

35
On these last words, the roar explodes, we hear the beating of wings, and an immense creature flies away, trees
and lianas are uprooted from the garden, and this beast descends towards Faerrim, proudly displaying its multiple
animal heads , Wolf, wild boar, lion, reptilian blows, its immense bat wings. This enormous hydra is Kalidon, the
powerful Dragon Effect, which tracks the Atalante Fugitive.
Suddenly Xolotl is crucified in the air and begins to be quartered, Ira feels his body freeze and the Hydrim
becomes a beast with primary instinct!
Then Anouar incites an alchemical formula which allows him to freeze the slope on which Kalidon engages,
dragging him into a mortal slide towards the Faerrim ... Fortunately the Eolim intervenes in turn and causes an
important squall of wind that deviates Kalidon from Its target. Hydrim throws himself on him with his sword, but the
Dragon Effect rolls over him, causing atrocious suffering. Atreus decides to chart him while Anouar calls to him
the metallic power of the fire. But against all expectations, Kalidon flies away, making Faerrim understand that it is
a fight that he must lead alone. Thus their confrontation is postponed ... From then on, the memory of Ira ends.
By common agreement, all headed to the Egyptian temple, sealed and guarded by Earth Dragon Effects. It begins
to be encircled, Egyptian priests are pursued by soldiers in Egyptian armor, with a blue cape.Three beings stand
out from the scene, whose vision Ka confirms their nature. An old man, carrying tablets by his side, an Eolim by
the name of Irysos, the first scribe of Akhenaton, an old man with an emaciated face, an Onirim by the name of
Kariphys, Basileur and high priest of Thot, And an old woman, a Pyrim by the name of Horemheb.
Irysos: "The doors of the Temple of Life have been closed for too long, we must put down this Temple of
Tubalcaan. I was given the Abra-Melin Ritual to destroy it. "
Kariphys: "To invoke the Dog of Sirius, the imago of Mu, one must sacrifice the essence of a Nephilim. "
Horemheb: "My friends, until now I have not been able to help you. Let me sacrifice myself to perform this ritual,
for you, Irysos, in your capacity as the first scribe of Akhenaten, you must give yourself his word. "
But before attending the ritual, Xolotl and Anouar noticed a strange phenomenon. The magic fields are as sucked
by the Greek Temple. Feeling a threat, everyone decides to go there to understand the phenomenon.
The three Pyrim glimpses in the distance also go. The Vision Ka makes it possible to distinguish a Phoenix, Efreet
and Circe !! In the temple is Morpheus, a man in a toga, with a face of Pierrot, wearing a black mask. It has wings
of angels and a silver sword. His free hand grabs the magic fields. While Areee believed to relive his memories,
Anouar understands that it is his memory, the tracking of Onirim during the Tutoring of the Four !!! Morpheus is
performing a ritual to destroy the Pyrim. Feeling threatened, Anouar by joining the other Pyrim to face
Morpheus. There, he seems to regain his powers of yesteryear, literally flaring up, and inflaming his sword. The
other Pyrim do the same. Circe, on the other hand, can see horns pushing, her hair catching fire, a shield
appearing in her left hand, which catches fire, as well as her sword. Anouar rushes towards Morpheus, after
having repulsed Atreus, who intervened, but it is too late and Morpheus blows the flame of the Pyrim! But it is only
a memory, and Anouar remembers precisely the tracking of the Saurians and the track of the Onirim. He felt a
deep resentment towards the Onirim, happily passenger.
On this palpable tension between Atreus and Anwar, they decided to return to the Egyptian temple again. They
perceive black clouds that form above the temple, indicating that Mu's imago will eventually be
invoked. Horemheb lies on the ground, sacrificed by Irysos, and surrounded by priests who feed on his
flesh. Then an immense black form enters the woman's body, which becomes distended to become a reptilian
dog ten meters high, with gaping jaws with six rows of teeth, with seven eyes, with a mane like razor blades, and
A skeletal body revealing the bones. From his paw he destroyed the entrance of the Temple, then he tore off his
imposing mouth the body of Tubalcaan, who died in atrocious cries. This strange memory is that of Xolotl, when
he was the Solar Crocodile. Then the Mnemos effect dissipates, and all return to their respective simulacra.

The Saurian Claw

Again in front of Vul-Cain, Xolotl thanked him for watching over their bodies. He promises to visit her in
Germany. At the foot of Mount Etna, they all feel that this epoch has nothing more to teach them, and that death
is imminent. The Hydrim and the Eolim entrust their stasis to Selenim, but Anouar, who still has to search the
Arcana of the Papacy, decides to go to Paris. The Eolim also leaves them to go to Sicily. The appointment is
given in Paris.
Finally, Xolotl, Ira, Atrée and Anouar decide to go together to Paris. Having arrived at the foot of Mount Etna
through a door created by Sabathiel, Xolotl asks Atreus to open a door to the Akasha of Levanah, in order to
leave. The latter accepts, takes out his crystal ocarina, and sings a melody intended to create this door. But
strangely, in place of the expected door, a gaping hole opens into the ground, as if reptilian hands had stretched
the stone. Xolotl decides to pass his hand, and he feels a powerful and icy breath, with a regular rhythm. Feeling
the presence of the Black Moon, he decides to pass the head. There are three saurian creatures, seeming to
communicate in Nahuatl, language of Yohual Tecuhtlin. These three Saurians scrutinize him intently, searching
the depths of his soul, in order to know the reason for this intrusion. Xolotl, whose body prematurely aged during
this experiment, perceives that the powerful breath, like a tempest, emanates from an immense sleeping creature
made of Ka-Lune Noire and Ka-Soleil, whose three creatures are the guardians. Then the Selenim, frightened,
retired from this abyss. In view of the story, Atreus asks about the crystal ocarina, gift of Tjinder Ayres, ally of
Enedora! But this vision leads to the bizarre behavior of Atreus, Xolotl and Ira, appearing to be aggressive
towards the Pyrim. Around the hole the grass begins to dry out quickly, disturbing the Pyrim. The latter, desirous
of leaving the island as soon as possible, decides to call Archimodion aloud, so that he may bring them, with the
consent of Ira, into the world of Pachad. The little strident voice of the Dwarf Counterfeit calls Ira to accept the
unexpected proposal of the Pyrim, and the Kabbalist accepts with great pleasure. A multicolored orb comes out of
the ground, then flattens out to become a door, which Ira hurries to cross, followed closely by Anouar, Xolotl and

36
Atreus. They materialize on a slope strewn with detritus, like an immense dump, where Archimodion welcomes
them as usual:
"Welcome back to the territory of the city of Mogad! Here you are in the filth of the city. Higher, Mogad, lower the
mud. What way will you choose, Pachad's surveyor? "
Ira looks for the one you can not have, who was never defeated, Zeus, but Archimodion reminds him that he is
only a guardian. On these last words he lets himself melt into filth. Ira decides to take the path that leads to the
mud, down. On the way, Xolotl and Anouar discuss the creatures seen in the gaping hole, without taking up
strange noises from the garbage. Then they are attacked by a giant octopus seeming to sail in this sea of waste
!! Xolotl is gripped by a tentacle, while Anouar struggles to dodge the attacks. It is then that Irra, in the form of
Sasquatch, invokes in a strange language a creature of Ka-Lune Noire, a being of putrefied fats two meters and
fifty high, which throws itself on the octopus. Xolotl manages to free himself from the embrace, when the creature
explodes on the octopus, which tries to grasp in a last effort the Kabbalist. But Ira emerges with the supernatural
ease of the last tentacle.
Xolotl then interrogates him on the language he used for the invocation, because it looks like he is mistaken in
Nahuatl, a language he should not know !! Xolotl thought he heard a phrase like "the sleeper should wake up" and
he suspects Ira, whose pentacle is altered by the Black Moon, to become the receptacle of a mighty Saurian, like
Mu or Qé. But Ira pretends not to understand these allusions and expresses herself from time to time in Nahuatl,
as if that language had become maternal to her.
On this strangeness, all decide to continue their descent towards the plain of mud, or more exactly the sea of
mud. Xolotl is transformed little by little into his imago, but without having real control over the members that
appear to him. More than once he misses the Pyrim or the Onirim. He decides to enter the mud, being snatched
by bodies and limbs entirely made of mud. Trying to extricate himself, he throws his tentacle to Ira to help him out,
but the resistance of the mud beings is too strong, and even Anouar's help is of no help. Yet the Pyrim draws the
maximum energy in its stasis to the point of weakening greatly. But inexorably the Dark Selenim disappears into
this sea of mire. Ira decides to build a raft to sail in this sea, but Anouar decides to dive to join his friend Selenim,
and disappears in the sight of all.The Onirim decides to let himself slowly slip, caught in turn by the members of
mud. Ira tries hard to navigate this sea but it is soon overwhelmed by this ocean of muddy bodies, and dark in its
turn in this mire. In his mind, he hears the disappointed voice of Archimodion, who hoped to see him plunge first
into the mud, in order to accomplish his quest in Pachad ...
OOo
The group wakes up in a field rocked by the sun and the song of the cicadas, and deduce to find themselves
towards the south-east coast of France. Anouar heals his wounds, using the power of the Earth thanks to the
Amber of the Renaissance. Ira continues to speak from time to time the Nahuatl, which does not fail to worry
Xolotl. They decide to find a village to inquire and take the direction they hope to be north. During the journey, the
Selenim remains very strangely silent. At nightfall, he arrives near a city that turns out to be Aix-en-Provence. A
man comes to meet them, pointing in particular towards Xolotl. It has a noble harbor and has rich attire. His skin is
golden. He asks everyone what motivates them to come to Aix-en-Provence. Ira, as usual, pretending to be called
Thierry Francis, who came to see his cousin. Anouar and Atreus also invented apologies. This man is a Pyrim,
named Guillaume de Mortange, and says that his master has sent for Xolotl.
But the Selenim insists on knowing the name of his master, and Guillaume de Mortange tells him that it is the
Prince of the Sun, Suryo, and that the Yohual Tecuhtlin are his old friends. Anouar wonders that Suryo is a Prince
when he thought Shemesh was the Prince of the Sun. Then William of Mortange informs him that there are two
princes for a stasis, and that such is the law of the Sun. Then, to the great damn of Anouar who finally saw an
opportunity to understand a little better the stories of the New World, Xolotl categorically refuses to meet
Suryo. Guillaume de Mortange disappeared from whence he had come. Then Xolotl explains to Anouar that
Suryo was stolen from memory because he had betrayed the Yohual Tecuhtlin, and that he would not betray his
people for this Nephilim.
Then in the night they observe in the sky an immense eagle, with immense claws extending well beyond the size
of the body, with a large head and an outgrowth right next to it. Not knowing what it is, they decide to quickly find
a carriage. He goes home to an artisan and knocks him down in order to steal his cart. Anouar takes several tools
out of steel, as well as raw metal. Then they decide to leave the city in the direction of the North ...
OOo
Shortly after leaving town, a rider came to the cart. He is a young man, richly dressed, clothed in black, and
wearing a fine sword at his side. He wears a proud smile, his eyes are pleated, but he releases a negative
aura. He dared not speak before Xolotl, and adopted a very humble behavior. His name is Francis de
Navarone. He felt the passage of the Selenim and he came to serve him. He killed his family in a particularly
horrible fire. He is the first disciple of the cult of Xolotl. But the Selenim wants to test the faith of his new servant,
as well as his resistance to pain. Anouar is not much interested in the arrival of this furious fool, preferring to learn
to model metal, with a certain success. Then Xolotl asks him to create a forceps. Anouar was preparing to do so
when he had a vision of the possible use of such an object on a human. Faithful to his principles, he prefers to
model a happy couple with a child. But this gesture turns against him because Xolotl orders Francis of Navarre to
procreate in order to provide him with enough servants. The madman jubilates and also announces to him that it
is very rich. So Xolotl also asks him to buy them a manor in the Alps. The servant accepts with great joy, and
invites them to go a little further to the Castle of the Dive Bottle, where they will be welcomed. Then Xolotl decides
to go to Spain, claiming that the papacy would not be welcome. Anouar then tells him that Aillesh Torc owes him
a service, and that thus he will not execute the threat of Dracka, to dissolve the Selenim. Not knowing what to
choose, he asks his servant to decide, but the latter obviously follows the path of his master. Then Ira asks
Anouar if he knows a way to take care of his Black Moon, and the Pyrim confides to him that the Arcana of the
Papacy, in Muzès-sur-Lignon, could help him. From then on, the decision was made to go to the Alps. In front of

37
this disgusting show of servitude, Anouar passes in vision Ka in order to communicate with the magic fields, but at
random of his sight it crosses a pentacle of a group Nephilim, which explodes literally, dragging Anouar into a
deep anguished sleep ...
OOo
Anouar regained consciousness on the outskirts of the Chateau, disturbed by this horrible vision. But who can
possess such a pentacle without being irretrievably dissolved? His suspicions naturally concern the Faerrim,
whose strange behavior and his new language are evidences not to be neglected. He decides to go back in vision
Ka to determine again who is so unstable, but although expecting the worst, this time nothing happens.
The Château de la Dive Bouteille is inhabited by an intoxicated fauna. Someone hails them to come and drink a
blow, then turns to vomit better. The Ka vision teaches Anouar that they are all Nephilim. Ira recognizes them at
once, especially since the name of the Castle has put the chip in his ear. It is the Major Arcana of the Judgment,
and the man who hailed them is none other than Marcus Widdentraup, the Faery Satyr, guide of this faction. He
speaks in a drunken language, announcing that the griefs are on the Nephilim, that Gehenna and the Apocalypse
are soon. To this, Marcus adds that, who knows, perhaps this festive atmosphere could recall their lost Sapience
... Then Anouar remembers that the human who had initiated him to Alchemy was named Marcus
Widdentraup. During their meeting in the south of France, in 1597, he had not made the rapprochement. But
remembering that Alchemy is only accessible to the Nephilim, he asks Marcus if it was he who initiated it. Marcus
tells him it took a while to recognize him !!! Then Anouar asks him why, refusing the voice of the Agartha,
participated in the plan of Valebert to reactivate the Golden Path. But Marcus simply replied that he had agreed to
awaken him against a fine sum of money, and that he did not care for all his intrigues. Ah these Nephilim of the
Judgment are really incorrigible.
Reassured, the party can begin. The Satyr is immediately naked in order to frolic with the different members of
every sex and age. Marcus reminds Xolotl that he can fornicate with young flesh on the floor, as in the good old
days. This sentence provokes the disgust of the Pyrim, really wondering what his friendship is with his cursed
brother. Atree tastes with delight the different beverages, letting himself be wandered and carried away gradually
into the sweet dreams of Bacchus. Anwar aussi Decided to drink it, like mud swallow to Avoid When They first
met. And the joy of knowing That His friend HAD Who Helped to recover the memory is Who Reviews another
sprinkles! A young and dashing Approached Nephilim, wanting to sleep With That redhead beauty. He is a monk
form Who Prefers to worship now lust and alcohol, up to the Apocalypse. Anwar politely refuse, not wanting to
commit outrages on the body of her idol, aim at the insistence of it, he Reminds her That this body is like the
Lord's ways, impenetrable. Then the alcoholic atmosphere asleep gradually Onirim, Decided to join in icts way
Morpheus, the Faërim That spreads beautifully In His vomit, With Some blips Suggesting he is still alive, and
Selenim, Including abuse of fresh meats and delicious nectars finally calmed His battered body . Anwar goal is
still more or less conscious, and remains alone with His drink, amid Bodies That All Those well-have capitalized
the Holy Bottle ...
oOo
Anwar begins to slouch gradually contre His bottle of liquor, slowly letting His eyes misting, profit before sleep
That in turn wins, alcoholic and narcotic effluvia gradually fade to reveal a plain green. The Pyrim Believes In full
ethyl hallucination goal before _him_ stands a wide and beautiful Celtic warrior, topless, with white eyes and hair,
without bluish tattoo. His name Thugain, and promised to be long-time friend of Anwar. He shows her visions of
beautiful Nephilim, the Tuatha de Danann, fighting hordes of scary Selenim the Formori in the battle of Mag
Tuireadh. The head of Formori, Balor, is an ogre with three eyes, armed with two dual-bladed swords That
wreaked havoc in the camp of the Tuatha de Danann, sweeping like straws. Anwar is seen Alongside Thugain in
this battle. Then Thugain Reminds _him_ de son disqualification in the cult of the Dragon. Anwar Asked how to
join _him_ again, he, His companion Narcose, and he learns That this vision is feasible only thanks to the
interference of Gauvain. To join Anwar will find the Akasha of Sidh, purpose he will purify her before pentacle. In
this, the Kabbalah can help. Arcane The Force will help _him_ find the path leading there, in the inextricable
mazes Akashic. Anwar to swear Thugain to do everything to see it again, and the vision Then Disappears, leaving
Anwar back in the Castle in a pose of military hi ...
oOo
Ira is the first to wake up, and so strange Sees Anwar in a military installation. The Satyr Questioned, goal Anwar
says He Has trouble seeing, probably Because of alcohol. Anwar Then see the naked body of the Kabbalist small
growths shaped shell. This blurred vision again Pyrim Who feels a great threat Threatens the Faërim. Then the
others wake up gradually. Seeing the state of Faërim, Marcus, tells _him_ que la Wheel of Fortune Could Improve
ict pentacle. The only faction That he knows is Located in Syracuse, Sicily. But beware of a PARTICULARLY avid
Dragon Effect, qui est in the laboratory: the Black Cyclops Jade. Anwar aussi teaches _him_ a world of Kabbalah
Could cure altered Pentacles. Will time immediately think of the world Zakai, Where John the Baptist Essene can
be purified by baptism in the Jordan River.
Suddenly the servant of Xolotl just wake him up to tell _him_ That at night, the great eagle again Flew Over the
Castle. The Therefore, the group takes leave of Judgment and heads muzes-sur-Lignon, to meet the Arcanum of
the High Priestess.
oOo
Then comes the night again with the majestic appearance of the eagle with long heels. Ira is prepaid for battle,
aim the bird lands near Xolotl, peaceful. Next à son eagle's head, a bump Informs unfolds into a face.
"For Several days I've been looking. Why come to Spain When We can come to you. Do not forget That I am all I
am one, Because We Are all Orkus! "
Orkus Then, this legendary Selenim, addresses the Kabbalist, and in view de son condition he annoncé That only
Temperance can do something to cure. One faction is in Paris, and Orkus will prevent prevention Their
arrival. Then orkus speaks de son Xolotl quest Who Took a millennium to accomplish achieve the perfect he est

38
devenu, Who Was ble to multiply Indefinitely ict imago. Xolotl tells her he wants to be like him and still-even
Greater! Purpose Orkus love this language, and teaching of Said que la Rebis, member of Glorious Alloy _him_
Helped a lot, aim Now That His Master hides the eyes of all, de son Because deformity dual creature. Anwar Asks
if He Has an idea of Where Could hide Rebis, goal Orkus do not know, and it's a long time he saw it.
Then Orkus leaves to go to Paris to prevent prevention the Arcane of Temperance Their next visit ...
oOo
After three days of travel, the group finally arrived to muzes-sur-Lignon and answers promised. Purpose there
stupor, the village is ruined !!! The town is completely Call Devastated, and radiates Black Moon. Hermétèque of
the train, there is only desolation goal remains a mound, from qui one can hear beautiful liturgical chants. The
sharp ear Xolotl allows _him_ to Perceive the vibrations of the voice of the Marquis of Selenim Belmonthombe
Balsamo Proteo, and Their strange Indian companion, sccm They aim to be missing from thesis places. Anwar is
totally aimless. Inside the mound is one man, the corrupt Ka Soleil. It is a priest wearing an inverted cross. He
turns to Xolotl.
"For weeks I expect you, Master. "
It s'intitule Enrich Koeniger. He butchered and killed Many Priests to false beliefs. _him_ Goal Xolotl orders to
throw the wrong symbol, and _him_ Asked to cut off a finger with one stone! At the last moment, Anwar comes
and steals the stone, Then Quickly he calls Xolotl, inviting not to torture humans under His Eyes. As a warning, it
Creates by shaping steel effigy of Xolotl to cut left hand. Xolotl goal Does not care, and His New Asks used to
prepare a well _him_ fanatical clergy. Enrich Approves, praising the Merits _him_ de son words to Convince
souls. On this show Hardly acceptable for Anwar, They take the leadership of Paris.
oOo
Was the trip without incident up to the gates of the capital. Then Atreus feels the call of Levanah. After agreement
and battle readiness de son companions, he answers the call by playing the ocarina. The door opens Directly into
the room of the Palace, before Enedora escorted by four warriors with crystal weapons, long swords. Atreus is
surprised by this reception "warm" goal Enedora replica _him_ with murderous intentions with qui They visited
Levanah, It was Necessary to take precautions. Atreus Asked about His involvement in the Golden Path, Because
if one Intèrprets reactivation of the ritual, the Onirim must calm the body by the dream of lying. But It Could well
corresponds to Artemis! Goal she Replied That It Did a thousand years she wanders the Akasha, without Being
back on Earth, and It Does not interest. And when to Onirim wants to know why Poliorcetes accusé of Being in
conflict Levanah, Enedora simply Replied That Poliorcetes loves no one, That Atreus is Obliged to
confirm. Purpose Enedora Explains That She wants to Become Empress of Levanah to save this
Akasha. ALTHOUGH has Pyrim, affection and the time she spent in Levanah-have Breathed the Moon. When Ira
Asked if this is worth saving Levanah, she _him_ Asks if that helps to save the Earth. Then she Explains the
delicate relationship entre les Misrad Sun and Moon and Wish entre les machines. Artemis sleep Kill Levanah,
Producing gastes Land Where No Ka-element can exist. In addition, the Solar setting up in Levanah, Taking
Akashic simulacra to run for more senior positions, Such As Inquisitors. These Beings are very difficulty to fight
Because of a breath They can hunt the Nephilim pentacle. When Atreus Asked why Artemis finally spoke to
Shaitan, Enedora That tells _him_ After That, the Princess of the Mat, Moor, _him_ left to take refuge in the arms
of the Prince of the Sun, Suryo. Mad with grievance and All That is dangerous, Shaitan ordered the execution of
all train lovers Moor, proven or not. Anwar realizes oh this information can be vital to Edhergal Because In His
next incarnation he will meet in person to explain Shaitan His behavior in the Akasha of Eden. Then Their
Enedora annonce aussi That It's been a while That nobody has a new Orion Grafted on Peregrine to
EntreMondes. She aussi Told Them That humans-have increasingly tends to populate the Akasha, like the
Templars, not to destroy aim to study 'em.
She tells aussi 'em about the Larménius Jerusalem, a human Initiated Stick, a member of Dreamers Knights. This
human is to be Treated with caution Because It Does not sccm to hurt the Nephilim, Contrary to the precepts de
son action. When Atreus Enedora Asked how to reach Morpheus, Morpheus That She Reminds _him_ de son
lunar refuge, created all the Akasha, and through the labyrinthine maze of dreams leads to _him_, the
Creator. Then looking Xolotl, she tells _him_ That what works for Akasha Applies to Anti-lands, and at the end of
the maze is the creator of Anti-Land. Then Ira issues on the doors leading into the world of Zakai, and teaches
_him_ That pure world HAS entries Whose location is Known of pure arcane, like the gold Force the World, and
only adopté thesis Arcane can lead 'em there. Then Atreus _him_ tells about Kunlun, and learns qu'Enedora
Fought this DraKaon. The Therefore Atreus assumes They Were enemies in the past, this goal Does Enedora
remembers. She teaches _him_ Several DraKaon is worldwide, as Behemoth in Africa, the Dragon Kunlun in
Britain and Asia. Some Malodred Reviews entering Asia Shen est devenu disciples of Kunlun. Xolotl, silenced up
to now wants to know what lies beyond the lunar lake, goal Enedora still do not know. This HAS HAD debate the
merit of Reconciling the group with Enedora. Atreus is glad to-have found His muse. Enedora offers em to open a
door to Paris purpose it has Prevents Powerful creature stalking the Selenim and moves at high speed. It comes
from the South. Once the portal is created, That creature will be on em, aim in Any case it is no a trap On His
part. Not Knowing what to do, the group Decided to take this door after-beens qu'Enedora Entrusted to Xolotl
sword of Cristal. The Pyrim comes first, Hopping That only the presence of Xolotl will Attract the beast, and so he
Would Have time to prepare to confront ...
oOo
After Anwar HAS Passed through the door, the group Follows _him_ and finds himself facing a huge fire
salamander, ict bent on hind legs with a huge sword inflamed hand, the middle of a forest near Paris.Ground lies
the Pyrim literally sucked by this creature! On the hot breath, she scans the attackers. Xolotl, already Undermined
By His previous fights, falls to the ground in a near comatose. Both fighters of the group lie on the ground
!!! When the Salamander jubilant to full Xolotl, Atreus interfered with the sword of Selenim, aim it is violently
ejected into the forest. Ira tries to summon creatures of Kabbalah, Those Who chew into the depths. A hole

39
Swallowed His leg, this time the goal invocation HAS little effect on it. Panicked, he tries new invocations, as the
beast That lives in the bottom of the maze, the son of Behemoth, Tzebaoth gold, sacred heart, bow and golden
arrows. Aim the creatures refuse to answer His call.
Meanwhile, the Pyrim regains consciousness and comes to the aid of Xolotl, taken in a mass of oil, the goal
Salamander overcalls and uneven sword fight is considers. Anwar is slashed with swords goal holds out, leaving
time to get out to Selenim de son trap. Atreus try trying to create a bow and arrow, aim the wood Was Instantly
Consumed in the presence of the Dragon Effect. Salamander nailed to the ground Anwar His clothes transforming
into a metal prison. Atreus Took The opportunity to issue an earthquake That unbalance the creature and
knocking. Then the Pyrim His implements training to exchange the metal to transform the jail into a stake impaled
That the Salamander ground.
Then the Satyr Invokes the silver scales of sea grass and covered with a glittering shell armor. He rushes on
Dragon Effect and ends. And all the Ka-Fire condensed into a small salamander remains suspended in a
moment, and That Is heading full speed Toward the south.
oOo
Anwar finishes himself from His metal prison, and after-every blow this hard battle qui Almost the Selenim
disappear. They decided to go to Paris to find Quickly the faction Temperance. Xolotl cursed again Circe,
probably the origin of the Dragon Effect. On the way, a black creature with claws of inordinate length, very thin
and similar to razor blades, with a dorsal crest made of meat and hairy growths, with a hyena head, a broad belly
and dressed da black coat calls em. Her belly houses a kind of gifted speech embryonic appendage.
"There is the faction of Temperance in the streets of Incunable. "
Then Addressing Xolotl:
"At your awakening, well watch over your friends. "
Then imagine one of Orkus Disappears. Somehow the group heads to the Hospice of the street from the
Incunable. A monk radiate wisdom, with a frock and a tonsure em open the door. Monks without religious signs
the host, with Orkus Warned of Their impending arrival. Temperance Welcomes all factions Wishing to be
soothing, calling him "brother" the Selenim, qui shows the extent of Their tolerance.After seeing Ira They
Conclude That His death must be immediate in order to Work Directly on the stasis. If he refuse, in less than a
year pentacle His will dissolve in the magical fields. It is for the Sami Anwar, Who wanted to live in the shadows
up to the death of her idol. Khaïba goal threat to dissolve Within six months. For Selenim, icts gasoline Makes it
more difficulty to cure different purpose: recovered energy stasis allowded the treatment. Then all entrust Their
stasis and the Chalchiuitl discounts by Ocnantapen Copan. And every sacrifice, pending an upcoming revival
th
They hope Will Be The Beginning of the XIX century ...

Chapter IV: The Beginnings of the Apocalypse

The quest for uniqueness

Nothingness. Absolute black. In the distance looms a painfully out, promise of life. A myriad of
colors. Life. ODORS develop, sweet aroma of freedom promised. Then the sounds of Chaos stand, resulting and
in following His vision ephemeral beauties of the Earth. Slowly consciousness David Cohen outside ict
control. Son of Jewish immigrants, Who left Holy Land of Jerusalem, he souciera addition to the study of Torah
and Talmud, Who Hoped to transcend the secrets of These Scriptures. He can not hope to accomplish achieve ict
Great Work Alchemical, long-life elixir Will Remain a utopia. His poor Ka-Sun Does not stand long in the blazing
fire devours That His conscience, relegating it to a mere memory buried in His Own Soul. Anwar comes to
Possess the body of Jewish secular Kabbalist, to revel in His knowledge. ALTHOUGH reluctant to sweep this new
body, Anwar feels That His quest will enable _him_ one day to liberate humans from this grip, without the death of
the soft container OCCURS. Perhaps this incarnation she will finally materialize His dreams?
Goal already the memories of David Cohen flock à son pentacle, nourishing His secular knowledge. He Recalls
That Time through the eyes of the Jew. He has Sees Powerful human Napoleon. This man is Said to be an
emperor wanting to conquer the world. He Sees the victorious in the Italian campaigns, Perceiving a single moyen
de communication, Semaphore Chappe for Transmitting Telegrams from one end to l'autre in France. In Italy,
General Bonaparte est devenu aware Strengths de son and the location is His. He reigns over the battlefield and
Has the favor of the public. Napoleon Was aussi victorious in the campaigns of Egypt. Admirer of the
Enlightenment, Bonaparte Decided to take science, and founded the Institute of Egypt. It est aussi accompagné
by General Kleber. Discovered by a young engineer officer, Pierre-François Bouchard, the Rosetta stone to help
Jean-François Champollion to decipher hieroglyphics. Returning to Egypt he Realized the stroke of 18 Brumaire
in 1799 and Took power in Establishing the Consulate. In 1804 Napoleon Was crowned emperor by the
Pope. The imperial coronation, a single event in the history of France, is Heavily loaded with symbols. The eagle
Was Chosen in reference to the Roman eagles, the carried by the legions, it aims est aussi the symbol of
Charlemagne, the eagle displayed. The red color of the imperial mantle, is a live reference to the purple of the
Roman imperium. Napoleon THUS Arises heir of the Roman Empire and Charlemagne. The bees are Supposed
to recall the Merovingians, and Their arrangement on the arms and the imperial mantle must remember the lilies
of the Capetian. The hand of justice, used by the Capetian at royal coronations That must show he is the heir of
Their power.
The signing of the Concordat by the First Consul in 1801 Recognizes Catholicism as the religion "of the majorité
of French", not the state religion. In 1804 It Was not the Emperor Who will be crowned in Rome, like the German
Emperors, this goal will be the pope That We will come to Paris, like a chaplain common. Napoleon Welcomes

40
the forest of Fontainebleau, riding and hunting dress, and featuring the kind of the fortuitous meeting. Napoleon
offend again, Taking her hands the crown of the Empress.
Then Anwar knows he is fully in 1805. Regaining control of this body, it is in a Paris street, in broad daylight in a
busy area. Immediately he feels Attracted to an old building, Perceiving a Lack Would Be filled on the second
floor. With the help de son cane richly ornate steel, he quietly Reviews towards the up and up to the second
floor. The place is very dark and damp, and the middle of the room is a table where are the various Deposited
stasis. Under the table is a chest. Sitting on a chair next to the table is Xolotl. ALTHOUGH Being ordered to keep
the body Sámi, Profoundly It has changed ict sartorial fashion. He has the noble port, painted face, and waved
lazily a fan to cool off. Aim the spark de son eyes betrayed His true Nature and Anwar is happy to see His friend
long after-time. Then comes a man of medium height, with short black hair, wearing a badly battered top form. It
Appears thirty-five years, and is dressed in gray. On His wrist rope leash has two dogs. Ira This is embodied in
the simulacrum of a dog trainer, Xavier Barra. He felt Attracted aussi à son stasis. After _him_ comes a young
woman of twenty years, very beautiful, Indian type with a chain from the nose to the right ear, wearing a sari. She
is barefoot, His ankles encircled by fine gold chains. She wears a red bindi on the forehead. This is the travesty of
Atreus, Whose brand Naga her eyes black suit and Reveals reptilian nickname hands. Purpose he refuse item
reveal the name of her idol, always so proud since he Perceived Morpheus and power through the effect
Mnémos. Stasis HAS aussi led in this place. Then came a notable of the city, richly dressed, with features
strangely Resembling the last semblance of Hydrim, the Serf Germain. He is the son of one, Nicolas Le Serf, new
mock Hydrim. Stasis, pyramidal stone, called Expired fait que up also.Finally, a man with strong Ka-Soleil
presents with an exaggerated Prussian accent. He is dressed as an eccentric nobleman. It is as Baron Von
Bergenstein. It's the sham Edhergal. Purpose Eolim Seems To-have changed. He troubled the air and her
pentacle Appears Plagued by Khaïba. The unusual character of Baron Von Bergenstein Seems To coexist With
That of evanescent Edhergal. He cam to answer the call de son stasis. At the sight of the beautiful Indian, Baron
made _him_ a reverent kiss on the hand, try trying to find the right words to flatter this beautiful colonial. Then all
recover Their expensive stasis.The Eolim aussi: recovered a strange object, Slightly iridescent blue beads strung
incongruous ways. Then Ira Edhergal issues on this subject, and Eolim plays with beads, Causing visions of
human anatomical, biology and science !!! Then Edhergal ranks Quickly this object, leaving the fascinated
Faërim. By cons, Xolotl refused to get to the time immediately Chalchiuitl Atreus, Claiming que la Wisdom of
Yohual Tecuhtlin need not be distilled dans le ungodly Arcane of God's House. Atreus HAS tried to explain the
qu'Ocnantapen Mission Entrusted to Copan, the Selenim Does not care. Anwar, Who aussi HAS Such stones,
Enters Ka vision to Ensure Their presence in the trunk. Then Refusing to Participate in this childish argument, he
revives the magic fields to Ensure the integrity of laboratory ict. Its dual hardware is well, all around are purpose
Powerful magical fields. Feeling That he is reviled Neither the Orichalcum nor Ka Black Moon, he is not too
worried, aim to make Prefers still a faction of a Minor Arcana Any HAS not taken up residence in it. He Easily
Convinced His companions to follow Then Reviews towards the wide glass blowers ...
oOo
On the way Hydrim tell em la fin de son last incarnation. So he Went to Sicily to find a nice corner Where die and
Some scattered fragments de son past. Drank the way he has Fought salamandroïde form, coming from the
South. He Easily Repulsed, And Then she headed at high speed Toward the North. Anwar, the pentacle Has not:
recovered from the vampiric bite-Effect Fire Dragon, painfully Recalls this unfortunate encounter with this little
salamander Who pumped His Ka-Fire to the point of abject creature thinking and Powerful. Xolotl learns to
Hydrim Salamander That is a sad reflection dating from the time When Nature Was still Hydrim, and this effect
Explains That Dragon Was Snatched by her pentacle Restif de la Bretonne, the year adopté Justice.
Then Edhergal tells Anwar That he knows a strange travels in Sicily That can embrace successively Water, Air,
Water and Earth. He Remembered the Guardian know, Back When He Was the Knight Kilgalan. Decidedly
descriptions of Eolim REMAIN well evasive ...
They finally arrived in broad blowers to collect a great human activity, men melting glass while others handle long
stems to shape the molten glass. At the back of the hall, lit by the fire of the forge, stands a glass blower to
completely Call blue eyes. He stares at the Baron Von Bergenstein:
"You have changed a lot since we last met. "
The Eolim Seems surprised and grateful Asks _him_ de son identity. The blower claims to extra Mortanche Euzeb
in this life, purpose That It s'intitule in Eolim Galileus. They met in Vienna partner after the Conclave of Prague,
When Followed Edhergal Ino Etoile. At this name Edhergal is ecstatic to find this Nephilim He Had
appreciated. Then Galileus Questioned Their coming, and Anwar Explained That alchemy lab in the basement is
His. Galileus Decides to take 'em to the walls of the Chariot of Arcanum. He goes to the back of the room Where
two basins are located, one of qui is emptied. Above this is a column with a sculptured design, Representing oak
leaves and vine intermingled. Simultaneously pressing Each one side, it opens a path leading into a dark hallway
That opens into a room Whose center is the seat of a Powerful Plexus Fire. This room is a bric-a-brac forges,
stills, Crucibles, and various objects, some crystal. In the middle stands an Arab man with a thin mustache and
wearing eyeglasses. It Performs dancing gestures, a true creative ballet with His Arms. He carves the crystal to
give animal shapes, Then he breathes inside Mechanisms aussi crystal. Before this book end Anwar Was
amazed and thought of the picture qui That Makes _him_ believe this establishment is a golem. Explains goal
Galileus que le Golem is an alchemical quest, and he observed que la Creation s'intitule year Automaton,
specialty Chariot of the Major Arcana. Then he Explains That Salamande Nomis Davisen Arabic, Creates a
Noah's Ark crystal. When he learns this, Xolotl wonders why the establishment of an arch and Galileus Such Said
That all Nephilim felt a call, feeling que la Apocalypse Was near. Something is brewing. In a century, something
will come and it will be the end of all the items. The Ka-Sun HAS Become Powerful too, and humans, as secular
insiders play too much with the secrets of Magic, esotericism, alchemy and the Kabbalah. Today Selenim
Nephilim and regroup. Galileus aussi learns to Xolotl That One de son brothers Selenim, Bisclavret, joined the

41
Major Arcana of the Moon, and he tries to win over all Selenim zoomorphic. He Told _him_ que la moon Has Two
faces, white and black, and Selenim Nephilim, and thesis two aspects come together for the purpose Sami. Goal
if he wants more, he must Directly address this Arcanum. Then Valé Edhergal Asks about the Nephilim of the
trolley with qui he played the game of time Viennes beads. That goal he learns he has-been Dispersed since. So
Galileus addresses back to Eolim and Told _him_ que le Prince of the Arcane, Leonardo Da Vinci is present in
this place, Unlike the last time in Vienna. Then he Anwar Told That Were Chosen Paris glass blowers to
accomplish achieve the establishment of the Golden Circle. Arcane The Wheel of Fortune Discovered this
Powerful Plexus Fire, and Green Lion Awarded to the Arcanum of the Chariot Caput LVIIIm Anwar ounce HAD In
His Hands, so That There is melted. The Green Lion HAS aussi oven insiders feel human blacksmiths to perform
this cast. Remembering the powers of Caput LVIIIm Anwar Questioned the Risks of the Daimons land of
Hades. Then he Galileus Explains que la Creation of the object Golden Circle Has to make the unilateral
route. The Green Lion, ict authoritarian habit, more ordered Explained Their ritual. Then He Told of Napoleon,
Emperor Ka-The Powerful Sun than a single gesture can have dispersed Selenim Nephilim. His hordes of soldiers
and undefeated Dragons are unmatched in all the wars he Conducted. In Paris, His marshals Regularly meet in a
still unknown Currently purpose. The Arcane Force, led by Ganesha Currently, tried to infiltrate Napoleon's
entourage to learn a little more, He Has not Learned goal yet. Gauvain Was incarnated in the body of Marshal
Bessières, Perceval le fait que of Lannes, and Pellinore fait que of Ney. On behalf facility of the Arcane Force
Anwar tries to find out a little more to meet again Gawain, goal hurry reflection travels iba His Eyes. The members
of this extremist Arcane Would tends to dissolve the members of the small truck of the vehicle. THUS, Many
Nephilim perished under the sharp blade of Gawain Pretext That Their experiences-have altered the integrity of
Their Pentacles. Cold sweat through the body of David Cohen, Anwar Then thinking of the kinds of Faërim and
Selenim. The Pyrim Then try to meet Gawain later, Indian partner after the turn.Perhaps Gauvain he Understood
the desire to Ira to visit the world of Zakai to be purified?
Then the band left the room to find three ways. The left leads to the Golden Circle, the middle to the Matrix of
Automatons. The right one is a single door That opens Galileus to enter the Nephilim. That's an average room in
the middle of ancient stands qui That year table sits a bald old man, dressed in a purple and purple toga. They
draw sketches, aim His arms are so fast que la eye of the Nephilim Does not Perceive. Once a drawing is
completed, it flies into the room to join an impressive amount of scrolls pretend seriousness around this
exceptional Being.
"Well Galileus, who are you Taking me? "
Then Galileus Explains the previous coming of Eolim in Vienna, and the existence of the laboratory of Alchemy
Anwar. Leonardo Da Vinci the scans one by one, ALTHOUGH His arm still draw various sketches. Ira When He
observed, He Was surprised by the presence of a scaly surrounding gangue His pentacle and ready to explode
!! When he observed Hydrim, That He Was surprised Such a creature Could Accompany the group. Then he
respectfully addresses Xolotl Considering the original act of sacrifice with admiration. He Said That Unlike the
Nephilim, the picture is perfect qui, while Itself Constantly must make improvements to his, as all adopté the
trolley. So Xolotl closer look at the sketches to See That-have the human anatomy diagrams Where the muscle
attachments Were SLIGHTLY MODIFIED. Very intrigued, he Asked if he Could get one de son sketches, aim at
the sight of sparkling envy Prince analyze His body, Retracts Xolotl. As an arm contre one skit, the market is not
easy to accept.
Then he looks at the Eolim and says he is on borrowed time, Because it is hunted by the effects That Shaitan-
Dragon to send contre _him_ to dissolve. These effects are special Dragon, Because It is a combination of
elements and Orichalcum !! Prince Strongly Advised to try to find a deal with Shaitan Quickly, if he will not be
Dissolved as soon as possible. Ira Asked about the creator of Kabbalah, Melchizedek. Goal Leonardo Da Vinci
Replied That this HAS Disappeared Being a long time ago, purpose That Paris Took refuge someone Who Would
follow His Teachings. Requesting more information on the place can Such a refuge, the Prince Told _him_ just to
go get in expensive areas to Selenim, and That Would Surely he find. Strangely the name of Mary Magdalene
comes to mind of Faërim. Anwar gets "permission" to use His laboratory, Provided not to experience the Great
Work. Pyrim goal is far from Such perfection. Then the Prince looks back Hydrim and speak evasively icts kind as
a source made Numerous streams. Anwar Sees a hint That Could he beget a sound in qui est devenu he
incarnate, something Normally not for Nephilim. Leonardo Da Vinci and orders em to leave the confines of this
Arcanum, Because He can take the risk in this place qu'Edhergal Attracts the terrible effects of the Devil
Dragon. The Nephilim and obey out of the tunnel ...
oOo
Outside, Anwar em talking about a rendezvous Would he at the Opera of Paris with the Count of St. Germain, a
human immortalized Initiated by the Green Lion. All accept and follow. On the way, Xolotl met Anwar Warned
Against the Green Lion Because It is strange That it is interested in opening a door to Hades and his
Orichalcum. Including the concern de son friend, Anwar reassured by explaining That Alchemy is used to reveal
the Ka in Each object, and THUS recreates magic alchemy. So maybe the Green Lion seeks to reveal buried in
Hades magic to destroy the Orichalcum. Goal was based hypothesis, it promised to Selenim REMAIN
wary. Atreus For His hand Seems anxious. It was not too since Expressed His awakening, and her idol Seems
more marked by time, as if the Khaïba earned it. It Seems inner conflict, as if a strange voice spoke to _him_.
At a street corner, a young beggar Gives alms. Before this abandoned child, Hydrim offers His compassion and
fifty napoleons, a fortune !! Seeing this, the Faërim clumsily tries to recover this money, profit causes mayhem qui
Attracts the surrounding crowd. To keep Some discretion, he is Obliged to let the child with money That Could be
used for --other Purposes.
They soon arrived to the Opera House, beautiful building. From the street, tirelessly repeating the means
clustering musicians Their scores in order to accomplish achieve perfection. The place is literally flooded with Ka-
Sun. Anwar Atreus and time immediately Recognize a violin sound from a private later on the first floor and go

42
there time immediately. Edhergal prefer to wait in the amphitheater, basking nicely to the rhythm of German
music. Anwar Enters the box and saw a human to the very wealthy noble clothes overflowing Ka Soleil, what
Impresses Ira and Xolotl, Who HAD never seen. Aim it looks different from the first meeting in the Akasha
Harmonia. Anwar Seems To Perceive a thunder smolder in _him_, qui affects ict character. He vividly Recalls
Their First meeting, goal he now says That he must be discreet as it is Observed by the cup and by the
Empress. It examined this motley group, and concluded, as part That They Are six, two three, symbol of the Holy
Trinosophie. Everything range, everything is Agreed. Xolotl is Ut, the Eolim the Fa. Everything is music. The
music Achieves More than Agartha. Life is music. Time is music. Who knows how to capture the pace and we
AGREE ict Ka-Sun wins eternal life. A Range Gives life. A Range Gives death. Everything is music. Faced with
thesis strange words, Anwar _him_ Reminded That he cam to learn Some notions of Alchemy. Aim the Count St.
Germain Said it is no longer a slave of the Green Lion and will-even insult _him_. The Green Lion goes much time
with His disciples and que la Earl hates the lot. Anwar goal Seems confused as to how to behave. He Reminded
que le Green Lion HAS made immortal, and it is easy to denigrate thereafter. Aim the Count wins, Claiming That
only made music _him_ immortal. Then Anwar tries to talk to _him_ as the friend he thought, not a slave
relationship Nephilim. Aim the Count Replied evasively That It is Not His enemy. He-even Agreed to teach her the
distillation of Some liqueurs goal as he is forced to live reclusive THUS and can not sustain His lifestyle, he claims
the sum of ten thousand napoleons !!! Anwar refuse Obviously. Count begins to play His Stradivarius, and his arm
starts to Become intangible, made scores and musical notes, Then The rest de son Follows body facing the
beautiful melody he Composed. He Becomes music, Then Disappears. The Pyrim blood begins to boil, purpose
Suddenly he feels the sensation of an act. The fact of not HAVING won Against the Count, and-have Defended
the Green Lion is the first step taken Towards India. By cons it can not tell whether the Count Was put to the test,
or if he really Believed His words. And If That Were the box, Then The Green Lion HAS he willingly faced the
Count to test?
oOo
Will go first to the opera, and plays with His dogs. Ten meters from the entrance stands a man leaning on a cane,
with a big sword at His side. He throws bread Faërim, telling _him_ in the dust there is in His element. It was
Colonel Marvois, gold Rather cockroach Yellow Dog Who Speaks !!! He felt the awakening of the Nephilim cam
and send 'em a "friendly" hello. Indeed, His Poliorcetes Prince Who Delivered the judgment of the Crucible contre
em, he can not defy the Nephilim Openly. When he saw the Hydrim he gloats and shakes His Hand. It Reminds
_him_ de son mission qui is to recreate what has-been destroyed. All are surprised by words thesis, aim think of a
bad ploy adopté this vile, They Do not pay much attention. The Yellow Dog Who Smiled Speaks Then he knows
Told Them Where They need to go, and he will always be In Their shadows watching for the Slightest
misstep. Then They take leave of this Nephilim, not-even under the barely concealed insults of his speech. Goal
Was the long day, and the statues start to feel hungry. They Decided to go to an inn to Spend the Night.
Once seated, discussions fester as to form, purpose This Time They Decided to play poker memories, to raise
Doubts. The Hydrim wins and annonce That They will follow him to Syracuse, for Such Was the outcome of ict
implementation in case of victory. They will go see the Xénéchal, near the Observatory. That goal Anwar Recalls
around the Observatory is a nasty PARTICULARLY Effect Dragon, the Cyclops Black Jade. They accept all the
same, and Their Hydrim speaks of the past, When He Was in Berlin. There massacred numbers of humans and
are Committed Many wrongdoings. Purpose thesis are only memories and his present existence is Constantly
wanting to repair the abominations of the past.
Fatigue goal is felt, and he Decided to go the next day in the laboratory of Anwar in wind tunnels, que le Alchemist
icts to prepare formulas for the long trip.
oOo
The next day, the group heads to the Great blowers glasses, aim this time Directly They earn the bottom of the
large room, Where an old door leads to a cellar That reserves as storeroom. Anwar Operates the candlestick That
opens a door at the old shelf, and They Come partner after the Pyrim In His laboratory. The Pyrim like to
experiment with a new formula That Recently imagined. It is still reluctant, Because He Does not Know what
effect it will produce. Edhergal blows _him_ year will of determination to help her in her task difficulty. He places
His stasis pentacle from the center, in the special receptacle. Then he begins to activate the forge, Imbuing it with
the power of ict Ka-Fire. He drops pieces of pure iron in the center of the home and heated up to molten. In this
magma Then he Deposited a catalyst, magnetite, to help _him_ In His task difficulty. Then he Began to chant in
Hebrew liturgical words:
"O noble metal, remember your primary form, free yourself from the shackles of your prison. Awaken your latent
fire to be my fanatic guide. Justice Becomes Progressing in search of tracked Immortal. May His light Becomes
yours so que le lion sleeping Becomes volcano . Mixed up in my blood to be my will. The Lion Hunt begins
Fanatic !!! "
At That Time, the Pyrim is cut by hand and it spilled His blood. So entre les alchemical process in motion and led
to the establishment of small metal beads iridescent, with a red spot showing the north like a compass. The
formula is successful, the goal effect Hoped he will be the one?
As a precaution, before the test, he Decided to make --other arrangements, Including care amber. Anwar Then
jumped into the water and try His formula. He Strongly Believes In Gawain and launches icts formula. It Seems
That _him_ His blood to try trying to Become metal, and tries to get out de son body, Reviews towards the
immortal stalked !!!
He marriages to survive this terrible ordeal, her goal is mutilated idol. The formula is a failure, goal Anwar feels
That He Was close to success.
Ira, captivated by the beauty of the pentacle footprint, adopt strange behavior. He Approaches Xolotl, and
Suddenly a gray moray springs from His neck and tried to pull the jugular of Selenim. Fortunately, Xolotl HAS
Good reflexes and Avoids the attack, aim it can not prevent prevention That creature to wrap around His neck to

43
strangle _him_. Ira jumps on the pentacle On His stomach, and his spine Seems To come out de son and all body
ict sham deforms to Become a reptile, the jaw oozing a greenish slime !!!
Combat is violent. The Eolim try trying to appease the lizard, and the awards aim Invokes énochéen first words,
the saurian screams in Nahuatl "clears him! " Edhergal and is thrown through the lab. Atreus is try trying to use
His habit to sleep creature aim fate turned contre _him_, and Onirim joined the arms of Morpheus. Anwar remains
to earth, still reeling from the failure of ict formula. The Hydrim Then throws on the Selenim to disengage from the
embrace of the moray eel, aim His sword strikes Selenim. Then Ira takes over the creature and Become a Faërim
again, dispelling Instantly the moray. The calm finally returns in the laboratory.
The fate de son clothes Hydrim a red ball Containing a small salamander and it Applies Against the body of
Anwar. It feels Invaded Ka-fire, His body bruised by the experience and regenerates Ka dominant exults to
recover what the salamander HAD sucked _him_. Xolotl feels That Ka-fire Was hers at the time When He Was
still has Hydrim. Then the strange Hydrim claims to be The Good Xolotl, not the one who killed All Those people
in Berlin !!!
One That all thought Was a Hydrim Was an Effect-Water Dragon, the Ka-Water Xolotl. It feels incomplete and
wants to merge with the Selenim to Become a Nephilim has Hydrim. INITIALLY goal he hatedXolotl Dispersed to-
have, Then he Admired the fact That it is full as Selenim. Purpose its purpose is not, and must merge with Xolotl
He Was To Become One !!!
With That, he drew His sword before Xolotl, ready to fight to the death. Anwar Does not Know what to do, entre
His friend and the creature Who Treated. Ira goal throws a knife Against the Dragon Effect, and it throws down
Reviews another stone, qui Proves to be the Ka-Earth Xolotl, Who time immediately turns into Golem Effect-Earth
Dragon. It drains energy Crucible Laboratory, screaming in pain !!! The Golem and quartered catches the helpless
Selenim. Water of Xolotl is basaltic and takes an unassailable form of algae. Mad with grievance Following The
aggression de son laboratory Anwar jumps on algae, but not really Knowing what to do. He is thrown like a
common laboratory straw background. Then Edhergal releases a temperance breath Establishes a respite in
fighting, ALLOWING Xolotl Xolotl Black Moon and Water to explain.
Xolotl Water visited Sicily near Syracuse Mnémos after-effect. He est devenu aware of ict and incomplete kind
Decided To Become cost what an immortal full pentacle. Near the Laboratory, he puts the Arcanum of the Wheel
of Fortune, PARTICULARLY Seraphin Hermiel. The Nephilim _him_ Told That In Some boxes, a Nephilim est
devenu Selenim Could Become a pentaclique be. Was the purpose provided to obtenir difficulty, he needed it to
recover the different energies of Xolotl Dispersed worldwide. Seraphin Hermiel strangely Had a red stone
Containing a small salamander, and he Claimed the Ka-Fire Xolotl. By His knowledge of Magic fields Seraphin
Located aussi the Ka-Earth Xolotl, Mexico. Knowing Xolotl That Was to go to the New World soon to reconnect
with His Brothers Yohual the Tecuhtlin, Xolotl Water Asked a medium to Seraphin Hermiel to save time and get
the Ka-Earth. Seraphin assured _him_ to create an effect-Fire Dragon with stone Containing the salamander, and
que le injuries to the strength Selenim to treat Themselves in an emergency in a faction Temperance in
Paris. Dragon goal this effect might tackle the Nephilim friends. HOWEVER, They Did not risk dispersion in the
magical fields. So Xolotl Water accepted this help, and the Salamander Was released to track the Selenim,
vampirizing in passing the Ka-Fire Anwar. Indeed, the wounds inflicted on all the Nephilim forced to die faster
than expected to heal Their pentacle, and drain the Black Moon to the battered body of Selenim to treat
_him_. Taking advantage of this gain valuable time, Xolotl Water Went to Mexico and found the stone Housed
That the Earth Ka-Xolotl. Then he returned to Paris, opening a shop and waiting patiently for the new incarnation
of the Nephilim.
Insensitive to this story, the only Selenim Said That-even if he Becomes Nephilim, it will make every attempt to
embrace again the perfection _him_ That offers the Black Moon.
Following this argument, Xolotl Water Understands how His approach Was futile and Decides to commit suicide,
do not Support His absurd existence. At His death, His energy is drained by the laboratory Alembic That Is
Gaining strength, and the Golem binds to the laboratory Becoming His guardian. Water Xolotl died proudly, like
the paladin Whom she strove to look like.

Arcanum Nameless

Anwar Decided to seal the wall de son laboratory to better protect it, aim poorly mastered magic, Atreus helps
her. Then all back through the tunnel to visit Paris by night, propitious moment with delicious
encounters. Edhergal Decided to temporarily separate from the group, Preferring to explore the capital in
solitude. While They wonder about Their next destination, the Pyrim hears footsteps intriguing. He Sees a man in
a gabardine walking away quickly. He Has long white hair, it is thin and lanky and caries a briefcase. An object
Seems to shine in His Hand. Ka vision Reveals That It is a Powerful Nephilim, icts goal is dominant Hardly
noticeable. Then Xolotl passes Ka hearing and perceives it as a Hydrim. It was Decided to follow this immortal,
aim at the first fork, Anwar attacked This Was by a human! The Pyrim aussitôt responds to the attack and Easily
Neutralized. The altercation was enough for the Nephilim Disappears. The Human Has the lacerated face, His
Eyes gouged out and his tongue Clearly is no longer functional.Xolotl Decides to feast on His Ka Soleil, profit à
son surprise, solar tentacles out of the core human and hits the heart of Selenim. Hardly Xolotl is free of this
embrace, His meal _him_ escaping. Close examination shows a small wound at the base of the skull, a small
hand Suggesting de son Was amputated brain, qui made this old fool noble young furious !!! Onirim Then Decides
to end Suffering and stabs _him_. Who is this goal Nephilim Who dare perpetrate atrocities Such contre humans,
only to protect His flight?
One thesis from the group Decides to follow Ira In His quest to find Mary Magdalene, the Selenim Would Have
Followed the Teachings of Melchizedek and Jesus. Seeking Their places of Suffering, They Decided to survey a
sinister place INSTEAD of Terror, Where So Many heads rolled-have to "save" the nascent Republic. Xolotl-have

44
Witnessed claims to the executions, and hope to hear a song That will take it near one de son colleagues. On the
way, Atreus finally Revealed the name of her idol, the Shira courtesan. His haughty behavior probably cam to
_him_ Because this name a dessert for the elite of Hindu gods he is not a source of pride?
The place is empty and silent, aim it radiates a great sadness as if all life HAD deserted this place, ashamed That
Such a killing Could Have Existed. Anwar will patiently sit on a bench and enjoy this calm to better communiquer
icts with host body. Xolotl Attempts to collect only icts That rating is gasoline To Understand, while Ira waiting
patiently. Atreus Decided to settle in Lotus position in the middle of the square, Where is The Most ubiquitous
sadness. He released His ocarina and gently begins a funeral song in harmony with the place. Then a
phenomenon very strange happens. Exacerbating Their sense of Onirim, thesis are not the traits de son
shapeshifter Naga That stand out, he slowly takes aim was horrible appearance. His hands Become claws, His
head goes and chin barbels sprawling grow! Then Disappears everything and return Shira human traits. Xolotl
feeling the impact saurian In His pentacle, and thinking back to the behavior of Ira Decides to exercise ict Ka
hearing on the Pentacle Pyrim. Aim the link to smell traces saurian, he hears a primal scream disengage the
pentacle! The shock is Enormous Selenim and is stunned by the presence in the saurian Pyrim, and accused
Anwar of treachery! The Pyrim remains calm face loads. He claims to have only Have Had Contact with this
cursed brood, QE in Teotihuacan, Where he Kaim Being hunted down saurian. Purpose ounce Defeated Does
not he remember HAVING HAD --other contact. Xolotl goal Persists and says it HAS brought` in Atlantis seed
saurian Within His pentacle! The Therefore go and Atreus looks with suspicion. Anwar, exasperated by Such
accusations from versatile moon begins to question His stick em in shaping Their faces distorted by
dinosaurs. Before Their insistence Then he left the group, Determined to Definitively separate thesis immortal too
corrupted by the Moon. Quickly joined the goal Atreus and _him_ Persuaded To Remain united. His brooding
anger, Pyrim unwillingly Decides to follow 'em again, this time in the leadership of Our Lady of Paris.
oOo
The streets of Paris are calm this night and the journey to the great cathedral is easy. Xolotl try trying desperately
to hear the songs of Pavane, so much so That icts no kernel supports it along, and an explosion of Black Moon
spreads cursed breath. At least if Xolotl Does not see His Brothers, They Know where to find it. When They atteint
the front of Notre Dame, a music emanates from the holy site.Atreus Decides to play Innocently with gargoyles,
wanting to see Their Heads and watch the smile. His aim fate does not work, and we The Contrary His neck starts
to Become a rock! He marriages to survive the shock, he feels goal que la continuous transformation and That
His death is near. Anwar Then Took Her Quickly in a discreet corner and his practice alchemy, Hopping amber
renaissance will defeat this evil. Aim the affliction is severe, and no less than three formulas are needed to save
the poor simulacrum of the Onirim. INSTEAD goal of Anwar Thanking For His response, the looks are
increasingly His accusers about saurian kind! Certainly, the saurian-have afflictions Good back to explain the
errors of the Art of Magic. Fortunately Atreus knows que la place is forbidden. The Cathedral's door opens, aim
qui hosts priest is a human Ka at Fort Hood. Ira Asks if the lady Who keeps this place is there, the priest Replied
That goal only Our Lady watch over the place. Not wanting to tell the priest he Knew That Jesus During His Life
and feeling que la place is home to Selenim Ira priest apologizes for HAVING disturbed in the night. The group
leaves. Trying to calm the bad mood of Pyrim, Xolotl and Ira let _him_ choose the next destination. Faced with
Such questions, the Pyrim offers Them Properly seek answers, purpose this time, a visit by the street Geburah
shoulds enable Them to see more Clearly.
oOo
Certainly the Parisian night is a source of discretion. Geburah Street is easy to find. It is always the Saami small
shop to the unremarkable façade, the Library of the Incunable sovereignty. DESPITE the late hour, the statement
of the name of Pyrim, Dr. Paragon time immediately opens the door. Since That Time He Has not changed, aim
His body looks different. Its facial features APPEAR to-have Canceled the body of Reviews another. ALTHOUGH
His immortality is Known, it is still strange to see Such a human! But time is precious and issues follow one
Reviews another. Anwar Inquires first on the links entre les Titans Hades to members of the Minor Arcana
Sword. Indeed Anwar Questioned the mysteries of Hecate, the Chapel of Isis. Smiled and The Doctor Confirms
_him_ the truth of this rapprochement. There are five major rivers of the Sword contents, each connected to a
Titan, and all contre em. Purpose thesis rivers-have a common goal, reach the Great Year. Each faction, gold
river, Has Its own hierarchy, with different grades, as Pastophore, the Pontifex, the exegete. ALTHOUGH Their
aim is common, moyen de Their initiation are different. The Mysteries of Isis seek knowledge, and Their followers
live for That.The mysteries of Hecate interested in Selenim and affiliates Mysteries --other Titans, Osiris
Dionysus, Demeter, Horus and Apollo Mithra interested in Nephilim. The Major Arcana of the Pope HAS close ties
With Some Chapels Rivers. This goal is Hardly surprising, Given That Mystes take refuge in paganism. Then
Anwar Asked about the kind of the Titans, and Paragon Explains That They Are like Prometheus, of Kaim. Great
leaders Sword roam Hades for dialogue with Them Because Such Is Their quest. They Would of course release
the Titans.
Then Pyrim demand Explanations of the factions of the Arcane Minor Stick, Because since the so-called death
Tubalcaan, there are the Templars, the Teutonic Knights, the Order of the Cross of Malta. Aim the Doctor
Explains That thesis are all Templars, goal Around the World there are Hundreds of factions. Templar to head the
Grand Order of Nautes Would Be immortal. The Templars used homunculi, as Selenim Nephilim, and Canopus
created by Mystes pour augmenter Their powers. The Most Powerful can sweep a gesture as Selenim
Nephilim. In this statement, Anwar think back to current rumors about Napoleon, the doctor Told goal _him_ he is
not a Templar, Because its purpose is to unite Europe into one kingdom, while the Templars divided the world in
bailiwicks like Baillis Francia.
Said Ira search Selenim, goal Does not wish to reveal His Name. Paragon Then _him_ Told to look at the Pere
Lachaise cemetery or in the catacombs. Purpose Anwar tells the Doctor que la Paragon Selenim s'intitule Mary
Magdalene. The eye of the old man lights up and says That with his "confidence" he Would Have missed a very

45
nice book. With That, he Went on the shelves, mechanically away from small domestic and reptilian Effects
Dragon playing in the books. Then he released an old book bound with human skin, Entitled "Life and Death of
Iscariot" book on the life of Judas, Who betrayed Jesus. Goal before handing _him_ the book, the Doctor: has a
little ritual with an amulet. In presenting the book, he annonce That he: has a year and a day to bring back _him_,
if not dissolution in magical fields will be inevitable. Will accept, as soon as the book is in His possession, he feels
a light Ka-Soleil in qui a sword materializes over _him_ like the sword of Damocles. This sword is invisible to --
other eyes.
Ira aussi Wondered about the name of the street and Its consonance with the Kabbalah pentacle of
Geburah. Under His eyeglasses, the Doctor looks at a sparkling eye, and Told That _him_-even if he is human,
His knowledge _him_ allows access to the Kabbalah, and there is no luck in the name selected. He tells her que
la Pachad road is a long descent, the profit rebound is possible.
Then the Doctor addresses Xolotl, _him_ Assuring That Selenim are welcome In His library. Purpose he is
surprised His Presence in Paris, Where the Empress exercised so much power. Xolotl Said aim not to be
afraid. The Paragon Warns Against the hoplites, specially trained to kill Selenim. Xolotl, arrogant, says to crush
thesis hoplites like ants, Because He once was one. Paragon Then Reminds _him_ That year army of ants can
defeat an elephant. Xolotl goal wants to know if the Pentacle Pyrim is linked to a Saurian Unfortunately His
answer can not Be Known as the Arcanum of the Wheel of Fortune. Then he again Asks for information on
Lilith. It was she Who founded Selenim all factions. She owned the Blade XIII Akhenaten Then forwarded to a
young Baal in Babylon, to counter the plan of a Selenim, Pazuzu, Who Worked behind the scenes to get the
blade à son advantage. It turned out Pazuzu That Was an ally of the Devourer.
Then the Doctor addresses the Onirim, Who Was That Is approaching and in the making. Asked about Atreus
Kunlun. At thesis words, Paragon returns on the shelves, disregarding --other effects-Dragon golemoïdes. Then
he released a secular history book, Shi Nai-An, Where the initiate Who can read between the lines Can Be
Learned. The book est également sous le sword of Damocles, and Atreus: has a year and a day to bring back
_him_. Atreus Would like to learn more about the homunculi Because His pentacle bears the mark of this injury. A
homunculus is created When the dispersion of a Nephilim by the Orichalcum. Then the residual gas is linked to
the Orichalcum to form the Rare earths, needed for the ritual homonculisation. The homunculi and allow to use
magic resource for Those Who created it.Then Atreus Asked about the Nephilim puts Earlier, gauze and a
paternal That tells' em he Belonged to the Empress. Suddenly everything Becomes clear to Xolotl. The object
That shone in her hand Was a gold knife, he with qui Could Have Caused the madness of the human as the
Arcanum of the Empress is Specialized in the study of the Ka-Sun through the psyche and human folly.
Then Paragon is for the new adopté the Way of the Glorious Alloy, Who wishes to know more about the
Rosicrucians, and the Pelican. The Doctor Explains que la Rosicrucians are a façade, and the true members are
named R + C. The Pelican is a myth, the warrior, the killer, the killer raised by humans. This is a Dark Brother
specialist murder and assassination. It Would Be One of the Most Powerful members of the R + C. The Dark
Brotherhood use a piece of pure Black Moon to arm. A member of the R + C can be at Any time a Dark Brother.
Then Smiled and Anwar Asked about the initiatory path That awaits _him_ in India, the goal only information he
gets is His destination, Bombay, Where --other meetings will guide. The Pyrim aussi want to know what happened
with the Count of St. Germain. He learns que le Green Lion closed it and access to the Arkhémia Anchor, and the
Akasha of Arkhémia, the Akasha of Alchemy, hence His anger. When Pyrim addresses the issue of the Holy
Trinosophie, Paragon plague, Preferring the sweet melody of the pages de son books.
Before leaving, the Selenim Asked what he knows Russian Selenim. Doctor speaks of it as a strange mound
attacked This by the Teutonic Knights and blocked by the Great Wall built by Shen. The Temple HAS spread from
Germany to Russia, founding the Bailiffs of Russia. Is the power of the Tsars will survive the rise?
Then the late hour calling the Sleep Doctor Paragon, all take leave, Greatly Thanking _him_ for His help. It
teaches them all la même que le books can be returned to a member of the Green Lion. At thesis words, Anwar
Understands That he is a promising element and not a member of Glorious Alloy ...
oOo
Xolotl Nephilim and decided to go to the Père Lachaise cemetery. This is the Largest cemetery in Paris, and of
course the songs of cradle Pavane the szene of a languorous melody. At the cemetery entrance is the cabin of
the gravedigger, probably asleep at this late hour. The cemetery is segmented into serious spans. While the
Nephilim can Perceive the magic of the Black Moon in places thesis, Xolotl exults.He Describes with great joy His
visions. In the hand avenue he saw a beautiful black flower mounted on eight spidery legs. This creature of pure
Black Moon sings a song only perceptible by Selenim. It Seems to whisper sweet words to the Dead in Their
serious. The cemetery entrance is closed by a heavy gate richly wrought iron. Goal once crossed, the gravedigger
comes out de son lethargy and is Intended for visitors to see the reason of a nocturnal visit. A careful review
Understand Them That They cater to a lively dead Whose eyes exude an aura of femininity. Then Ira
Understands That this is Mary Magdalene, and stands as His old friend. Xolotl Receives a new creature of Black
Moon, human form of severe appearance, with a broad portfolio. The dead APPEAR to speak to _him_. The
gravedigger Recognizes Ira ask:
"What have you Become since our separation from our master is dead? "
Ira tells _him_ That Was His memory stolen from _him_ That Time since, he still aim Decided to dedicate himself
to the Kabbalah, in exploring the world of Pachad, as DID ounce Iscariot. Purpose Marie Madeleine directed to
visit His Kingdom if he wishes to continue this interview. The entrance is in the crypt of the family "Yévé". Then
the eyes of the sexton roll upward to display only the milky white non-life. The Restless Then returned à son cabin
and let guests explore the cemetery. Passing the creature of Black Moon human form, They hear a death
question:
"Count of Saint Elmo, you betrayed your people, you are a perjurer. Repent of your sins. "

46
Then he gathers the faults On His ledger. A nice way to drain the Ka-Soleil! All along the way Xolotl Described
Their --other creatures as cherubim with black eyes watching over the grave, gold has wide sea anemone
tentacles emblent Whose caress the corpses in Their serious. Then They finally arrived before the Yévé
crypt. The tomb is ringed with lead. Ira opened the casket to see a flight of stairs That descends into the realm of
Mary Magdalene ...
oOo
The Kingdom is vast goal Seems happy in a cellar with unreal dimensions. The staircase is excessive and results
in a plain que la Nephilim can barely guess in below. In icts steps are engraved regrets humans. Souls Ka-Sun,
forming human body down slowly, shared entre envy and fear, as If They expected hardships. The Kingdom
Seems divided into seven areas. Anwar draws on the knowledge of the picture qui To Understand this
representation. He marriages to Recognize hell selon the vision of Dante. Each area is a hell of deadly sins. The
area of ice is hell of redemption of Wrath, the desert sand That of Laziness, Avarice Welcomes the swamp, forest
punish Envy, Lust boiling water, the water fall of Pride and Gluttony plain. So we-have to go through hell to meet
Mary Magdalene. They decided to go to the Ice field to appease Their anger. Cold is polar, and before a human
field em lies buried up à son head. Other souls are busy devouring skulls, while others sccm frozen in
ice. Passing a skull in the process of Being eaten, it challenges the arrogantly Their Claiming That They Would
Have Their lifetime bowed down before _him_. He cursed Mary Magdalene goal Accepts His redemption,
promising the Nephilim one day he `shall eat Their skulls. They Recognize Then the Bishop of Acre, missionary
Known for HAVING massacred in tantrums of Indian tribes Who Did not convert fast enough for His liking.
The Nephilim Then pass Abruptly in the field of burning sand of the desert, where are received the souls of the
lazy. Aim the heat is really dangerous, and Anwar and Atreus Xolotl Decided to bring order to save her frail
body. Quickly go through the desert at great burns to the feet. Regularly shaped holes plunging APPEAR cones in
the desert. Suddenly a huge one language out of de son holes and grabs the trio to bring it in the hole, a gaping
mouth. The Selenim Invokes the wings de son imago Atreus and takes in the air Toward the area of the
forest. Anwar Prefers Ensure icts By His survival battle reflexes. It Easily Reaches the edge of the forest, to see
Xolotl lose the use of icts wings and fall Heavily in the forest. Black Moon Mary Magdalene Prevents it from His
art Properly exercise. The envious of the forest is inhabited by deformed trees qui souls are hung. Hybrid wolves
and hyenas are popping thesis bodies to snatch Suddenly jaws shreds of flesh. Wolves decided to take care of
newcomers, the goal is a simulacrum of Ira Trainer Who Easily marriages to calm the aggressive wolf. Xolotl calls
_him_ qu'Orkus face Was offert to her imago, a beautiful face with sprawling hair, pressed Against the scalp. The
term is frozen in a smile, aim His face exudes charisma Such que la wolf is Seduced and Becomes docile. The
mere sight of the body of Shira, beautiful Indian dancer, calm the bellicose ardor of this creature of Black
Moon. As for Pyrim, can not Rely On His charm, Prefers to intimidate the wolf attacks _him_. It exacerbates His
shapeshifter, letting show the blazing fire _him_ That Feeds, and his domineering voice ordered the wolf away,
He Did qui time immediately. The trail leads into the forest at the foot of a powdery palace WHERE a beautiful
woman waiting for 'em. His back door wide and majestic black wings. His legs are not visible, and Appears driven
by a cloud of Black Moon. Marie Madeleine Welcomes the Nephilim in His Kingdom under the way of Beatrix,
Dante's muse. She starts to tell her Kabbalah teaching Melchizedek. His status Selenim forced her to regain her
past, and She has long Heard the words of Jesus Christ and of Akhenaten. Purpose now she joined the Arcane
XIII to the side of Brother John, Selenim Occupying the catacombs of Paris. She works in her management to
regain control of the Arcane, Currently Held by the Cult of Lilith. Because for her, the Arcanum XIII is not death,
Renaissance purpose. Ira Asks _him_ how to meet Melchizedek, that's eons That goal nobody saw. There Would
Be little hope to track _him_ in Pachad. Purpose In His quest, Ira must have REMAIN Nephilim. She herself Was
Unable to use Kabbalah in icts gasoline, It has long exercised in Selenim arts, necromancy and control Currently,
the Black and begins the Kabbalah Anamorphic. She Reminds _him_ That There are two thousand years, the
Minor Arcana Sword and Stick teamed contre Jesus to annihilate. At the crucifixion, They used a crown of thorns
in Orichalcum, nails in Orichalcum, and the lance pierced her heart That Was aussi Orichalcum. Goal three
rumors about the fate of Jesus: he arpenterait his world of Kabbalah, while others suggest he Sought refuge in
the Akasha of the heavenly Jerusalem, and others say it is simply death. As for Judas, He Took refuge for two
centuries in the world of Pachad, to go out and strangely to the service of God's House, the Chimera Onirim
Iscariot in Dracka service. Aim for more Ira has come to encounter the Lord of Pachad Beggar King Harabel.
Xolotl Asked if she happens to detect traces of saurian in the pentacle of Pyrim, goal she laughs recalling That It
is Not Such ancient Pythia of Delphi, blinded by the Sword and deeply drugged order ict feat scraps of
visions. She Advises _him_ to meet Brother John, Because He is a master in anamorphic. Like all Selenim
purpose, His body marked His Mind, and he est devenu paranoid. They will welcome into His Kingdom If They
only apply for the Arcanum XIII.
On this last recommendation, it Asks Them to leave the kingdom. They warmly thank for this information, and
gently leads through hell, the first goal heartbeat, the United Disappears And They find Themselves in the crypt in
the cemetery. They head for the exit, and a grid be atypical Seems the wait ...
oOo
This strange man is none --other than the Baron Von Bergenstein the Eolim. Their research Edhergal Suspected
That Would lead the Pere Lachaise. Hardly goal Consumed meeting, a haughty noble, horse amount goes to the
Eolim. He Introduces himself as Henry Saint Jean Bouche d'Or, better Known As Apollo, the Prince of the Arcane
Pope. It is good to see the Eolim Because He Had not HAD time to talk to _him_ During the Conclave of 1597.
Edhergal Prague Seems To-have contained anger, loosely speaking Time That erases everything. Then Apollo
Reminds _him_ That at the time of Alexander the Great, human radiate light, it Belonged to the great armies of
Alexander. Apollo HAD Then atteint out for it to do gift de son power for the glory of Alexander, goal Edhergal
refused. He Had Fled During moons, hunted for his "treachery". Aim the soldiers of Alexander HAD finally caught
in the Pyrenees, Where he underwent the ordeal of Water Lustrale.

47
Today, Apollo extends His hand, covered with rings hand. Edhergal goal again refuse this outstretched hand, as
well as fighters for peace, it can not accept the offer of Apollo. This one leaves with a big smile, Including the
gesture of Eolim.
oOo
Xolotl Their offers to go to rest in a house he Bought While They Sleep. Given the time Strongly of the night, They
accept. During the trip the Eolim remains very thoughtful, thinking no doubt of the past That Bind inextricably to
Apollo.
Two Napoleonic soldiers guard the entrance of the house. They are older than twenty years and bear scarification
on the right cheek. They are twins, Belonging to the cult of Xolotl. Their names are Michael and Michael, his first
of the disciple, Francis, Count of Navarone, and nephews of Count of English, qui he propagates the cult Tours. A
cousin of Count Christian of the Englishman is a traveling doctor who spreads His worship with His image. They
learn to Xolotl aussi que la monastery of Saint Xavier, to Brines, Has earned _him_. In Berlin, a German mystic,
Bertold von Helmer, ict spreading worship by learning "sustained" in Saint Xavier.
The twin-have Infiltrated the Napoleonic army and participated in the Egyptian Campaign. They know with
certainty que la Emperor is the Arcane Minor Cup. He brought` Many artifacts from Egypt, Then he is
disinterested, leaving still under His control at the Louvre museum. Arcane The High Priestess of the Infiltrated
the Louvre to study 'em. Napoleon's Marshals working for a secret plan with Napoleon. The Arcane Force
Infiltrated the marshals to break through this plan. The objective of the Emperor is Known to do only one country
of Europe.
Then the twins explain que le area in the Alps s'intitule the Domain Cenote, in honor of the sacrificial well
of Yucatán .
To thank Them for Their Enthusiasm, Xolotl infusing Introduces Their Black Moon. During the trance That
Followed, Michel speaks of Hades! Right out of the trance, Xolotl Asked why he spoke of Hades, goal
Themselves They do not know how to explain it. Then Xolotl orders em to swarm around the world to gather
maximum knowledge about the Black Moon, They must aim Demonstrate Their loyalty by killing Each Other. The
twins accept and Michel himself to be killed by her brother Michael. Xolotl And Then let 'em go, happy growth of
ict worship. It Does not take into account the warnings of Eolim, Who Asked Them insistently sending to the New
World, So They do not interfere in Their journey to India. Xolotl goal Does not care. Anwar Then a small smirk,
recalling a recent chat with the Doctor Paragon.
They decided to explore the Catacombs of Paris in search of brother John, profit before Anwar That Went to the
house of David Cohen to recover all occult works to carry Them In His laboratory. There, it releases the energy of
Air Chalchiuitl year to feed the pentacle of Eolim. His go from side to create ict door to the world of _him_
Pachad. Then They All go in the Slaughterhouses of Paris, the junction entre les catacombs and sewers ...
oOo
By mid afternoon, The Unlikely group of immortals goes to the Slaughterhouses of Paris. ALTHOUGH the streets
are animated by the daily labor, They earn with relative indifference building. Inside, butchers and renderers going
about Their daily work, intoxicated by the overpowering smell of blood and obsessed with the cutting of
carcasses. The path of blood on the floor leading to a marked path to the sewer entrance. A wide wrought iron
gate with the shield of the city of Paris, can be ouvert without resistance to lead a ladder leading into a fetid, dark
universe. The group slowly down, Slightly indisposed by the ODORS of defecation and decay. Soon, the small
penumbra Becomes dark and Xolotl headed the group, guided by remote sound of the song. After a moment That
Seemed to last year eternity, They Are stuck against a rusty gate, Whose Promised hinges fierce resistance
before surrendering. Not wanting to enter a realm Selenim unannounced, Xolotl pat on the grid due to a
resonance Heralding Their presence. His only goal silent Answered call. Yet the melody always comes from
behind the grille. They Decided to power the door, Ira and pushing Xolotl Their physical limits in order to
accomplish achieve achievement Their end. A creaking noise, sinister and very ominous covers Their
success. Thousands of small eyes sparkle in the darkness to Become a tidal wave of black rats, which cover
completely Call Call the immortals. Though omnipresent to suffocation, thesis rats do not sccm aggressive. Xolotl
simply clear the mouth of Edhergal the edge of asphyxiation. Brother John's eyes spying intruders. They
continued to grow slowly, always covered in rats, and rats Observed --other filled with strange mutations. Some
are huge, close to the size of a man, without purpose legacy. Then a misshapen mass inexorably draws
em. Twelve black rats sccm to-have only one tail. This is a King of the Rats, strange phenomenon That form
Several rats attached to Each Other and Unable to break free.Their tails are not related at birth aim intertwine and
are tied welded welded firmly fixed by straw, dirt and hair. ALTHOUGH adults They sccm surprisingly well fed, as
if the other rats fed 'em, worshiped.
Then the main sewer is divided into four galleries, all Lulled by the melodic song of Pavane. Rats finally decided
to leave Their hosts. Xolotl Decides to take the semblance be west facing gallery. It is quite short, Quickly est
devenu impassable by a landslide. In this kind of crypt, an unspeakable piles of garbage accumulated, using
humus manure to growing a beautiful black rose. Faced with this beauty, They turn back to this time browse the
south gallery. Drains Quickly give way to a tunnel, to the supernatural light provided by torches consuming a small
greenish flame. Then the tunnel leaves room for larger dimensions galleries, great catacombs of Paris. In a crypt,
a dead gets up, Having survived the ultimate decomposition de son body by the spells of necromancy. The
Restless calls and the Threatens Them to drown in a sea of corpses If They do not turn back. Xolotl goal annonce
ict peaceful intentions and desire to meet Brother John. While the Restless moderates ict warlike fervor and
allows Them to Their journey continues to the East, Provided Especially not enter the chapel. Attentive to thesis
tips, the immortal Their road continues to a widening of the catacomb, WHERE a huge flame is Surrounded by a
round of women statues pouring tears of blood. Cautiously, They bypass this mesmerizing Chapel and arrives a
little later in a large room. In the middle is a disgusting droppings throne is a man qui seat has Selenim in monk's

48
clothes. His hands are as Powerful heels, His prominent jaw is undershot and Its skull is studded with a myriad
eyes. Brother Jean wears a huge smile recevoir His guests.
He time immediately offers them all to embrace the question of the Arcane XIII, Wishing to allies-have to
Overthrow the cult of Lilith. Ira it promised to be a friend of Mary Magdalene. Brother Jean Smiled, as if His
knowledge Was omniscient, and Told her about His past time of Jesus, and the deep wound That lacerated His
pentacle. He offers to fight Effectively yielding to the Black Moon, and joined the Action to the Word, Giving _him_
an obsidian knife. Ira goal is Obliged to refuse, Claiming exploring Pachad. Then Brother John addresses
Edhergal, feeling That Would he once lost something dear to _him_:
"She Who Was ounce Perhaps no more ..."
It teaches _him_ than Kaim When He Was he refused to follow the Golden Path. He and all the others present
here-have refused this path. The Eolim Fled to a sanctuary, the Venice of Mirrors. It offers aussi _him_ to
embrace the path and cursed to ally with the Arcanum XIII. Goal the rest Eolim evanescent In His comments and
politely refused the alliance. Then Brother John looks longingly Atreus, sensing a potential in _him_ Selenim. The
Onirim is again faced with a difficulty choice, as His fascination with the Dark Moon is great. It takes time to
Reflect. Then Brother John Warns _him_ contre His quest. If he wishes to Become a pure Onirim Following The
path of Morpheus, Then It will follow the reverse path of Pyrim. It will Become intolerant de son brothers. Atreus
Seems surprised by this statement. Then Brother John turns to Pyrim, Who Was Such an executioner In His past,
chasing saurian, the Selenim and wonders about the Onirim Such a change. Anwar Explained to _him_ que la
torture of lustral water Was a blessing in Itself, ALLOWING it to return to icts and Realize His Judgments past
mistakes. It is now looking to find the perfect harmony with icts simulacrum, and wants to accept Nephilim and
Selenim as brothers. Brother Jean mischievously suggest he push to embrace this change because of the
Selenim to be made ideas of Circe and Poliorcetes. Anwar goal Smiled, telling _him_ to prefer a strong
brotherhood to make the connection entre Selenim and Nephilim, and That His Way is the perfect union of the
simulacrum and the Nephilim. Brother Jean Smiled at this, and evokes the perfect pentacle Suryo, the five
elements balanced, Arises When A crypt was huge leech five meters, with a multitude of pairs of eyes Belonging
to the whole animal kingdom, through unknown falcon spider species. Her belly houses a hundred appendices of
all kinds. On the front, a grinning face is grafted. The Brother of John conceals imago perfection, and Mary
Magdalene DID not lie about the incredible talent in the field of Brother John of anamorphic. Xolotl is subdued
goal Compares His challenge by the imago imagine Countless of Orkus. Brother John simply replies That He Did
not choose the multiplication goal the way of perfection. So continuous Xolotl to be proud and wish all ad Exceed
perfection. Brother Jean Smiled and not Said Knowing the voice of the Fates, mistresses of fate. Then feeling the
conflicts entre cette Yohual Tecuhtlin --other Selenim and Nephilim, Brother John Reminds _him_ That
Akhenaten Was Far from Being an executioner, and he got the post propagator of Lilith, entrusting the thirteenth
blade after-a week of discussions in the Palace of Akhetaten. Xolotl wants to know the Wisdom That Would allow
_him_ to treat His only body with the Black Moon, goal Brother John wishes to exchange one de son friends vow
to Arcanum XIII Becoming Selenim. When They refused, he simply offer to regain form icts fall derived, namely
return to stasis, Taking advantage of a multitude of host body. Xolotl is full of disdain for this solution, Then
Brother John Explains That body can change to adapted to the times, Because who knows if the white painted
complexion will not go fast mode. Finally he annonce to Convince _him_ That Mary Magdalene, and
Vorshaarkaar Itself adopté stasis. Xolotl Would aussi learn about the Devourer. Purpose knowledge is wanting to
be reciprocal, Brother John Would like to learn more about Tezcatlipoca. Xolotl Does not share the Wisdom of
Yohual Tecuhtlin, and he just answer the Smoking Mirror is well. Then Brother John smiles and tells her que le
666 est doing great.
Then Brother John is the state of Selenim factions worldwide. The Russian Selenim Being shown aggressive
attacked This Openly by the Knights Templar and the Teutonic Knights Especially by. The Yohual Tecuhtlin
UNDERGO Templar revenge Their stasis Being destroyed one by one. Then he spoke of the Vulcans with great
interest, and now with Parleys The Highest levels of XIII to Facilitate a rapprochement with Chariot Major Arcana,
as Their works are closed. Seeking the fragments de son past, Anwar wonders what est devenu Formoris, and
learns That They Were all killed, aussi Partly by the hand of Pyrim goal Balor Would Have found refuge
somewhere. Mag Tuireadh of battles-have left traces, And Many Nephilim and Selenim Were Dispersed. So Lug,
form Prince of the Force, and Chief Tuatha de Danann Was scattered thesis During battles. Xolotl Then Inquires
about the Loa in Haiti. Brother Jean learns That three factions coexist on this small island and That conflicts are
inevitable. The Loa Pedro, of Pyrim, Were the first habitants of the island. Then came with trafficking in the Rada
Loa Black, other Nephilim. Finally, Selenim faction HAS Developed, mastered necromancy, the Loa Guede.
The interview ends there. The Faërim picks up the obsidian knife and Makes the Brother John. The Pyrim
Ensures Selenim His friendship and all withdrew, leaving without bitterness the catacombs to find the welcoming
area of Paris, in the dark.
oOo
ALTHOUGH Eolim feel deeply called Expired by the South Pole and Its Venice of Mirrors, he Chartered to follow
his Friends on Their journey, Preferring to step back to usual. Faced with the possibility to stay in Paris Because
of the Empress and the Minor Arcana, They Decided to Start Their journey of India. The Therefore They leave
Paris a week after-Their interview with Brother John, THUS leaving Anwar time to prepare Some alchemical
formulas in order not to be too caught out in foreign countries. They make it to Bordeaux Where a ship bound for
India ahead. On the long drive Safely to expect, Edhergal Introduces the basics of primary language, up
énochéen. The harmonic language is very difficulty That, and amnesia of the holy water is a serious
handicap. Three months after-goal of crossing the basics of the language are Taught of Kaim, and the city of
Bombay on the horizon ...

The guide for the quest of the Wild Chrysopéen

49
Mumbai is a city as Housed in a peninsula, and Whose spot is home to the port. It emanates from this city an aura
of peace, calm weariness and frustration of the Immortals.Soon after landing, They noted the presence of
different Indian castes, the Dalits , the Poorest castes to The Highest levels of the bourgeoisie as the Ksatriyas,
and Priesthood as the Brahmans. India Was a British colony. Atreus, by memories de son Shira simulacrum,
Their tale recent history of India. When Warren Hastings Was appointed governor in 1772 British and Mysore
State led by Hyder Ali-have already faced. Hastings aussi Has to face the Marathas and Their claims. In 1780 the
second war with Mysore is Declared. Hyder Ali and the Marathas, united by common interests Their, take the
Madras East India Company and controlling Karnataka. Hastings sent troops in 1781 and the military balance is
restored. Hyder Ali died in 1782. His his Tipu Sultan signed the Treaty of Mangalore qui ended the war and
restored the status quo. In theory the Pitt Law of 1784 prohibits the English East India Company to engage in
confrontations with Neighboring states. It can prevent prevention prevention HOWEVER third war in 1790.
Mysore Tipu Sultan lost half of ict territory as a result of this confrontation. In 1792 the English Realize That only
total control of India Would AVOID thesis wars and to Ensure the security of trade. This feeling is reinforced by
the threat of French kings and princes That local support. In 1798 Lord Wellesley Was appointed governor
general with the task of Extending British rule. Upon His arrival he attacked This This Tipu Sultan and triggers the
fourth Mysore war. English armies are Srirangapatnam, the capital of the state of Mysore. Tipu Sultan Was Killed
During the clash. Mysore is shared between the Company and a Hindu prince Wellesley That is the throne. The
Governor General Then turned to the state of Avadh in northern India. The death of leader ict, Asaf-ud-Daulah in
1797 Sparked a war of succession. More Afghans to invade the threatened This This Neighboring Punjab. The
Therefore The Wellesley is Negotiating with the new nawab of Avadh That It Enables British troops to be
Positioned on icts territory to protect it in exchange for a financial contribution. Purpose When He wants to
abdicate in favor of his and his English as refuse, he denounced the treaty. Aim it's too late. Wellesley annex half
the state in 1801. The Marathas while the last bastion of resistance to British expansion. In 1800 dissension
related to succession problems Arise and Weaken the Marathi power. Wellesley Then take the opportunity to
_him_ offered. He signed the Treaty of Bassein December 31, 1802 with one of the Involved Parties which allows
it to station troops in Pune. This action causes the second Marathi war that the British end up winning Easily in
1805 Lord Wellesley is yet Recalled and Replaced by Lord Minto.
His presentation is interrupted by the arrival of an English officer cam to inquire about travel patterns of
passengers India. Baron Von Bergenstein clumsily tries to Convince the officer He Was on honeymoon in the
company of Shira, David Cohen claims coming for business in places of archaeological excavations, Xavier Barra
to see the elephant training methods and Xolotl poses as an English captain of Plymouth. Obviously the officer
Does not believe FEW goal napoleons Facilitate the passage, aim the sight of the picture of the Emperor, the
officer Warns us not to harm the crown. On this dubious délestement, immortals go in the city-even in a moist
heat with sweet fragrances of spices and herbs. Shira Tells Them That Bombay is Located in the west of
India. The magical fields sccm to be very clean, purpose Their wonder is interrupted by the crowd of young
beggars Dalits cam to fetch alms. Baron hunting His cane, while others ignore 'em. Purpose Xolotl, prone to
Develop His cult, give 'em gold and lovingly talk to' em. In this walkabout immortals feel a strange feeling, as if
something Was trying to get into 'em, acting as a smoke, without HOWEVER Threatening. They notice a strange
Man Who observed, dark-skinned with long black hair. His posture Appears to be disjointed. Xolotl is heading
Toward _him_, Followed by Reviews the other immortals. This is a gypsy Who claims the wait for three days. His
name Pablosi Aziz, the family of Gypsies. He Was Born in Dubai, goal Does not tell 'em more, Because selon
_him_, in this city, the walls-have ears. Then he takes' em to the popular neighborhood of Mumbai, to the camp of
Gypsies.
oOo
Aziz is Then borrow Their narrow streets, Where the foul odor of the city mingle with appetizing smells of markets,
to a large place, Somewhat isolated, Where Gypsies-have Established Their caravans camp, arranging em
without order precise, as if Their way of life left glimpse the promise of the Apocalypse. This strange pattern
trailers bathed in mist, and once the Immortals Penetrate it, They feel cut off from the outside world, protected in a
cocoon benevolent. Many young Gypsies are in the camp, and Aziz Warns Against the Ability of These Bario
malè relieve Scholarship FEW corners. A young blind man Provided rich finery, dressed in blue accosts em. His
name Gianil Touromon, and purporting to be the broker of this camp. He Asked why he Aziz Brings _him_ with
this singular equipped. Aziz Says That He Has found His New Family That will guide in the ways de son
future. Gianil Decided to present the leader of the camp, the Grand Mariner or rahal uzul Demah. It is an old man
of small stature, very thin, and holds a small scale before _him_. It Does not sccm to see the immortal under Their
simulacrum, he intended Sees Them In Their magical kind. It is accompagné by a wide matron, and by a man of
about forty, dressed in rags. The Grand Mariner Then addresses the Faërim goal without looking.
"I see the heat, red and desert lands-have never That Traveled. Aim if you are looking flees forever, so why wait
in this place, That She sure will not return? "
Then he Addressed the Eolim.
"From you comes a cold, a country Where My feet-have never worn. Know That You are looking for so long finally
you find in this quest. "
He turns to the Selenim.
"The Gypsies-have always Attended Selenim. Purpose Where You come from, no gypsy HAS never been, and
Where You Go, no bohemian preceded you. "
Finally His empty gaze rests on Pyrim.
"You've finally Decided you to leave your sword in scabbard icts. We are the People-memory, we know your past
deeds and you-have Committed. You will finally be appeased When You-have relived your past. "

50
He finished His sentence in low énochéen, leaving the dreamer Eolim only reliable to Understand This primordial
language.
Then he calls Aziz approval in the choice de son new family, Because Aziz shoulds leave his tor perform His Own
quest. The big matron goes to _him_. She wears At His belt was kris of good quality, the blade of the icy glare
Does not Reflect sccm to images.
"Aziz, now you will make you forge a kris. You Will Be The Therefore allowed to Violate one of our laws, that
never break the mortal lifeline. So you will follow my path in parallel. You will Become your turn has scum go. Aim
be wise, Because one day, I know, you will yourself rahal uzul Demah . "
Deaf to thesis mystical words, Xolotl prefer to ask the old man if Aziz Could embrace the path of Selenim. Then
the Grand Mariner presents ict balance artifact symbolizing the balance of Anubis Weighs the souls, flays the tip
of a finger, and Poured a drop of blood on the board, making the bend. Xolotl est aussi a pearl drop of blood on
the --other flat, and the balance not end balance out perfectly.
"The gypsies penetrated by the Dark Moon are cursed. They Become sapmulo , the despised. As to nature, you
can not supporting us When Your sleeping companions In Their stasis. Mist your entropy Would lead too
quickly. If you really want, you-have to learn to follow this path and resist the mist. "
Then the Grand Mariner Pyrim prophesies.
"Aziz will be your guide to your quest leading to the Fauve Chrysopéen. It will show you the way at first, until, your
next step. Then a new guide you APPEAR. "
Finally he turns to Aziz.
"Now you-have to leave us and confront your own quest. Your new family will Greatly help you there. Soon, child
of the mist. We the People of the Water, and Such rivers we will reach soon. Remember to stay on your guard
Because India boasts Many hives and dangerous. "
The rahal uzul Demah takes leave, and Aziz invited Them to follow him, Because He wants to present Their
family. He has Approaches cart, where are sitting outside the family members. His mother, a wrinkled old woman,
s'intitule Helena. She has a great talent for reading in the lines of the hand. His brother Victor much like him,
Unlike His white skin. His wife Esperanza is a beautiful dancer, Honoring the natural gift of Gypsies, dancing. He
aussi: has a daughter, Shiva, Who sleeps in the caravan, Was ill. Then Immortals Accompany the convoy on foot,
Taking the kidneys Aziz, to leave for a long time the Gypsy camp.
oOo
The trailer is moving again in the popular area, Where DESPITE the late hour, the crowd
gathers. The Dalits harass Nephilim, and plays Eolim His stick to push 'em back. Suddenly a shrill cry is net to
stop the tumult of the crowd. A scalp steals, and the victim Sees her brain sucked !!! Yet the aggressor is not
visible. Then --other scalps Succeed, seeing victims aussi Their brains sucked. The crowd tried to disperse
Somehow, aim to show the dead sccm que la abuse Aziz goes to the trailer! Anwar Enters Ka vision, purpose
found nothing. Xolotl sharpens His Ka hearing to hear a song of great intensity! Xolotl Decides to throw a pass in
front of the unseen monster, and he Sees it sink into the ground as if a huge football HAD crashed. Ira Took The
kidneys of the trailer and Decides to flee the creature. Suddenly Xolotl finds himself caught off the ground, starting
to bleed occasionally on the Periphery of the head and shoulders, as if a huge jaw Held it in His mouth. The Eolim
Began a litany due to winds Toward the creature, for Anwar and Atreus flow to the rescue of Selenim. This one is
freed from His grasp object lying unconscious on the ground! Atreus _him_ Seized by the arms, Helped by Eolim
happens thereafter.Xolotl finally wakes goal ENTERED Atreus is in turn in the huge jaw, and the Saami brands
crimp body courtesan. Meanwhile, Helena Sees a noble will be a great, Appearing to float over the ground as His
Feet leave no footprint. This man is Rapidly approaching the trailer.
Atreus falls to the ground unconscious, His body convulsing. Seeing this, Helena ordered Victor Aziz and protect
Pyrim and Eolim, When Suddenly the body of Atreus cam has huge unknown energy wave sweeps That
everything! The monster Seems To-have Disappeared, and Atreus gradually resumes knowledge. The immortal
Who comes near Helena is for Nephilim.
"My name is Manu. Bombay is my kingdom. Why-have Invoked Such an abomination That HAS Claimed the
Lives of Many of my brothers? "
Xolotl Then Explains That none of them is responsible for the appearance of this monster. At ict dick, he glimpsed
the kind of the creature, a monstrous hybrid of reptile and insect, a creature of Black Moon.Including the Good
Faith of the Nephilim, Manu looks a little better. He is the creator of the human race, the Indian god Manu. He
watches over all His Human brothers. Then he stares at Aziz.
"Brother, why do you cast That strange? You must finish your initiation, and be reliable to go in your dreams, visit
the Akasha. I can help you there, if you and your friends you go to my kingdom. With That contenir the
scholarship, you can enter too. "
Aziz Thanked His Brother, his "protector" and Manu That Reminds _him_ Gypsies will converge, as the People of
the Water, to announce the future wave of the Apocalypse.
Manu Then look forward to the Onirim, WHERE a strange metallic energy escaped. Asked if Anwar Then this
energy Does not come from a Shen, as China is close to India, Manu goal Does not sccm to know what to think of
this. Talking, Pyrim the detected kind of the Bateleur adopté, THUS and includes much better compliance
immoderate humans. Ira claims to Have Known Who _him_ someone loved humans, the name of Jesus. Goal
aussi wanting to learn about Zeus, Manu Replied simply.
"Jesus is the Creator. Zeus is Destroyer. Why associate Beings are total opposites? "
Xolotl Then Took the floor and Asked about the kind of hives in India, Who Do not Understand what the rahal uzul
Demah for the dangers They Represent. Manu Explains That is sectarian in nature, And They Invaded India. In
Mumbai, a sect handles all point-to-have ears walls Say That. These are the Sikhs. They are Easily identifiable by
Their turbans. They make a vow not to cut Their hair, not smoking or not drinking alcoholic beverages. When
Gobind Singh founded in 1699 the martial fraternity Khalsa, His followers vowed to keep the five K's: the kesh to

51
wear long hair, kangha , comb through the hair, thekara , steel strap on the right wrist, the kachha , short of the
soldier, and the kirpan , a sword. Sikhs behind the homunculi to perpetrate Their acts. In fact a friend of Manu,
Chaya has Pyrim, is inserted into the kara one of the Most Powerful Sikhs, Punjab Akalashtali. Then, looking
Anwar, he says Chaya is the goddess of the beneficial effects of the subdued light of the sun, patron saint of
metal workers, and it is a pity That His art is lost in this way. Obviously Anwar AIMS to help Overcome this Sikh
Manu to save Chaya this state, it's a goal hundred years it lives in this form, without Manu can not do
anything.While Anwar promised His friendship with Manu admiringly of this immortal and thoughts, Pyrim goal is
Determined to try to save His Sister from fire. Then Atreus and Edhergal demand hospitality, Manu and Their
smiles, Saying That Could Aziz take 'em there, And They Would Be welcome. On this new friendship, immortals
separate, leaving Manu retrieve the mangled bodies de son brothers with love and sincere affection, to offer Their
Last respects.
oOo
Aziz takes the kidneys de son and trailer Decided to take 'em to an opium den to Atreus Initiates the Akashic
trips. Anwar, Edhergal and Atreus was inside the caravan in the company of the family of Aziz, Ira and Xolotl
Preferring to walk Alongside, just to talk without disturbing the small Shiva.
A shadow passes furtively, Quickly, And Then a tourniquet blocking chokes Ira! His attacker back and unsheathed
a dagger to finish, goal that's not counting the reflexes of Xolotl Who catches the man and repels. The assailant
Took The opportunity to disappear, moving at breakneck speed. Ira is very ill, Unable to extricate the withers, with
Xolotl failing to break it, for fear of killing His friend. Anwar Who Perceived Quickly the attack comes at random
and Went to the aid of Faërim. It Focuses to change the shape of the metal to free His friend. Atreus out in turn
and is prepaid to assist the Pyrim on failure, Knowing Anwar That Does not Know the magic to perfection. So
They Do not Come see the new attack of the killer, a punch for the purpose Selenim missing the target. Then
Concentrated Edhergal to guess Where the murderer is hiding, he can wait goal Reviews another attack to locate
it. Anwar succeeded His fate releasing Ira, the goal simulacrum HAS deeply Suffered from the attack. It Was
Then That Aziz, tells' em he Began His art HAS stately dance, the pace is accelerating to Become a ballet
imperceptible to the human eye, emerging from the mist. The assassin betrayed by ict presence of the jet
Reviews Reviews another punch, and we _him_ Aziz pounces and knocks _him_ time to a heartbeat. Having
searched Aziz Discovered the five K, leaving no doubt about icts kind Sikh. When he Awoke, he refuses to speak,
he insults the goal Faërim.
"Do not hide your nature Demon King. Your blood has it Become sterile That It Generates more
demons? Raktabija. Horus Apollo Mithra protect me. "
He ended His words by spitting in the face of Ira Who Instantly wheel to knock him out. He is tied up and taken to
the trailer, the destination opium den to better interrogate. His goal invocation no longer in doubt. Sikhs are a river
of Horus Mysteries, Those Who-even tracked down the Pyrim in Armagnac, Then in Toulouse in 1431. Aziz
conducts with a sour hand through the streets to a small shop, qui the holding is a "friend" Easily purchasable
Because It Does not show this Degrading spectacle in the eyes de son adored granddaughter Shiva. The
interrogation of Sikh abstracts, aim more muscular fashion.Said nothing he aim, aim Invoked slowly in a strange-
sounding language, calling _him_ the protection of Apollo Mithra and Horus succeeded His fate. A wave of energy
to try trying disembody the Nephilim, fortunately without success. Xolotl Then _him_ attacks and begins to carve
up slowly, and spreading her rib cage to tear the heart, Because fait que body he can not draw the Ka-Sun. Not
wanting to expect this horrible show, Aziz and Anwar withdrew a little apart, and the Gypsy request Pyrim to make
_him_ a kris, until, he can really build _him_ the weapon. Aziz will see the light and buys a block of metal with
gold Anwar. Pyrim Then slowly begins to shape the metal into the shape of a keris, without the handle. On the
blade, he engraved in Hebrew character the term "initiation" current goal Aziz. Anwar Then cut the curls of her
idol So They are woven into the handle of the kris. While Aziz fate shreds of cloth That Belonged to an old friend,
est devenu Who has sapmulo and HAD to die for the honor of the Gypsies remains sound. This attraction to the
Black Moon His friend drove Aziz find His New family to better Understand This cursed attraction. Then Aziz
Discusses with the Eolim purity of the magic of India and speaks to her life-saving benefits of Ganges water for
Hindus. In front of Edhergal interest, Gypsy shows _him_ the sacred water of the Ganges He Was ble to gather in
a leather flask. Edhergal drinks a good gulp, DESPITE the unsavory side of this muddy water, purified and feels
as if the water washed HAD His sins and fears. Then Following The killing of the Sikhs, the holding himself high in
the misty heights de son drugged mind Their offers to chase the dragon, and tends em Each year opium
pipe. Anwar Was reluctant, remembering the words of Empedocle on the Risks it penetrates a Nephilim Akasha
through drugs. Aziz fills with His Pipe the mixture Manu That Was Given there are few, and all Eventually leave
for a Akasha ...
oOo
They find Themselves in the middle of a vast plain, green and lush grass. This level is Surrounded by mountains
That sccm very remote and inaccessible. At Their summit glow of eternal snow pure white.Sporadically on the
ground are sources of pure and crystalline water. These sources give rise to small rivers That converge Towards
a lake with clear water. At the center of the lake is an ethereal form, seeming to levitate. This is Manu That
Welcomes in His Kingdom. It is Almost similar in physical appearance except a third eye in the forehead.
"Welcome, brother of Mist. To begin your initiation I offer this Akasha. This world, you can mold it in your
image. Your brother Onirim help you to protect it. He will open doors for you to access. Goal now the first test of
your initiation is waiting in the caves of Elephanta Island, the train Gharapuri. This island is located ten kilometers
from the tip of Bombay. "
Aziz sincerely thank her protector, and begins to shape animal chimeras, like rabbits and birds. Anwar Asked
_him_ in token of friendship to create a phoenix, order Prefers Aziz Disparaged His pride by not Creating a
beautiful bird of fire, vulgar goal poultry a little left and scorched. The Pyrim not sccm to-have appreciated the
notes of humor ...

52
Ira tells Manu episode of Sikh and why He Was Asked called Expired Raktabija.
"That name Does not make you honor Faërim. Let me tell the Indian legend of Kali. The gods appealed to her
Because They couldn't defeat the demon Raktabija every drop of blood falling to the ground gave birth to a
demon clone. During the battle contre Raktabija, she used her tongue to prevent prevention blood demon falling
to the ground. Goal That poisoned _him_ and she est devenu mad. She danced wildly excited by the flesh of
corpses Under His feet, Threatening the balance of the world. to appease Shiva lay down at His feet, qui stopped
the destructive dance. "
Atreus begins to explain Some basics about Akasha Aziz, It Does not create goal door For the Time Being not
very safe future of His home in Levanah, and all decided to return to Their bodies in the opium den.
oOo
Emerging slowly from Their hunt chimeras The Nephilim care leave the holding to remove the body. They return
in the trailer, and back through the town to the port. Aziz, With Some parts Easily find a boat to take 'em to
Gharapuri. Being close enough, the ride is fast. It is a basaltic island with lush sycamores. Many Shiva
statues adorn the island, Representing MOST Often in the form of Trinity. Aziz Sees a small stream, and naturally
guide Taking His Place, he Decided to go back to source ict, ict THUS Respecting Water People Nature. This
stream irrigates the sycamores, more around His bed Edhergal Decides to drink the water, and feels the
combined actions with the Ganges. It feels purified deep in His Being, goal aussi Meant it was soft and feminine
crystalline voice, without understanding ict enchanting harmonic. The rise of the stream leads to the source, kind
of strange. It is in the lair of a massive cave, aim It Does not come from the ground. Water filter in the basaltic wall
of the ceiling of the basement, to spread out in a clear pond, spring creek. Immortals after-Aziz inside the cave,
and the family of Gypsy Follows. The cave extends and opens to a wide cellar, qui there are two kinds of sand,
yellow and red, qui do not mix. The small Shiva plays in the sand, and fortuitously, Perhaps Predestined by His
first name, it draws gypsies symbols That causes the mixture of sand Mandala into a Powerful symbol That reacts
with the Mist from Shiva. Wall out gold hands and a beautiful woman Appears. It is a apsarâ, celestial dancer
bare-chested and round breasts. The fabric is lightweight drapes That covers the rest of the body mold thighs and
legs. She wears a tiara and a high crown. Her neck and arms are covered with jewels. His skin is golden and her
sari and her hair. Only His Eyes contrast, is jet black, and she wears the red bindi on the forehead. The apsarâ
are sent to Sara, the princess Mannush. It is only for the child, revealing That His Father is there to guide friends
to knowledge, from the source qui all follow the trace, the source leading to the Apocalypse. On His words, the
apsarâ Disappears, and a wall Disappears, revealing a new room, access to qui requires crossing a fine water
curtain. Xolotl goes first, Followed by Ira Anwar, Edhergal, Atreus and Aziz. The presence of water causes the
awakening of old grudges entre Who immortals begin to verbally scold. Pyrim reproach to the Faërim of Being a
traitor Saurian, and Reminds Xolotl and Atreus he Chased Their great pleasure in His past. He Has nothing
disdain for Eolim goal, always quick to flee the fighting. The Pyrim Gets Treated intolerant, while others begin to
insult em. Only Aziz Does not APPEAR to be a victim of Their jeers low. He marriages to calm the Eolim
Reminding her welfare brought` That water in _him_ When He reveled in the stream.When he sets out the
beautiful sacrifice of Lilith the Black Moon to save the Nephilim, the Pyrim subsidies in turn. Then Aziz marriages
to calm down all the immortals. Apsarâ Then reappears, and Aziz Told That He Has successfully completed the
start de son initiation. It must be able to guide the Harmonizing of various immortals em. Aziz Does not Perceive
the rictus de son Who friends all look a conspiratorial air, proud of Their new guide. Then the nymph Sara
Explains the next step.
"You must go to the North to Ahmedabad. Aim along the way to stop you-have in Palitana mountain forest to the
eight hundred and sixty-three temples, qui will begin the search for one of your brothers. "
The group leaves Gharapuri to the harbor of Bombay. That feeling Xolotl His quest will Palitana, Helena Asks to
read in His Hand. The old woman Does not dare to touch His Hand, and just after-Merely viewing it states:
"From darkness Emerges the Apocalypse. "
oOo
During the return trip, the Nephilim trust on the visions They Experienced while crossing the water curtain.
For once, the Onirim takes the first speech.
"I ENTERED this cave staring into the future. Two entities Awaited me Kunlun and Morpheus face to face, goal I
Passed Them without stopping. A level I felt scratched by Kunlun while the side of Morpheus I felt an unrivaled
fluidity ounce. I Then Akasha Akasha saw an infinity of Such a labyrinth That I modelais as we model clay. I
Realized That Morpheus and Kunlun Were only two steps. I have to keep in magic, Because It will bring me a
lot. "
The Pyrim Astonished Atreus trusts Easily, Then takes over.
"I found myself in the Sami pitch as my guide, Beast Chrysopéen. I saw master alchemy Throughout His Great
Work, Creating Automatons, shaping the material. I Was in an anchor leading to Akasha Alchemists,
Arkhémia. Then my guide Told me, telling I was I on the right track, Having Learned to control myself, I had aim to
Become a leader, Following His example. in order to unify the group. aim for first That I had to help my friends in
Their respective quests. "
Xolotl Tells Them de son vision, qui Seemed confused _him_.
"I saw myself in the middle of humans and Their Ka-Sun, sublimating my Black Moon. I Had Them and They
Were me. I Was balance. "
By Ira contre stubbornly refuse to unveil Their visions Claiming que le water curtain HAS Given _him_ no vision,
and Edhergal remains very evasive in His Way ...
oOo
Immortals landed again in Bombay, and decided to hold a council in the trailer Aziz to determine the future of
Their quests journey. They earn a deserted street, well out of sight and earshot. Then Anwar to Proposed
organizes first skirmish Against the leader of the faction of Mumbai Sikhs, Punjab Akalashtali to deliver Pyrim

53
Chaya. Indeed, the patron saint of Metallurgists Could _him_ teach the art of forging, and enable THUS _him_ to
forge the famous kris Necessary to Aziz. He Asks Then the Gypsy if he can count on His people, he rejects the
goal plane, Saying That Gypsies refuse to confront Directly a Minor Arcana. Atreus is not favorable Either to this
perilous enterprise. Xolotl only Seems To follow His friend Pyrim. Ira Decides to take the air to better Reflect goal
When He opens the door, a woman was just about to hit it! Surprised, Ira Asked His identity and intentions. This is
an Indian woman named Ambika, with long, red nails, cat-pupil eyes, dressed in a bright red sari. Hearing Ka
Xolotl let _him_ hear the song of her sister, Ambika goal Seems To fix the Faërim.
"You are not alone in Bombay. I'm on the committee came home to fetch your colonialist intentions. Besides, you-
have-been Know That monitoring from Europe. The Nephilim just landed today. Goal I leave you now. See you
soon. "
Ambika Then restarts and Immortals are questioning His words. They are interrupted by a noise coming from
Their team, for fear of neighing. Then spring will aim fails to do tear the head by a huge obese and misshapen
arms, greenish and a strong odor of seaweed and dead fish! Quickly he closed the door, the goal thumping beat
on the door, and the back of the cart, while the horses are attacked This Reviews another by hideous arm. Inside
this precarious shelter, They try to put a map Developed When the door literally shattered by a fist That strikes
Xolotl in the chest! Aziz's family has Began dance That will Increase Their Their movement, to escape the
threat. The Faërim flees in front of the team, just missing Being crushed. Another arm breaks the back door of the
trailer and Both arms while Threatening to crush the caravan as in a designed of flesh. Atreus Decides to cast a
spell to escape this trap macabre.
"O Morpheus, my guide, to follow your path I model the reality to make dream. Check out this wood Become
mud. "
Obviously, without the resistance of wood, both, arms warmly close, fortunately the empty! Immortals can finally
see Their attackers. They are hideous women, end extensions, the greenish skin, and overweight and oversized
arms. They are three, encircling the Onirim the Eolim the Pyrim and Selenim. Nearest Atreus grabs by the head
and throw it to smash the skull of the Neighboring building, about ten meters! Edhergal tries a spell to clear the air
of the lungs of the Black Moon monsters, aim it gets directly in response in the liver qui sounds emptying her look
her own lungs! Anwar, before the inefficiency of ict alchemical formulas, determined to reconnect with old ways
and His attack opponent with the sword His goal with ridiculous efficiency. Xolotl Decided to sacrifice Reviews
some of icts gasoline to merge with Several parts of the imago, and he gets a huge cock, one arm with four
tentacles surrounding a pile, and broad wings. It was purpose At That moment qu'Ambika Decides to end His
warning and Dissolved in a greenish magma sheaf purulent three creatures Dark Moon, to the despair of
Xolotl. The battle's din to draw a crowd of onlookers, Who are quick to ask what happened, and the origin of this
green and rotting rubbish That covers Reviews some of 'em. Atreus purpose use charisma Shira and Indian
advise 'em to leave as soon as possible, before the arrival of the English. Then the Immortals are scattered in the
streets to the port, to better clean this abomination of Black Moon. Anwar Decides to use the knowledge of
secular religion to Understand This warning. Atreus, by ict simulacrum, Told _him_ que la Were three women
Dakini, women Following Kali Who Were scary giant body Whose Sometimes ended in fish. Anwar Then think
back to Ambika, the Embodiment of Parvita Who used her incredible beauty to demons lead to death. She Told
Them That She Was a virgin and she Fought as a person. When They Approached to fight, she destroyed em
time immediately with a loud sound And Then turned into Kali to kill! The Pyrim can only recall the words of the
Sikh Who called Expired the Faërim "Raktabija" and history linking this demon Kali.
The be hiding in the body Raktabija Would he? Was it a lizard hunted by Selenim India? Many issues And Few
answers. In all cases, the instability of the Ira pentacle is a permanent hazard to watch for ...

The sound interspersed Doom

Feeling Clearly That They Are not welcome in Bombay, They Decided to leave as soon Palitana. Purpose
Knowing the mountain to the eight hundred and sixty-three temples is a week of walking northwest, They go to
the market of the city, near the camp of Gypsies to buy outfits more suitable for exploration in the forest, as well
as weapons and Food.Anwar is exercised to Its New clothes to make swords for Who desires it. Departure is the
morning after the altercation with Ambika. They line the coast of the peninsula, on the trails passable Almost,
ALLOWING horses slow forward by Gypsies. The day after a quiet night, the Onirim like something out of an
ecstatic trance. His behavior is strange approach to the forest. Aim the tired, the group is paying much attention to
and Decides to get into the jungle, leaving behind horses That can not venture on the roads as inextricable. This
forest is really dense to the point That Anwar must transform His cane machete. After two days of plodding, reality
catches up to Their images. Anwar, Xolotl and Edhergal Suffer severe diarrhea while Victor's brother, Aziz, is
Suffering from high fever Suggesting malaria. Anwar painfully marriages to cure with the knowledge of her idol,
purpose he can not do anything for His Brothers. In His unsavory terms, continuing the trip, purpose is
considerably lengthened as the frequency of breaks is significant.Fortunately, the morning of the eighth day, a
ruined temple stands of forest. This is the first of eight hundred and sixty-three temples. It Consists of circular
stacked stones, Giving It a conical appearance. The Selenim feels in tune with Palitana. It is deeply appeased. He
Spends Ka hearing to find four beautiful songs of Black Moon, from the four corners of Palitana, southeast and
west, Northeast and west. All --other temples emanates residual singing, as if the real master of the house was
not there. By dint of listening, Xolotl Perceive subtle differences entre les songs. In the Northeast, he perceives
hints of funeral marches. Northwest, singing is disjointed, housing decay. In the southwest, the song is Resigned
and cynical. Southeast, human sounds sccm sprinkle a song That Seems more tenuous. Xolotl Becomes Their
guide in this place and Decided to go first to the southeast, to human singing sounds ...
oOo

54
An atmosphere of serenity emanates from this sacred spot. The movement in the forest is Easier Because The
vegetation is less dense. Xolotl Easily find the temple Where the songs of humanized struts delight the ears of
Maudit. This temple is not in ruins, aim the light Seems To escape this place. Xolotl slowly Enters the temple to
discover the occupant sitting cross-legged in the middle of meditation. Her dress is a patchwork of French origin,
Indian, French and --other countries. His jet-black hair bound by a silver ring That lets' em fall in ponytail. His skin
is dark, Because of leaded appearance covered with a movie of Black Moon. It shows a huge smile. Xolotl
respectfully addresses _him_.
- Brother do you want me to join you in your temple?
- No, friend, let me Rather join you in the daylight.
The Cursed Then majestically out de son temple and looks mischievously Selenim.
"I'm not your brother, your eyes Deceived-have you. My old kind Was related to the haze. "
Xolotl Then Understand why the song Was So weak and human-sounding, goal aussi Took thesis Aziz words,
and released His kris to "cure" the sapmulo . Anwar goal overcalls.
- My brother Haze Know That this place is sacred and death That couldn't be Committed. I Understand your
desire furious, you Who ounce tuas your best friend fatally corrupted by the spirit of Black Moon to the conclusion
de son future sapmulo . Alas, here this must be guided Xolotl on the paths of Wisdom, and you-have to Intervene
... for now! No doubt one day you'll be washing the honor of your people, place and purpose are not Conducive
time.
- We the Gypsies, to rub shoulders too Selenim we are Likely to succumb to the temptation of the Dark
Moon. The essence of corrupt Haze Prevents our brothers form sapmulo reach paradise, and it is a duty for us to
deliver 'em. Goal I agree with your words, and I will kris in icts sheath ... this time!
So Xolotl request sapmulo secrets about icts gasoline, it is just simply aim Responds:
- I can tell you That You lures you about humans and Their Ka-Sun. Goal if you want to know more, my three
sisters will help you there. That goal before, I propose a battle Whose outcome will not be fatal.If you beat me, I
will help you more.
- I agree Because death is not the end, aim promised me never to give up if your death is near, you before I kill.
- Is. Let it be your will selon.
Then the sapmulo begin to prepare for battle by running a beautiful dance after-qui it splits into three perfectly
identiques clones, continuing to dance. Xolotl Smiled and Partially merged with its perfect double oven icts
showing tentacles wide and reptilian tail. Purpose now continuing dance, sapmulo Become identiques nine
clones, only one is true. Xolotl is in the middle of the dancers circle and the fight begins. Its tentacles, he grabbed
one of the clones to attack the other, Then sweaters His Head! Goal there is still mighty six clones That attack to
turn small skirmishes. Xolotl, already battered by previous fights, feels he: has a small luck to win, That grasp the
true sapmulo and leaves the luck do it. Purpose luck is On His side, and just before the new clone, others
disappear. The victory is His! Then thesapmulo Smiled and Expressed His secrets.
"The essence of Black Moon is so unusual That You keep the look as well. Know That in my own Ka-Sun, I can
create the Black Moon. Aim to learn, you-have to live Among Men, not you hide under a cult .So your source
Does not dry up, and your will power. Now go to the front of my three sisters to perfect your way to Agartha. In the
southwest you will find the Temple of Jyeshtha, goddess of bad luck, bad omen. In the northwest, the temple of
Nirriti, goddess of decay and disease, will be waiting. Finally, Northeast, you'll find the Temple of Mara, the
goddess of death. Now is That your quest to be successful."
Then sapmulo withdrawn to the shade de son temple.
oOo
Xolotl Then Decided to go to the southwest, to the temple of Jyeshtha. A scream echoes through the sky, and a
Ka vision Reveals the presence of effects-Dragonair, to human body eagles. Atreus draws on memories of Shira,
and Remember That thesis creatures are Garuda. Then Anwar calls _him_ the knowledge of mythology David
Cohen, Recalls and the legend. Garuda is a fabulous bird from Indian mythology, the son of Kashyapa and Vinata
and brother of Aruna, the charioteer of Surya. This is the gold vâhana vehicle of Vishnu. Garuda aussi can be
seen as a mythical vulture, natural air enemy of the naga, snakes water and earth. Purpose Naga and Garuda are
in fact only two incarnations of Vishnu, two aspects of the divine substance, in qui They Reconcile.
Purpose immortals do not want to commit Such a fight, Because every time Effect They faced year-Dragon, the
fight was terrible. All while try trying to move as quietly as possible, free of branches. The Eolim far passive
Rather, Decided to stay in this place to meditate, and let His companions go alone to the temple of ominous. The
path meanders entre magnificent temples and --other abandoned. After a good hour walk, They hear cries again
in the foliage.
A crow perches on the shoulder of Anwar, who is surprised! This creature Has Two pairs of wings, and a form of
human skull head. INSTEAD Pyrim goal Decided to stroke volatile than the hunt. Then the empty sockets set right
in the eye, Then will perch on the shoulder of Atreus. Upon contact, a putrid smell is like the marshy mud. Then
the bird goes to Ira, Who feels His pentacle try trying to tear! Finally, he lands on Xolotl And Then leave in the
Heights. While the nearby temple comes a creature covered with scattered feathers, the head of an eagle and the
reptilian tail.
"I'm telling you That I am everywhere at once so you do not believe me! Here I am Jyeshtha, goal I'm
everywhere. "
At Xolotl Recognizes words thesis Orkus His mentor. Orkus smilies and continuous goal:
"You have to learn the balance entre destruction and establishment. Most Selenim for destruction, qui leads to
entropy. The Nephilim, They must learn the destruction. Then together you'll balance. Your friend is Pyrim The
Most advanced in this direction. His destructive past Gives way to icts this creator. But here's my gift to your
establishment. From now you-have to paint your imago, and accomplish achieve perfection. Myself I once
Followed this path, and in the end I tore the canvas into a million parts. "

55
Following remarks thesis, he infused the energy of Black Moon in the body of Xolotl to enable it to full ict
imago. Then he Smiled at Anwar Makes _him_ smile, Greatly enjoying this cursed brother. Then Anwar
Understands que le group's balance is ensured by ict two extremes of Selenim and Pyrim, and so feels the Ties
That His Brother bind to Black Moon Strengthen. Then Orkus is for --other Nephilim.
"Onirim, the road to the lunar orb is long and winding As That leading to the unknown location. Faërim to get rid of
your burden, you must find Those Who resembles you. In Ahmedabad, you will find appeasement selon Indian
philosophy derived, namely the balance entre destruction, creation and preservation. Goal Ahmedabad is close to
Punjab, still free of the English yoke. There are So Many free Indians, and Many guerrillas burst. Punjab, land of
five rivers, is under Sikh control. Arcanum Stick tries to take control under the auspices of the English head of the
British East Indian Company, qui allowed the English crown to colonize India. "
Xolotl try trying to find out how to cure His mortal body, goal Orkus answers:
"The stasis is the only way to heal your body and you get to immortal again. Nirriti can help you there. I know
you're a Yohual Tecuhtlin, goal aussi you're a European Selenim. Take this dual affiliation to flourish you to
AVOID sinking like your brothers Who allow Themselves locked into jail Their temple. "
So Orkus / Jyeshtha takes leave to take refuge in the temple, and Immortals turn back to the meeting of Edhergal.
oOo
On the way, the small Shiva begins to cry with profuse screams while Xolotl Suffers the inconvenience de son
diarrhea behind a bush. All this noise Inevitably Attracts the Garuda is prepaid to pounce on the group OCCURS
When Edhergal, qui calls on the moon to change the emotions of the effect-Dragon to persuade _him_ to walk
around the world. After Xolotl Will Be Somewhat: recovered, the group takes the northwest road to the
mausoleum of Nirriti. This temple is in ruins, and on the doorstep is a man Whose lower body is very harmonious,
qui goal: has a wide lizard's tail, an arm with too many seals and covered with buboes, the torn jaw letting out a
frenzied language. A mouth is Located on Each hand. He speaks in a strange way, letting show first a shadow
and light duality and two distinct personalities share the Sámi body!
- Welcome my brother not WITHDRAW abject creature you why you come into this realm I am not His Brother!
- Jyeshtha Told me That I will find help here. I want to know how to heal my body so weak?
- You must go back in stasis but why do you talk to me I'm not a Selenim Onirim goal! I am an adopté
temperance!
So Nirriti addresses Atreus in languidly holding out her arms to open mouths.
- My brother, come to me, help me free myself from this grip. Give me your hands!
- Aim for a Onirim your body is horribly mutilated!
- What do you say? My body is perfect! The Arcane of Temperance Taught me to keep my body forever young
and beautiful.
Then Anwar spoke.
- Your Body Is That of a Selenim not a Nephilim.
- How dare you talk to me, you murderer of the Covenant of Four Elements? Thou hast hunted to the death!
- Now, Unlike You, I balance. Before I Was destructive in the past; Because I now work for establishment. You
claim you in a perfect body, Then look up!
Anwar exchange the appearance de son cane to transform it into a polished Surface That Reflects the image of
Nirriti.
- No, I'm not him! Morpheus, help me! I'm not talking about that traitor Morpheus Who-have driven us!
The voice of the Onirim Seems lost. Atreus Then Asks:
- What do you know of the unknown place?
- This place is unknown Obviously. It is home to Those Who-have escaped destruction.
Then Nirriti speaks again to Xolotl:
- If you want a stasis, you need the object That will house your essence. Then you will make you into my
temple. At the end there is a door That leads to the Anti-Earth Fears Primary, qui Enables you to find a pot
receptacle your REE. Rare Earths are the residues of your gas related to Orichalcum. I'll be waiting inside When
You're ready.
Nirriti returns à son temple, leaving a small voice whisper Onirim:
- Look! I can not control the movements of my body ...
Anwar and the Gypsies do not want to go into the temple, As They wait outside. Helena Took the opportunity to
look at the hand of Pyrim and go into a trance in qui She has the secret.
"You know the Guardian. His spot shoulds not be left vacant. "
Then Helena de son out trance and goes as if nothing HAD Happened, leaving a puzzled Pyrim.
For ict hand, Xolotl out an obsidian egg coat and a Engraved sun. This Will Be His future stasis. He Enters the
temple, Followed by Ira, and Edhergal of Atreus. The path to the door is dangerous. You have to cross a very
deep abyss from qui pierce Suffering groans. The only bridge to cross a razor blade is the extremely sharp
edge. Before the test, Ira, and Edhergal Atreus turn back and wait Xolotl accompagné by Nirriti. Xolotl Was ble to
cross the bridge holding the thread in His Hands and with a lot of cold sweat. On the other side, it moves in a
corridor Where absolute darkness reigns. He hears whispers and felt a hot breath flowing down His face. Aim the
creatures are intangible. After a moment it switches into space and made an endless fall, as His body Seems
frozen. After an eternity he falls into the mud, qui gradually begins to swallow. The shores are only ashes and
embers. Bubbles the faces of forms emerge to the area and erupt after-a pathetic howling test speechless. Xolotl
Then glides and feels the bottom and find the contours of a pot. Suddenly he snapped out of the Anti-Earth.
Meanwhile, Nirriti resumes His personality Onirim and addresses Atreus.
- My brother, why do not you help me free myself from the grip of this Selenim?
Then he looks Edhergal.
- Seraphim comes from Jaipur, the City of Winds.

56
At That Time Xolotl back of the Anti-Earth, ict with pot. It raises the ground up and it's future stasis. Nirriti Then
search the room, Complaining of the Mess Caused by the "other" and found a hammer and mallet Orichalcum. He
walks slowly Toward Xolotl _him_ Who offers her breast. Nirriti impales Selenim and gas pours through the stack
into the pot to to, Creating Rare earths That Bind to the egg obsidian to create the new stasis Xolotl. Following
this, Nirriti Seems completely Call lose His Mind and curls up on Itself, the flowing of ict various mouths drool ...
It's time to join the last temple.
oOo
Xolotl Following The dirge That leads Northeast. The group arrives in front of a huge mausoleum, the Temple
of Mara . The temple is beautiful, the entry Consists of arches. Goal two Indian giants are the guards. They armed
fleshless arm of a huge scimitar of Black Moon, They burned the eyes and wear a beautiful decorated bronze
armor of a gorgon's head. Xolotl tries to enter the goal guards barred her way. Then he says come from
the sapmulo , and he picks the wisdom of Mara. At thesis words, one of the guards goes into the temple and
returned shortly after-year with obsidian Bracelet For Each member of the group.
"You can come purpose you must leave all your weapons at the entrance under our supervision. "
Immortals run DESPITE Pyrim reluctant to leave His stasis, and enter the corridors of the temple. They hear the
distant Snatches of a conversation.
"Jela Martab ... you've seen much in Punjab ... the English-have tried to bring down the Sword ... there is
someone, I leave you in peace. I go out ..."
A woman comes Toward Them, carrying six arms wearing red nails and long, with open chest, her showing her
beating heart. Mara, the goddess of the dead comes Their way.
- What do you want me my brother Black Moon?
- I came to get your Sapience. I want to know where to find the Fates. Aussi I want to learn the art of necromancy.
- For the Fates, When You seek no follow Them When You See Them. And it will be soon. I can teach you
necromancy, purpose in return I demand the death of four dignitaries of the Minor Arcana Stick serving in the
British East Indian Company. You'll find 'em on your way in Ahmedabad Because That frontage Baton Attempts to
colonize Neighboring Punjab.
- I accept with joy this contract.
Then Mara Concentrated in His Hand a wide amount of Black Moon and Approaches Xolotl the front. He is
overwhelmed with thoughts explaining the art of necromancy. He now knows That he will find a cemetery in
Europe to talk and appease ict dead. All smiles he warmly Thanked Mara, Who Reminds _him_ just to honor His
contract. Then Mara turns to --other members and Expects Their questions.Anwar takes the first speech.
- I try to create around my pentacle protective matrix of Black Moon. Is this possible?
- It Seems To Me That Vulcans can give you an answer. By cons, you Hasten to ask your questions. Keep my
body as well, thanks to my heart is my stasis Asks me a lot of energy, and I have to rest.
Purpose --other members do not dare to ask all issues and decided to leave. They come out of the temple, pick
up Their weapons and decided to take without delay the road to Ahmedabad Where Faërim quest to take up.
oOo
Leaving Palitana, Xolotl is Suddenly caught in a dimension Where There is a blinding light, leaving behind a dark
halo persist. He discerns three distinct voices: the Three Fates.
- It is good That You seek balance, Because Black Moon is doomed to extinction, and the cult of Lilith. You are
Entitled to two questions.
- How can I improve my imago?
- As You Said Orkus, you-have to paint your imago. When it is perfect you can tear the fabric selon Then morphs
your imago. Each room, you still be ble to divide it. And so on, to infinity.
- Where is Lilith?
- Lilith is based in Babylon Where It mortify pending ict wake for the Apocalypse.
Then the light and stop Xolotl is back. He wants Purpose Because He knows que la Three Fates know everything,
and he shoulds ask Them Where the place is unknown! On this disappointment, the band hit the road to
Ahmedabad ...
The balance of the Trinity
The Immortals group move again Reviews towards the forest, leaving behind eight hundred and sixty-three
temples in Palitana to reach Their next course, the city of Ahmedabad. Progress is slow and difficulties due to the
lushness of the jungle. After a moment, They Realize more Edhergal goal the fickle nature of Eolim of the fact
That They Do not care about the disappearance. Shira remains behind the group, absorbed in her
meditations. Anwar, head of the group, Seems To Perceive the leaves rustling in the trees.
"My friends, the trees-have eyes ..."
Hardly Relayed information, punches fly heads To Each group member. Most dodging, Ira goal Receives a full
throat, and Xolotl is hit in the arm. Fortunately, thesis punches are small darts and injury is not serious They
reason. Aim the poison is the real weapon, and Xolotl time immediately begins to feel the first effects When His
arm Went numb with poison Directly Threatening His heart. This goal is only the Beginning of the
ambush. Bushes and trees emerge six men with fingers adorned with rings. On the wrist movement, They emit
Each has Orichalcum whip-hook, attached to one of Their ring. Victor Aziz and do not REMAIN without a term and
begin to dance When Their speed is Increased tenfold. They address one of the assassins, goal Aziz is left with
the whip clamped around her throat. Including Their kind of attack, Anwar will leave Voluntarily enter the whip in
order to impale His live opponent. Purpose he underestimates the effects of Orichalcum, and Khaïba Enters ict
violent pentacle, Preventing _him_ to Succeed His attack. The fight Then turns for the assassins, Xolotl contre
Struggling still poison. Anwar still marriages to free himself from the destructive grip by cutting the arm de son
opponent. And, just as They Came Suddenly ace, the assassins withdrew, leaving the way a deep gash around

57
the neck of Aziz, narrowly missing the slaughter! The fight Was So fast Shira That Has not HAD time to join His
companions to lend a hand contre thesis assassins trained in the murder of Nephilim.
Immortals move away from the website of the battle to regain strength and cure poison and wounds to prevent
prevention infection, When They Perceive a warrior approaching em. He wears a worn leather armor, yellow and
torn at the shoulder. His right hand is welded firmly clamped on the handle de son great sword, while His left hand
like the head of one of the attackers and the necklace he throws on the extended Pyrim at the foot of a
tree. Anwar allowed on the head of the murderer He Has to amputate. The Warrior takes off his dog's head-
shaped helmet to see His face and wild eyes of the Yellow Dog Who Speaks watching.
"Well luckily I'm here to protect your back! These dogs Would leave you no respite, and I need you alive. "
His words leaving no doubt about His hunt for the Lion Green, Yellow Dog Who Speaks goes back into the
forest. A closer examination of the course, and the Kali representative collar Gives Them the identity of the
killers. Thugs, worshiping the goddess Kali are in pursuit. Then by Anwar called Expired His sham To Understand
the motivations of this hunt, and he guesses That Faërim, regarded the reincarnation of Raktabija by the Indians,
is the target of this hunt, symbolizing the eternal struggle of Kali Against the Demon King.
The troupe Decides to hit the road with Anwar Plagued by delirious crises due to the recent plague of
Orichalcum. His friend Xolotl supports all Pyrim goal Decided to Spend the night in a makeshift camp in the trees,
in order to Avoid crossing the tigers In Their Sleep. Aziz, Bohemian Into His humor, hailed During the watchtower,
to tell Their puns de son own. One is de son jokes PARTICULARLY Pyrim.
"Hey, you guys know the history of the psschiit Pyrim? No? Well, one day a Pyrim falls for a Hydrim And They
make love. And the psschiit Pyrim ..."
This joke Has the merit of relaxing the tense atmosphere in the meetings of the day ...
oOo
After a night Actually quite calm, the band hit the road to Ahmedabad. Xolotl Was Held overnight carving a
wooden statue Representing the MOST perfect possible. That goal it is clear-even if the work is very pretty, it is
not perfect. Anwar, seeing the scowl de son friend, determined to use to accomplish achieve Some metal via the
magic statuette of a baffling reality, to the delight of Selenim. A hard morning walk in the jungle awaits Them,
Then They result in a single home to the city in the center. A majestic golden dome Dominates the city, while
north of the city has wide mangrove forest extends into the sea of green. Hardly the goal Performed first steps on
the ground, Ira Suffered a cough and spit a blackish nux qui scattered in a black veil of smoke. This smoke is
gradually Taking humanoid form. All around, the grass fades. A face is FORMED, perfect portrait of Anwar, the
goal face is marked with deep scars, remnants of Many battles. It has no ears, skin is streaked with color spray
vessels, aim His Eyes are blazing. It stands opposite the Pyrim, greedy look, Then drew His sword with a hand
amputated A Few fingers. Anwar feels que la condition is serious.
- Back off, abject creature. You are goal pale reflection of myself.
- Would not you rather, bad reflection?
Then the dark reflection tend His sword, Causing the duel Pyrim, qui falls into the trap Obvious. Once the two
swords contact, the reflection Smiled and literally melts in stasis Pyrim and his pentacle, pushing a little further
Top Khaïba Anwar. It crushes the Faërim gauze goal he Understands That evil gnawing Ira felt que la quest for
Faërim Could Threaten it. He THUS cloned into the Pyrim for survival.
Then Appears in the distance a face Who Appears headed for the Faërim. This is a very beautiful woman, in the
undulating gait, the purple robe covered with rattling chains, with blue skin, black and wavy hair like a sea. His
third eye Seems To fix Ira, while two others watch Immortals. At the sight of Pyrim, His third eye fixed Instantly,
And Then returns to Ira.
- Welcome my brother. I am Rudra, goddess of strangeness and marginality. I'm like you, Because I like you try to
undo what has-been done calculated previously.
- You also have visited the desert Kesh? Have you seen the Saami thing as me?
- Yes, I surveyed the desert Kesh looking Shai Hulud-of. I searched like you my Prince Zeus to make _him_ the
throne usurped _him_ Apollo felon.
- How Could You cure the disease That eats us?
- You have to search the Trinity to purify you. You have to strike a balance entre Creation, destruction and
preservation. At Each Step, you will see the fruit of your quest to reveal the appearance of the god Who
Represents it. A establishment you see Brahma. When the fury of destruction will Penetrate you, Shiva will
show. When You Understand The Meaning of preservation, Vishnu Then You guide.Myself, I only managed two
of the three courses. I'll try to finish my quest in the Gir Forest, the only forest of India harboring lions.
On His words, Rudra withdrew and headed north Reviews towards the mangrove forest. Immortals are thereby
dans le precincts of the city, in search of the Trinity ...
oOo
Before Reviews entering the enclosure of the city, Shira is able Some gold coins to buy saris for everyone to be
more discreet with outfits worn and dirty explorers. The remark Quickly Onirim year old merchant of used clothes
sitting on a carpet in the front de son shop.
- Whoa, old man would you Have some saris to sell me?
- Plague-you are! Do you think I'll sell her to you and to English Those dirty dogs That Accompany you good
clothes bills?
- My friends are not English, and quite the opposite They Are hostile. Besides Some gold Could it not make you
change your mind?
- Is. A gold Offering Could Obviously fix things. How do you wear?
- It Would take a dozen saris. Three gold coins.
- Three gold coins? It is an insult to my work!

58
Then Shira adds a fourth room and the old merchant Enters His shop, a smile, and _him_ Brings a lot of second-
hand clothes in good condition. The Onirim joined her friends, and dress all local color to better blend into the
crowd.
THUS They start to wander through the crowd to look for clues on the Trinity. A man aged que la Taught only
temple in the city is the dome of the sun, was built by architect Sikh Modhera.
The people of Ahmedabad cloîtrent is home to pray. They will find que la Brahmins in the two minarets of Sidi
Bashir ruined at the entrance to the city.
Their conversation is interrupted by four British riders Who Generously insult and strike the habitants In Their
path.
"Step back to Indian dogs! Bunch of varmints you push! "
Immortals prefer to push, Xolotl and Decided to follow 'em, some to discover the headquarters of the British East
Indian Company. This idea is Rewarded, and he Discovered the building to the east, seeing the riders get off
oven Their horses in the stable adjoining to the FVC Stick. Then the Nephilim go Reviews towards the two
minarets and climb stairs to the first floor of the first tower. Three Priests there, setting a deadly forest. They do
not sccm to be aware of the presence of the Immortals. Ira presents behind, and Follows a quiz to test to see if he
wants to fight the English. Purpose reluctant to Faërim That admitted he is ready to kill the English, and The
Priests are silent. The Pyrim tries luck His goal fails Because He Did not INTEND to kill the English. Then Xolotl
takes over, he says loudly aim to destroy all English. At That Time, Priests look and make em 'em to follow into
the next room. Ten armed men waiting for Them Because The Immortals Were or recruited to help harass the
English. They reveal Their two dignitaries live in the building of the British East India Company, purpose They
never go out. All-have failed assassination Attempts contre Them Because They APPEAR to be protected by
demons.Purpose Xolotl promised Them That They Will come to kill. A plane of attack is Decided. They will meet
in seven hours in front of the building, time for the family of Aziz to conceal the battle for all to see.Priests shoulds
cause has spread in front of the doors to enable the Nephilim to Penetrate inside. Immortals equip Themselves,
Taking the way-even a gun and several cartridges, as well as daggers and swords.
Their leader Aziz Then Asked If They know a way to heal wounds and Victor Their malaria. He Advises Them to
join l'autre tower Where Brahmins can help. Before leaving, Ira Asks Why They fixed Their forest with Such
intensity. The priest tells' em twelve sages, twelve Ascetics Who live in the forest waiting for the coming of the
wise, the Matmatah. With That, the group takes the bridge to the second minaret. They find there a group of
Brahmins, very poor, very hungry, order sccm to expect 'em, and Especially the Faërim.
"Welcome to you, my brother. You begin your quest. Easy is the path to destruction, purpose and personal
difficulties are the two other routes. "
Asked If They Aziz time immediately can cure the disease of Victor, and Ira Took the opportunity to show His
wounds. Anwar Decides to stay meditate in place to appease His Khaïba while Xolotl, and Atreus --other
members of the family Gypsies go to town to buy offerings to offer to The Priests, as well as materials to prepare
the attack. Brahmins prepare a decoction from the bark of a tree, bark, drink and do in Victor. They apply to
wounds of Faërim a mixture of plants That Soothes time immediately. Anwar Decided to return to meditative
trance. He takes the lotus position, and holds a dagger, the point balance is icts index. Slowly, he feels the
subsidy Khaïba madness, Then It Appears in the middle of a clearing in a forest Reminding Brittany. He is seen
shirtless, tattooed blue Celtic runes, hair tied in pigtails. Before a meeting _him_ stands entre two camps. It
Recognizes there the cult of the Dragon and the Major Arcana of the Force. It aussi Recognizes Gauvain, Merlin,
Pélinore. There is a majestic woman, a valiant knight, a young boy called Expired Owain and a majestic lion.
The woman, Morgan, spoke.
- Merlin, I do not know what your shenanigans, purpose They opposed the cult of the Dragon.
- Dragon Worship must stop in Britain, que le reign of the child prodigy, Arthurius Rex, to take place meets
Pélinore.
- Me, King Loth, will put all my honor Knight to defend at all costs the Dragon.
- Then I, Gawain, be the first to cross swords with you.
- The time of war is not yet come, Calmly Responds Morgane.
Then the Pyrim spoke.
- Why not try to live in peace in harmony. That I believe Britain is wide enough to Accommodate all of us. Our
wars-have we already too weak in the past.
- All hope is not lost, Then summarized Merlin, if the warriors of worship May Consider peace.
Then the vision faded, and Anwar is found at the entrance of a cave. A Powerful blast bathes the Pyrim, Whose
skin is burning and flaming tattoos. He keeps walking, drunk with power, only to discover a huge reptilian eye of
joy fills. Then all His wonder, he left the cave in a bright light and he returned à son in a body movement
destabilizes That, dropping the dagger. He stands up, His ardent fire exalted by visions thesis, he purpose That
Sees His allies-have already returned to Their Offering, and must fight que le begin in an hour. Gypsies-have-
been long outside the building, playing an impromptu show qui Attracted a curious crowd. Five hours-have
Passed During the trance of Pyrim. Then he Sees His Ira sides, aussi in meditation. Suddenly the aftermath
Faërim His body and rises violently. Anwar tells em His vision, And Then Ira Told Them His trance Caused _him_
meet Solomon and Hiram goal Because He Was rejected Kabbalah is not a good way to rebuild the Temple.
These prophetic visions, all go to the British East Indian Company. The Gypsies are a comedy show, Where all
chasing. The small Shiva, the opportunity to enter the building and deposit sand, prime ingredient of
Mandala. Shortly before the end of the ritual, Anwar is isolated from the crowd to use alchemy for combat. His
strength, His speed will Increase tenfold as His body is covered with a thin metal membrane. At the time Sami,
disruptive waving crowds shouting "Death to the English." Aziz and Victor Took The opportunity to launch into a
frenzied dance to ACQUIRE Heightened urgency. The fight begins. The four British guards posted at the entrance
start to panic, and one of Them Enters the building to seek reinforcements. At this time Victor and Aziz attack

59
together the two Closest guards, using guns Their contre Each Other. The soldier Struggling with Aziz HAS _him_
time to deal a blow of elbow, aim His Gun Was the instrument of the death de son companion. The third guard
fired on the crowd, and Anwar advantage of the time needed to recharge the gun to jump and break it _him_ His
vertebrae bare hands. Aziz finally knocked down His guard and three in the company of Faërim Onirim and go
inside. Xolotl, in the excitement, do not take care of the fact That it is only very Recently returned to stasis, and Its
sham Reminded of it by Projecting the shadow. An old Inca priest wakes up two centuries, His last memories are
preparations for a ritual sacrifice to the god Tezcatlipoca. He looks Helena and Victor as the messengers de son
god, and speak to Them in Nahuatl. Then it begins to scarify joy to offer himself in sacrifice. Then Helena tries to
reason with Such a loving mother up to qu'excéder Victor _him_ forced to stop. Then the shadow stops and
Selenim regains control. The Mandala of an effect, the building is no longer visible to people outside. The British
reinforcements will not arrive ...
The interior opens into a large living room Where Numerous hunting trophies adorn the walls. A majestic fireplace
is in the living room. Noise upstairs promised reinforcements arrived by the stairs. The Nephilim are Arranged in
the room so That They hit the Largest number of soldiers Before They Understand what is happening to
'em. Purpose They Do not detect two shadows, a ceiling and the fireplace.These shadows are humanoid face
covered in bandages. These are the masks, legendary warriors Stick. That ceiling is launching a lightning attack
Against the Faërim Who see nothing coming, and takes a long gash on His shoulder and a dagger in the
leg! Surprise it back, dropped a table for shelter and weapon gun Toward the stairs. Both masks stare at the
Pyrim, and begin with _him_ a deadly martial choreography. Their speed is phenomenal, and Anwar can dodging
as it is squeezed. At this time the soldiers arrived in the living room, Greeted by a burst of Ira missing the
target. Atreus waiting, guns and merges the first two soldiers. L'autre oven start right behind 'em and bring into
play the Pyrim. Aim the choreography is so fast That a single bullet touched, without hurting _him_ goal as far as
the armor deflected the impact. Both English dignitaries Took The Opportunity to Appear in turn. One of the two:
has a kris Orichalcum, and l'autre chanting an incantation. Victor Aziz and enter the circle of death of the three
warring sides manage to distract purpose only a short time one of the attackers. Anwar Took the opportunity to
launch a thrusting attack goal back Suffered a tornado of blades que la shears. Aim the risk is worth it, Because
one of Masks wobbles, ALLOWING Victor _him_ to shoot at close range, fatally wounding _him_ in the hip. Xolotl
seeing the invocation of one of the dignitaries graft the tail de son imago and launches an attack qui raises man to
regain better to fly and crash to the ground. Atreus Took the opportunity to sleep six soldiers, while Anwar, in
single combat, wearing a violent attack on the remaining mask, lacking amputate His arm. Falling à son knees, he
ended unceremoniously by Aziz. Seeing the disaster, the last dignitary Stick Committed suicide by plunging into
the heart kris His murmuring:
"We are everywhere ..."
Anwar takes advantage of the Mandala effect to heal through the amber of rebirth and enjoy Actually and Ira
Victor. During regeneration, Xolotl takes a sleeping soldiers with _him_ embark on the floor and torture to extract
her Ka Soleil. His Suffering is the measure of hatred That Xolotl door Stick ...
Then the Nephilim decided to search the building, but nothing Seems interesting, except a book Ira Located in
one of the bedrooms upstairs, "The Jerusalem Larménius of travel in the Akasha." Purpose he Has No time to
read a man with blue skin, black hair Held by a crescent moon pin and carrying a trident Appears.
"Who Sows destruction Shiva the destroyer called Expired _him_. "
Hardly pronounced His words, His trident Shiva plants in the torso Faërim ...
oOo
The world is troubled and Immortals APPEAR in the middle of a vast desert. Ira form of Sasquatch form of
Kabbalah. This is the desert of Kesh. Archimodion, the counterfeit dwarf Appeared.
"Well Pachad Surveyor, you create your door goal you still serve you shortcuts. You're decidedly distancias to
your original route. This is a good thing. Oh yes, I forgot, it'm useless to seek Shai Hulud, Because It is Who he
finds you. "
With That, Archimodion Disappears into the sand. In try trying to Understand what happens to 'em, the Nephilim
feel an enormous presence Toward em coming under the sand. A huge worm undulates Toward Them, and it is
too late to hope to escape. He lifts the sand and under em em takes on His Back And Then further Top back into
the sand. Finally, Shai Hulud, shows himself to 'em in all ict glory, huge sand worm with three rows of teeth. Ira,
Trusting approach to stroke the lord of the desert. The Therefore he knows He Has just received a major
invocation, Shai Hulud than the deep-Wind Kesh! Then the desert Disappears, Giving way to the home of the
stick. Will race the book and realizes it Larménius That this Templar: has a different philosophy de son
order. Where Stick advocates the destruction, he Seems to prefer the preservation and respect. Reading between
the lines, Ira Seems this man-even Understand That Would Have collaborated with the Nephilim. Purpose it is
time to leave this place, and Anwar boute fire to the building. Then They decided to go to the minaret ...
oOo
In the street there are still riots That break out here and there. Immortals go to the minaret goal soon Noticed
Anwar Thugs Who follow 'em. Gypsies Then Decided to perform a new dance ALLOWING em to mingle with the
crowd without Being seen. A strategic triangulation That They surround the Thug Who tracks Ira. Purpose ounce
in the minaret, the Thug stop stalking her. The troop goes upstairs to see the Brahmins.
"It's you again my brother. You have Passed the first course, the easier. The next two will be more difficulties,
Because They Are personal. In Reviews another minaret is a holy man. He May be reliable to help you in your
quest, goal he meditates for years without moving. for you to join _him_. "
Injured take the opportunity to seek treatment. Meanwhile, Xolotl and Atreus decided to enter into
meditation. After a while, the Selenim out de son trance Visibly disappointed. His vision Was pitch black, and he
Understood That He Had to make the link with the past to hope to see the darkness dissipate. Then out comes
Onirim aussi de son trance goal remains as mysterious about her visions.

60
So They Go dans l'autre minaret across the bridge That links the first stages entre em. A small crowd is waiting to
Congratulate Them. Now the revolutionary ranks grow, And They can continue the harassment of English. Atreus
entrusts Them They Could Some recover guns in the building. Then Ira learns about the holy man, and he learns
That meditate on the ground floor. So go down alone, leaving His brothers tell in details the exploits of the night
before.
The ground floor Consists of a large room in ruins, the center of qui is an old man in a lotus position, asleep in
deep meditation. Her skin is parched, dusty and covered with mold. His body is emaciated to the extreme, her
skin literally covering the bone. He wears a long white beard That Is dirty and unkempt. Decides to go meet her
through meditation. He Has something up strategy, respectful of the meditator. He feels time time immediately a
thin wire to create 'em. Purpose When He tried to focus His thoughts on an issue or topic, he feels the thread
Held ready to let go. Then the Faërim indulges abandoned and not think about anything. He feels His astral body
separate from the physical body in a state of narcosis! Ira goal Does not give in to panic, and includes the body
before it is simply a rubber stamp Whose owner is Certainly on the second floor. He climbs the stairs, still in astral
form, through the belligerents do not Who Perceive His Presence, Then goes to the top floor. In the center of the
room is the astral body of the holy man meditating, aim His appearance Is That of his youth, with a beautiful body
muscular and clean _him_. Ira Decides to meditate by positioning next to Itself _him_ goal down. After a moment,
a Nephilim in narcosis out of the wall. This is Vishnu, the god of preservation. This approach Ira, strokes her eyes,
Then nothing ...
oOo
The Immortals all suddenly find themselves in a filthy city, reminding them furiously of Mogad, in Pachad. They
hear a noise of bells in the distance and see all the inhabitants flee as if the devil himself arrived. Then, at the turn
of a street, seven species of monks, with their disquieting gait, their emaciated and grimacing face, almost
invisible, hidden under the hood patched in their shapeless dress, appear.They each hold a bell in their
hands. Immortals move away to let them pass. The monks go to a house where rattles arise. They enter, a howl
is heard, then they come out. They walk towards Faerrim. Ira touches them. The chief of the monks smiles, waves
his bell and goes away. He feels he has just received a new invocation, Les Sages aux bellchettes. On the other
hand the plague immediately covers his body, and Victor is infected with smallpox! Nice gift ... Then Mogad
disappears to let them back in the minaret ...
OOo
Ira reintegrated his body and decided to return to the Brahmans. His companions follow him, and they pass on the
other side of the bridge.
"My brother, you have just successfully completed the second stage, but I can not help you for the third. Creation
is totally personal. Think of what man can create. "
Ira remains puzzled by these statements, then goes to a murderous to look at the forest, pensive. Suddenly, he
remembers Rudra and his accomplishment of two of the three quests. Then the Faerrim understands. He must
create life, so he and Rudra will have passed the three quests of the Trinity. He convinces his companions to join
the forest of Gir, to the north, to find Rudra. Small paths traverse this forest of mangroves, and according to his
instinct, he finds Rudra in meditation in a small clearing at the edge of a pond.
- Welcome to you my brother. What is the pleasure of your visit?
- Like you I did two of the three quests of the Trinity. I understood the essence of the third quest. We must create
life.
- Indeed. I was waiting for you.
The companions of Faerrim leave them in peace, while Rudra begins undressing. At the end of the carnal act,
Brahma the Creator appears. It has blue skin and four arms. Each hand holds an object, a sacred spoon, a
sacred text of the Vedas, and a jar containing a liquid, and its last hand is free. He sits cross-legged on a large
lotus flower He speaks first with Rudra in a dialogue audible to them alone. Then he addresses the Faerrim.
"My name is Brahma. I am an alchemist, creator of my own Golem, serving the Pope's Major Arcana. You have
accomplished the three stages of the Trinity, the three facets of the same god. By this quest you have been able
to appease the evil that gnaws at you. You have understood that it is easier to destroy than to create, and even
more difficult to preserve the Creation. This alchemical liqueur will cure your evil. "
Then Brahma uses his hand holding the pot and throws the liquid on the body of Faery. He feels the evil which
gnaws at him, retracting himself into a shapeless point, a scar on his pentacle. He has the firm conviction that
past manifestations will never happen again, and then understands why the being has taken refuge in the
pentacle of the Pyrim. Then Brahma disappears, and Rudra leaves them to resume his way in the forest. Anouar
understands that he has just passed the opportunity to discuss the alchemical creation of the Golem with a
master who had succeeded in this way ...
OOo
The immortals roam for some time without apparent purpose, taking advantage of the benevolent penumbra of
the mangroves. At the turn of a road, they emerge again on a clearing. The sharp senses of the Pyrim make him
perceive rustling at the edge, and he distinguishes a lion with an emerald robe. The chrysopoean fawn appears
before them, and Anouar immediately kneels before his master.
- What goal do you pursue during this quest?
"I wish to explore Pachad to the end," replied the Kabbalist.
- I seek the perfect alchemical symbiosis, answers in its turn the Alchemist.
"I try to create perfection," Xolotl smiled.
- I try to understand my way, sighs Gypsy.
Onirim remains silent on this question. Then Anouar decides to inform his master.
- Green Lion, from Paris the Yellow Dog Who Speaks follows us to reach you through our journey. What should I
do ? Should I kill him?

61
- This body is not me. You will find me at the end of your quest, at Mohenjo Daro. I am aware of the Yellow Dog
Who Speaks. Do not do anything because I do not fear it.
At the same moment a noise in the near trees alerts them, the Yellow Dog Who Speaks! The Green Lion lets
Pyrim know that he will sow it so that they can continue their journey. The chrysopoean fawn throws itself into the
forest, followed by the insatiable old warrior.
The Immortals continue their journey and land in a new clearing where twelve sages in a circle are
meditating. They release a very powerful Ka-Sun. Ira decides to speak to them, but he only gets the answer:
"We are the twelve wise men who await the coming of Matmatah. He will come down from the mountain to open
the gates of his city, Shambhala. Then our human spirits will become one with all humanity, and our gilded thorns
will join the Solar Rose. "
At these words, Anouar understands that these men are of the Arcane Minor of the Cup, and that they want to
form a kind of Solar DrakAon. The Immortals decide not to interfere and not kill them and are about to leave the
clearing when the forest changes around them. The trees wilt, the grass fades, the streams dry up, and an
immense tree grows very rapidly in the middle of the clearing. This ash tree is several tens of meters high, and its
branches are a metallic structure bristling with needles on which creatures are impaled. These humanoid bodies
are traversed through and through by these piles and the pain they feel finds expression only on the features of
their faces. They are frozen in a long inaudible cry, unsatisfied, eternal. At this sight, the Immortals can only wish
that the torrent of howl comes to life and escapes from their lips. In the shadow of the tree he distinguishes a
vague human form, imposing enough, but which seeks to remain discreet. Despite these precautions certain
details can not escape them. Its enormous body is caparisoned with metal, sharp blades arise from all its surface,
and its eyes shine in the shadow like braziers that fail to illuminate its face.
"Welcome, future Kabbalist of Pachad. I am the guardian of the revealed Tree of Life, the Lord of pain, the one
who watches over the empire of the senses. To begin your initiation, you must definitely sacrifice one of your five
senses. I leave you a moment to choose which one. Ah ah ah ah ah ah! "
Ira seems surprised by the imminence of this choice. He remembers the words of Abraham in Mogad, who had
lied to him by saying that he had burned his eyes in the sun of the desert of Kesh. Then Ira smiled, his decision
made.
- Is. I agree to part with my five senses.
- You want to lose all your senses all at once? Faith, you are very courageous. But I accept your offering with joy
!!
Ira's eyes dry out very quickly, then necrotize. His eardrums burst and his auditory ducts close. His smell
disappears carrying with him his intuition. His tongue necroses and swells, carrying with his death his vocal
cords. His skin shrinks, and his movements become disorderly and uncontrollable. Then Ira is caught in the void,
followed by a fall to see him impaled in the Tree of Life revealed. The suffering is atrocious, but no sound
succeeds in crossing his lips. He tries painfully to disengage himself from the metallic needle, and succeeds in
falling into a river which did not exist a moment ago. Seeing nothing, feeling nothing, Ira is tossed by the current,
and then is laid on the banks, while he was on the brink of drowning. Strangely, the sounds and images of
Pachad are accessible to him beyond his senses. It is located in the Palais des Délices. To his left, kneeling, is
the Apothecary Sabathiel. And before him, seated on an immense throne is a man about ten meters tall, dressed
in rags and wearing a crown. It is the Beggar King Harabel. His gaze is lost in the vagueness of his
thoughts. Then he notices Ira, stares at him and smiles. The Palais des Délices becomes blurred and Ira regains
the world, deprived of its senses.His companions saw him thus mutilated, but releasing an incredible power, gift of
the King of the Palate of Delights. Ira addresses his companions in an excuse, and announces that their next
destination is Jaipur, the city of the winds. But the discussions will be difficult in the future ...
Khaiba
The group continues its walk in the forest of Gir, wondering if they should go in search of the Eolim, because
Jaipur, the city of the winds, seems to be his future quest. Anouar seems disturbed, under the influence of the
progression of his Khaiba. Suddenly, they feel a presence behind them. A group of three known beings makes its
appearance.These are Malphas, Milon and Danae, the Major Arcanum of the Devil. Malphas is a handsome,
bare-chested man wearing black trousers, and walks barefoot. His mouth is rotten. He wears a pendant, a circular
cage decorated with punches. He is accompanied by Miron, a man with earthy skin, who caresses and creates a
stone under his nails, and by Danae, a multiple vaporous form. All stare at the Pyrim, then Malphas gives him a
big smile from his putrefied mouth.
- Well, Pyrim, we meet again. The call of the Cursed Flame has led us to you. Before madness burns you up, I
suggest you join us.
- This offer is enticing, but I am here in India to accomplish a work begun centuries ago. I have to finish it.
- The Devil is not incompatible with your quest. The power of the Khaiba will be exacerbated in you. Your fire will
become a fire, and your power will be multiplied.
- But I'm already affiliated with the Green Lion. I can not join a Major Arcana.
- I have not met him for a long time, but the Green Lion preaches the understanding between the Arcana, all
Arcana.
"Then, at the end of my quest, I consent to join you, before the madness defeats me."
- Is. Take this as a pledge of your initiation.
Malphas takes his pendant and gives it to the Pyrim, under the stunned gaze of the other immortals. When it
closes the hand on the cage, black ribbons envelop it completely, then three other ribbons go towards Xolotl, Ira
and Atreus. The cage imprisons them and seems to close on them, before gipsy bohemians! Then the black is
complete, accompanied by a feeling of endless fall ...
OOo

62
The fall seems endless, and at the end of an interminable time, they land without apparent shock on a carpet of
more or less human bones. There is almost total blackness, leaving only a faint gleam to try to find out. Ira has
recovered her five senses, suggesting that they are in a subtle plane. Xolotl concentrates and exercises his
hearing Ka, and he hears a howling of Black Moon. They are in an Anti-Earth, and they all gaze at the Pyrim. But
Anouar seems to be prey to an internal conflict, struggling against the hold of the Khaiba. In the sky, bluish
fuliginous forms fly with majesty, releasing a strong aura of Black Moon. Disturbing sounds come from the depths
of the ground, when their eyes finally adapt to the darkness to see giant worms, Dholes, a hundred meters in
length for a score of meters in diameter. But one of these creatures saw them, straightened his head, and spat an
acid magma that encompasses Xolotl! The Selenim begins to feel gnawed, and decides to spread its wings to dig
out. But the Dhole does not stay there and lets himself fall on Atreus to crush him. Luckily for him, the bones
cushion the impact, but he finds himself under the worm that begins repasting to crush it. Then Anouar takes out
a dagger and targets the center of the head of the worm and makes fly. The Dhole stands up violently, then sinks
into the bones to escape. In flight, Xolotl observes the scene to try to navigate. To the south and east the bones
continue as far as the eye can see. To the west, he thinks he recognizes a very dark gut. To the north he sees an
immense cathedral of bones. They decide to go there, avoiding the Dholes on the way. At the top of the cathedral
is a monstrous hydride between a human and a dog, with prognathous and sharp jaws, yellow eyes and a coat
covering his black body. It sniffs then emits a guttural flutter.To this alert, a being, perfect version of the hybrid,
leaves the cathedral. He is accompanied by servants of the same appearance as the sentry. He expresses
himself in Nahuatl, and blesses them in reverse.Xolotl is busy translating to the Nephilim and talking between our
name.
- We come to participate in the initiation of the Pyrim in the Arcane of the Devil.
- There is no initiation here. Only survival counts.
Then Atreus begins to sing a melodious song to enter an Akasha. The effect on the hybrid is immediate, and he
does not like it.
- But what are you doing ? We are in an Anti-Earth, the bottom of the abyss, drowned in a network of Anti-Terres!
Atrée recovers and plays a cacophonic music.
- Why would the Devil have practiced the initiation of an adopted future in an Anti-Earth?
- But Shaitan his Prince has found refuge in an Anti-Earth after his break with Princess Moor. Only a nightmare
can shelter his madness. From this Anti-Earth he recruits Black Moon creatures.
- We have to get out of here.
- Maybe I can help you. Here I am the king of ghouls. I create perfect beings from humans who fail here. One of
my creations disappeared before I could model it in my image. She has gone astray to the gut that leads to
Abhoth, the source of all impurities. Bring me this child, and I will open the door of another Anti-Earth. But do not
approach the source too much, and beware of those who guard it, the Pale, the Ghast.
- Is. We'll help you. But what are you going to do to this child?
- I want to make perfect this loved one, this ghoul formerly human. I want to make him go the opposite way of
evolution, between man and the beast, so that it is in my image.
The king of ghouls blesses them again in reverse and returns to his cathedral, followed by his servants. Atreus
begins to model her body to give it the structure of a bird, with hollow bones, pockets of air, and membranous
wings. He flies painfully towards the gut of Abhoth. Xolotl takes Ira by the shoulders and also flies towards the
gut. As for Anouar, half-mad, he rushes through the bones with an alienated laugh, in contempt of the Dholes he
easily avoids. They see at the foot of the gut an encampment of about thirty creatures three meters tall, bald, with
a black coat and clawed hands. Xolotl, Ira and Atreus land at a respectful distance as Anouar starts
fighting. Xolotl flies quickly to the Pyrim and retrieves it, but squads of Ghasts head for each immortal. Anouar
prepares himself by using some potions, and discovers with happiness that magic is accessible to them in this
Anti-Earth, contrary to habits. Then Xolotl deposits it at about fifty meters, while he invokes a Kabbalah armor, the
powerful cuirasses of fire and a dark red plate armor, close to the hardened lava is formed on his skin. Then he
goes to the five Ghasts, and the fierce fighting begins. These creatures are very powerful, and one of them bites
the shoulder of the Pyrim and remains hanging there. He sees eight creatures move towards him, and he begins
to draw a pentacle to invoke the Golem. A beast of rock and metal, two meters high, with a powerful musculature,
a body covered with kabbalistic runes, and bearing the word enocheen on the forehead, appears. He moves
slowly but steadily towards the enemies whom Ira has designated to him.The Ghasts throw themselves on him
and try to lacerate him, but nothing seems to start him. The Golem seizes the monsters one by one and crushes
them with disconcerting ease. But a new squad of seven Pales is already heading towards Faerrim. Xolotl flies to
the rescue of the Pyrim while it is slowly submerged by the mass of the assailants. Another Ghast grabbed him by
the throat, and another bites his leg.He managed to rip the first monster, and impaled the one gripping his throat
with Selenim's help. But he sees three new Ghasts attacking him, when suddenly Anouar yields under the number
of assailants and die, his body becoming evanescent. Xolotl finds himself alone in the midst of the monsters and
succumbs in turn, having broken the neck of two of these Ghasts. But his body and his stasis remain in the Anti-
Earth. Atreus throws a sort of confusion on the first three Ghasts, which are revived. Then he pulls out his gun
and tries to knock down one of the monsters but without success. He decides to run towards the gut to try to close
it behind him. His fate fails, but he runs in search of the child, pursued by the Ghasts. He finds it, but it is stuck in
a gelatinous mass that seems to explore it. Another mass descends from the ceiling, and becomes a copy of the
child with a face screaming a mute cry, and oscillating slowly. Other ectoplasms line the wall and throw
themselves on the Onirim, engulfing it, with pseudopods trying to creep into his nose, into his mouth into his
ears. He incites a last spell to take away all fear of death and throws himself towards the child to get him out of
the sticky mass of Abhoth.He succeeds in extirpating it, but it is too late, for the child is completely catatonic. Then
Atreus gives up the soul, crushed from the inside by the filaments of the source of all impurities. But his body, and
therefore its stasis, dwells in the Anti-Earth. Ira, the only survivor, invokes the Sylvains of the forest of shadows on

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him, and a regenerating vegetal armor covers him. It throws itself with the fury of despair on the Ghasts, but it is
quickly submerged by the wave of creatures and dies jagged, leaving in this Anti-Earth its body and its precious
stasis ...
OOo
Anouar wakes up in the forest of Gir, with his stasis and the simulacrum of David Cohen. He is surprised because
his death should have imprisoned his body in Anti-Earth. On the other hand, he sees his companions returning
with new simulacra and without their stasis! Xolotl and Atreus have borrowed the bodies of two mahouts, with
their elephants, while Ira returns to the body of a fakir trainer of cobra.They seek at all costs a way to return to the
bottom of the abyss to recover their stasis, when a sphere of light appears above them, then falls to burst and let
the voice of Malphas escape:
"Thank you for your stases ..."
Everyone turns against Anwar, suspecting that he has plotted against them, but they come to the reason that the
Devil trapped them to have a bargain for the Eolim to settle his accounts with Shaitan. But the Onirim, drunk with
anger by his fear of narcosis, exercises his habit on the Pyrim who falls asleep under the shocked eyes of the
gypsies. Atreus takes the stasis of the Pyrim and entrusts it to Aziz, who performs a dance on her making her
invisible. The group takes the direction of Jaipur, the Onirim having loaded the Pyrim on his elephant. Anouar
wakes up shortly afterwards and realizes that his stasis is no longer on him! He yields to the drive of the Khaiba
and looks with murderous eyes on the Onirim, but the gypsy takes him aside to explain that it is he who holds his
stasis. Anouar demands to get her back on the spot, and Aziz tells her she's in his hand, while Anouar does not
see anything. Coleric, Anouar uncovers a mandal to Aziz, which makes him fall, and demands to immediately
revisit his stasis.Aziz continues to tell him that his stasis is near but he reaps a second mandale. Then Aziz puts
her stasis in her hand, and tells her to fix it around her waist. Then the Pyrim gradually regained his spirits and
relieved Aziz. Then he takes the lead of the group, grumbling in his beard his imminent madness towards
Jaipur. But Onirim starts to play a strange melody on his Ocarina and all immortals are found under water ...
OOo
The Immortals find themselves in a subtle plan, an Akasha. It is a desert of sand where the air is only water, but
breathable. Their movements are those of men struggling under the sea. They can also communicate with each
other. Very soon, they observe the surroundings. An immense black rock pulsating evil, emerging from the
iceberg, stands in the center of the plain. To the north stretches an algae forest. To the south stands an imposing
pyramid. To the west is a devastated garden, encircled by an emerald grating. Towards the center the mass of an
imposing castle stands out. Finally to the east is a majestic tower with five pillars. But the meteor of Orichalque
attracts them in the first place. All touch the stone and are penetrated by a powerful vision, leaving them pale. The
beginning of their vision is common. They have seen that this contains is Atlantis. They were in the glorious days
when there was no Orichalque. In the center of the plain, they see a tetrahedron that shines with power and
wisdom, the Axis Terram. Then a meteor of Orichalque falls on the point of the Axis Terram. Then their visions
become personal.
Xolotl came to Mexico, he and his family dissolved by the gaze of 666. Anouar was eaten away by the Khaiba, in
his devastated laboratory where he gave life to the Golem, a creature capable of transmuting matter between his
fingers . But this creature has taken over the Pyrim. Then he saw himself in a future, in the city of Lyons, lying on
the ground, disembowelled by his friend Thugain. Ira saw himself before an immense being, with horns, leaning
on the body of a human being. Ira thinks it's Baron Saturday in Haiti. But when he went to him, he saw himself
dissolve in the river that surrounded him. Aziz was omnipresent, but fragile, swept by a breath, but he saw the
elements become one, one power. The Onirim remains pensive about his visions, preferring to meditate to better
understand them. Then a mineral track emerges from nowhere:
"Time is only a concept of the equation. "
Intrigued, the Immortals decide to explore this world. Atreus observes his compass, and sees that this Akasha
occupies half the surface! They go first to the devastated garden. A magnificent grid of emeralds braided the
circle, and the only access is a portico. Inside, everything is devastated, the bushes seem burnt. Then a lizard
head emerges from a tree, then a second belonging to the same body. This creature observes the immortals with
an extremely intelligent air.
"It's been an eternity that I've had no visit. My name is Amphibes, a Kaim which the fall of Orichalka forces to die
at night to be reborn in the morning. I was a Custodian of Ka-ia.
Then his two heads are fixed on the Onirim and the Pyrim.
- But I see among you two disciples. The DraKAons are from Atlantis. The Great Green sleeps in its lands of
Britain, while Kunlun impaled on the eternal mountain, bathing with his breath the Malodred, who had to protect
Asia by becoming Shen.
"What can you tell us about the Golden Path?" Asks Xolotl.
- Experiments on humans have been carried out here in Atlantis. But some Immortals have refused to follow this
path, like the Wuwakan, Selenim, Onirim and Temperance. But this knowledge has been crystallized in the Solar
Umbilic, which has become the source of all knowledge.
- The Solar Umbilic?
- Alas, the Orichalque gnaws my memory, maybe the visit of the remaining ruins of this Akasha will teach you
more. But be careful because of the well regularly come out Orichalque creatures come to complete their work of
destruction.
Suddenly, Amphibes looks behind them and takes refuge in the shelter of his tree. The Immortals turn and see an
immense Orichalque creature, a shrimp four meters high, with four appendages terminated by pliers, and two
others serving as legs. The Immortals decide to flee, but the Ronax lacerates at the passage Anouar and Atreus,
leaving the Pyrim to plunge entirely into the Khaiba. They decide to go to the castle, closely followed by the
Ronax. The palace has a pretty chiseled dome, and on its walls are engraved bas-reliefs where they discern Circe

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and Poliorcete destroying a Saurian. Atreus deciphers a cartouche in enochéen where it is written "Archontes de
l'Aube". The entrance is overlooked by a majestic sphinx protecting under its wings of humans. A corridor
guarded by statues of women in gold, blindfolded, weeping blood, sword in hand leads to a large hall. Four small
rooms are located on either side of the corridor. The walls are realized in a magnificent marble where are carved
four elements that intersect. The Moon is absent. In the main hall there are three broken thrones. Xolotl sits on
the central throne, and is possessed by the spirit of Poliorcete! He invokes an archon to seize the Onirim and
invites the Pyrim to sit on his right. Anouar feels himself possessed by the soul of Circe and behaves as
such. Then Ira goes to sit on the vacant throne and becomes Ashurban, Prince of the Emperor. One of the
archons brings a message in the form of a crystal partially eaten away by the Orichalque. Once activated, a
hologram appears. A being wearing a magnificent armor of crystal, with an articulated helm covering his
vertebrae, and an iridescent cape whose colors change with his movements, makes a report.
"A Herald of the Quintessent Scheme has succeeded in cleansing the Ka-Moon from the stain of the Black
Moon. It must be exposed to a Pure Moon field. Thus, Morpheus wants the end of the Tutoring of the Four to be
pronounced because there is no more place to ... "
The report stops abruptly, and Poliorcete and Circe are enraged against Morpheus, while Ashurban seems more
conciliatory. Each Kaim orders his archon to confront each other, then the lances clash and the spell
disappears. Xolotl search the adjoining room and discovered a row of holographic crystal but all are gnawed by
Orichalcum, but one that is only partially. He decided to consult him.
"Report of the Coronial Wisdom. The Golden Path can influence the magic fields. Another field disrupts the
study. It must be included in the equation of the Path of ... »
The report stops abruptly. Is the magic field Orichalque or the Black Moon? Or another stranger? The Nephilim
decide to explore another room. A magnificent gold armchair depicting a supplicating human is standing in the
middle of the room. Xolotl decides to sit there, but it's a pump Ka-Sun triggers the entropy of its core Ka-Lune
Noire. They go into another room where two concentric circles are on the ground, encrusted. In the last room,
they see on the ceiling a geode representing the sky.
The Immortals decide to leave the castle to go to the forest. There are no more traces of the Ronax. They hear a
mineral track.
"Did you get all the answers to your questions, surveyors of the First Walk? Would you like to go on the Second
Walk? "
Then the Onirim followed the other way back and headed towards the pyramid. It is immense, and the interior is
devoid of all magical fields. A corridor descends underground to debouch in a vase room where many corpses are
piled up. A gigantic pal has skewered a hundred human at the heart, in a single movement. The walls are covered
with enochean scriptures. Atreus understands that the carnage is studying three Ar-Na-KA, Dancers Wheel Solar,
the Chrysolites and Trainers. Three visions of the Golden Path. The Trainers participated in the improvement of
the human body and are the ancestor of the Chariot. The Chrysolites hoped to amputate the Ka-Moon of the Kaim
by means of the Ka-Sun. Dancers Wheel Solar advocated a symbiosis between their originally Arcane of the
Empress, the Sun and the Hermit.
Then, not wanting to disturb their pentacle any longer in this pyramid, they emerge and enjoy with pleasure the
contact with the magic fields. The shock is such that Xolotl manages to get out of his entropy.They are heading
towards the last ruin of Atlantys, the tower. In enochéen is engraved on a cartouche "Pourvoyeurs d'Esprits". The
entrance is a staircase that leads directly to the first floor, a vast room that encompasses the entire floor. On the
other side is another staircase. On the floor is an immense carpet representing a great sun around which the five
elements gravitate. As soon as the group enters the room, sliding doors close, imprisoning them on this floor. A
metallic voice resounds.
"Welcome, humans, in the Mindservers program. You are alive. "
Scarcely had these words been uttered, that all felt a deep suffering, as if they were stabbed on all sides.
"You feel emotions. "
An insatiable hunger and thirst beset tenacious, like something Directly Manipulating Their brain.
"We must quench Those feelings. "
Hunger and thirst disappear.
"You can move. "
Worms under Their skin begin to move from ignoble way.
"You can move in this room like the worms. "
Them all to stop and begin to move in the room.
"You exist. "
For hours alphabet and pronunciation is Taught.
"Here. The first course of training is full. Now humans, you are awake. "
Sliding doors open again and traumatized group Went to the second floor qui is a dead end. This tower is a trap
for humans. Ira Understands That this tower is an idea of Ashurban. At least this experience try trying HAS
Taught Them Understand and speak to énochéen, and talk with the Faërim Will Be Easier in the future.
It is time to leave the first step leading to the kingdom of Morpheus ...
oOo

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The Beginning
In the beginning, the universe was empty. Then appeared the magical energies, ethers, and focused to form
stars.

In our universe, ethers settled in sacred item, the Axis Mundi, the heart of our world we call the sun.
The energies of our universe radiated from the Sun and materialized into five celestial bodies, the planets:
Mercury, Venus, Moon, Mars and Jupiter. Each planet in turn reflects the solar ether, like a prism.
The union of these elementary ethers second magic item saw the birth of the Grail Primordial, the center of our
Earth. The mineral cycle began. The Grail imprisoned each ether and transformed it intomagic Champ browsing
the surface of our planet. The field of water, influenced by Mercury, was the source of our oceans. The field of
land, produced by Venus, shaped our soils. The air, governed by Jupiter, breathed our atmosphere. The field of
fire, under the influence of Mars, produced our combustions. And the moon field influenced the dreams of living
creatures.

The mineral cycle succeeded the vegetable cycle. The five magic fields were organized. The moon, the nearest
celestial body, took an ascendancy over the others. It interacts with the pure energy of the sunand
life appeared. Air and Fire were opposed to it, while Water and Earth remained neutral by increasing the
terrestrial vegetation.

Then came the animal cycle. Life developed slowly but one race in particular, the Saurians, began to dominate
the others.

The Saurians, immense reptilian monsters, began to venerate the Moon. They erected immense vegetable towns
and lived in cathedral forests. They fought many battles, but the power and mastery of the lunar fields eventually
blinded them. A prophet-king named Mu preached to the creation of a new moon, the Black Moon. It had to give
them even more power than the white moon and make the other elements disappear. The elementary equilibrium
was threatened.

The five overarching magical fields combined to create a new breed: the Kaim awoke to consciousness and
gained the mastery of the elements. They had their energies organized in pentacles, in which the Moon remained
opposed to Air and Fire. The Earth found more affinities with Fire and Water with Air.The Ka , their life force, is
pure energy, spirit and matter alike. As the Black Moon rose in the sky, the Kaims used the combined power of
the five elemental fields to destroy the cursed star. The Black Moon exploded into a multitude of particles that
mingled with the lunar field. The Saurians could not resist and eventually died out.

The civilization of the Kaim evolved. Pure magical energies, they each had a dominant element of the five and
were embodied in specific events this: lava, sulfur, crystal, diamond, coral, waves, storms ... These physical
manifestations were the metamorphic basalt. The Kaim born in Nexus, great magical conjunctions where the five
elementary fields met to merge. They grew and then melted again into the elements. They then set out on the
road to civilization. Magic became a tool and an energy. They invented a language, Enochéen. Cities were built
thanks to their mastery of the elements.
The Kaim were initiated and sought wisdom and knowledge. They tried to break through the secrets of the
Universe. They became aware of their basic oppositions and a form of society is built: the tutoring of the four
elements. Four Kaim, each representing one element, directed the entire community, while the Moon was
rejected by the memory of the Black Moon. But one of them, Morpheus, came one day to lead and defeat the four
elemental guardians battle occult, and all had to admit that the moon was part of their essence. This was the end
of the spiritual cycle.

Some Kaim discovered new spells to unite their Ka. The arches of Ka thus formed, called Ar-Ka-Na,bound for
Kaim in beliefs, common interests or similar appearance. It was then appeared the symbolic
shapeshifters: salamander, elf, satyr, sprite, sylph ... But some Kaim always wanted absorb more Ka and became
abominations their pentacles degenerated into Khaïba. Other merged to create immense magical creatures with
immeasurable powers: the Dra-Ka-On. These were fought by the other Ar-Ka-Na, and fortunately defeated.

It was then that the Kaim wanted to take another step, to master the most powerful magic field, that of the
Sun. They thought a great project they called the Golden Path.
Fragments of solar element were present in a race appeared recently, humans. They were physical, but their
intellectual potential seemed high. Much of the nascent humanity was consolidated on the continent of Atlantis to
be studied. Gradually, men awoke to consciousness and realized that they were slaves in a paradise that was not
theirs. Some Kaim did not want to repeat the error of the Saurians and exiled themselves from Atlantis. Others,
led by Prometheus, believed that humans should be treated as equals and proved their truth. Tensions then
appeared, and several groups pursued their own quest for the Golden Path in different ways.

The fall of a gigantic meteorite from Saturn (which then had no influence on the Earth) put an end to the Golden
Path. It crashed into the ocean bordering Atlantis and a titanic tidal wave swallowed up the continent. This

66
cataclysmic deluge remained forever in the memory of men.
Kaim and humans discovered the magical field of Saturn, the Orichalcum. The fragments of the meteorite had the
ability to destroy the elemental magic fields. Thanks to the knowledge brought to them by Prometheus, humans
made Orichalcan weapons and revolted against their former masters.
The Kaim could no longer live in the magical fields now corrupted by the Orishalque. They then had to take
advantage of the first results of the Golden Path and incarnate in human beings in order to benefit from the
protection of their solar fragment. Indeed, it was the only element that was not affected by Orichalque.
The Kaim dévirent Nephilim, magical beings fallen. To preserve themselves from Orichalca, the Nephilim had to
incarnate in humans by repressing their consciousness and taking control of their physical body.

Some exiled Nephilim studied the Moon's magical fields and discovered the power remains of the Black
Moon. The vestiges of the cursed star had the property of resisting the Orichalca. These Nephilim, decided to
sacrifice their elements at the expense of the Moon and then of the Black Moon. These beings, changed forever
became the Selenim . In order to survive, they were forced to steal their magical solar field from humans.
Insensitive to the weapons of humans, they were able to fight them effectively. They were respected by some for
their sacrifice, rejected by others who were horrified at the abomination of their transformation.

Immense battles ensued. But the human disciples of Prometheus, the Promethean Glades, realized that the
dispersed Nephilim had the capacity to reform themselves in the magical fields. Thanks to the knowledge brought
by Prometheus, they discovered how to make objects in which they could enclose and weaken the
Nephilim. These objects were stasis, and could take many forms. Stases were not eternal prisons, for during
powerful magical conjunctions, the Nephilim could free themselves from them.The disciples of Prometheus built
large stone-aligned sites and, through complex calculations, placed the stasis in virgin places of elemental
magical influence.
The descendants of the Promethean Glades kept the knowledge of their mentor and used it to dominate other
uninitiated humans. They took the name of Mysteries, or Mystes.
Some saw terrible and benevolent gods in the Nephilim and devoted many cults to them.
History was punctuated by occult wars between human beings and Nephilim.

At the dawn of Egyptian civilization, humans and Nephilim concluded a pact. Humans offered bodies of
incarnation to the Nephilim, who were venerated as gods. This was the age of the pharaohs. In exchange, the
Nephilim swore to protect Egypt by their magic, to transmit the teachings of Prometheus to the Egyptian priests
and to sink into eternal sleep at their death without trying to incarnate again. The compromise lasted more than
2000 years.

During the eighteenth dynasty, Pharaoh Akhenaten decided to take up the Golden Path in order to rid the
Nephilim of the curse of the Incarnation. He created the religion of a single solar god.
It accomplishes 22 quests in which he engraved 22 tablets of power called the Mystics Blades. They should guide
the Nephilim to a new golden trail called Agartha : enlightenment to be in harmony with the basic fields and
become pure magic beings.
Akhenaten opened the tombs of the sleeping Pharaohs and allowed the Nephilim to reincarnate. He gave each
mystical artifact, a different Nephilim, creating the 22 Major Arcana . These Arcanes gathered together Nephilim
wishing to seek the Agartha in the same way.

The Egyptian priests fought against this new threat and succeeded in dispersing some Nephilim. They founded a
new secret society: the Templars.

The few initiates jealously preserved the knowledge left by Prometheus. They obscured the truth by falsifying
history. The Nephilim fell into oblivion except for the secret societies which continued to chase them and to put
them in stasis.

For centuries, occult war raged between Nephilim, Templars and Mystes. Other secret societies, the Rosicrucians
and the Synarchy, work in the shadows. The Selenim remain hidden. Inside each faction, opinions sometimes
diverge, but some major projects can nevertheless emerge.

The project was Jesus of them: the embodiment of a Nephilim in a fetus. Experience escaped its creators. Jesus
took control of his destiny and discovered a new science occult Kabbalah . For Jesus and his disciples, magical
fields were inhabited by creatures, and the Universe had a creator alone able to guide them to the Agartha. The
Nephilim had to explore the worlds contained in the magic fields to find this creator.

Around the year one thousand, five Nephilim, known as the Glorious Alloy, as they cleared a new occult
science: Alchemy . According to them, it was possible to awaken the magical element that was sleeping in any
matter. Eventually, the magic fields would once again bathe the interior of the Earth, and Orichalque would be
defeated.

Today, at the dawn of the second Millennium after the incident Jesus, the Nephilim awaken en masse.The Major
Arcana and the secret societies make their preparations for a great confrontation.

The Quest to Agartha is just beginning!

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71
The Story
The Scribe’s Foreword
My name has been lost for many centuries but my Invisible Masters like to call me the Scribe
As a Fallen I lived many lives since the beginning of times. Driven from Atlantis where I lived without care or
suffering, I Fell and became a Nephilim. Hunted by the Secret Societies in the harsh Atlaï Mountains well before
the Jesus Incident, I walked among fierce nomadic tribes to whom I served of spiritual guide. Forced to go back in
my Stasis, this prison forced upon us in the death throes of our empire I had to wait many centuries before
gaining the body of a transcriber monk at the confines of the Byzantine Empire. Passing from the Darkness of our
dusk to the Light of human civilization, I could see the enormity of the work we had to do if we wanted to regain
our rightful place in this world that changes without stopping, molded by the hands of the Children of the Sun. We
have not the same sense of time than the humans and neither beacon nor lighthouse appears to guide us in this
world where we reappear at the whim of the magical currents.
Now I found a place in the occult world thanks to the Brotherhood of the Thrice-Great who saved me when I
nearly succumbed to Khaïba. Thanks to the Invisibles who guide each step I take, I found again the joy of the
rising uninterrupted path to Wisdom. The book you read is my masterwork. I crafted it as a lighthouse for our
brethren who rise now more and more often while the Apocalypse reddens our magical horizon. The Times are
near! Each initiate feels in his Pentacle the steps of the Four Horseman long foretold.
Product of long years of research in the occult libraries of T.F.TG, this work is the sum of many years of very
instructing compilation and correspondences. Reader if you are not one of us know that the knowledge I lay bare
and the secrets I reveal are as many dangers whose limits you blissfully ignore. Our enemies are many and
dangerous and their mastery of the world you consider as the comforting reality is hidden to your innocent
perception of the world’s mysteries. If you are a Sibling, may this book lift the mist that fall upon each of us at our
awakening and May you come without fear learn what the world has become since you last walked embodied.
In true reflection of our legacy and our initiations, I wanted thanks to this book go back to the sources and probe
the roots of our culture. To place ourselves, to divine our role in this world, we must access to the richest possible
outlook on our history. Occult books are not rare and indeed, as the Scribe, I could have spent all my work and
years to compile our legacy. I preferred to do better and to show only the most enlightening texts the walls of my
library shelter. I hope that, thanks to this synthesis, this collection of rag-tag texts give you all the faith needed in
our struggles.
The following excerpts will be taken from the Velins Carminae, one of the most ambitious projects one of our
Siblings could do. Since I walk between the walls of my library I am still taken by these precious purples scrolls.
You will find here only a small part of this work but how enlightening these dregs are! The Velins Carminae written
by Sybil along the centuries are the Alpha of our quest. To each of us comes the duty to take it to the Omega of
Wisdom.

Excerpt number Alpha 1 Aleph


It can happen that a conversation led us to the farthest reaches of our understanding and the coming and going of
questions and answers leaves us shaken to the core. Something like that just happened to me with another
character, one of these meetings that mold and shape us for the rest of our days. The meeting itself, its place and
its date are of no import, only its setting is important. We were sitting cross-legged on one of the last summit
standing above the orichalcum’s oceans. The rocks, mutilated by the bitter struggles of the elements, were
arrayed in grinning and pained faces. Walls, gates, gates to the outside, strongholds, all these stones painted with
victim’s blood were a figuration of our Fallen condition. Our world just sundered. The Flood, this formidable
cataclysm, has brought our grand project of the Golden Path to a definitive closure. The sundered lands took with
them our most beautiful truths along with our most dangerous secrets.
Now we were only wounded spirits doomed to be imprisoned in the flesh. I had to understand how we could have
lost ourselves on the pathways of the Golden Path. I had to follow the river back to its beginning. Some answers
would be forever lost to me, putrid swamps where my mind could not venture. Others would be stars to light my
inner spirit. I began this quest when I inscribed on the crude matter the variation of my Air Ka. I had to apply
myself to be the changer, the giver of words, he who would translate the original tongue in words and images. So
the Velins Carminae were. Each moment, each bit of Nephilim’s history or my own, I, Sybil would write on tanned
skin and crushed vegetal.
The first to lead the boat of my memories was he who much latter would be known as the Green Lion.
We were at the bottom of a depression receiving the light of both sun and moon, these twins of the dilluvian times,
I listened with attention and sometimes a bit of fear the astounding answers of the Master to the Seeker of
Wisdom I was. The breach orichalcum has dug in my Pentacle was cauterized but not yet healed. The wound
would remain, still remains raw and painful. For some of us the Fall would be luminous trial. For others like me, it
is only the result of a spiritual blindness that must be lifted.
“You are now comfortably set, your human eyes closed and your elemental senses open. You are ready to hear
the beautiful and sad saga of the Nephilim.”
“Why the seen world is so different from our elemental perceptions?”

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“Ah the impatience of the young Fallen! I have not yet begun and already you interrupt me. Know Sybil that the
world is composed of base matters that human can touch. However these matters are only the expression of a
transcendental reality we name the Magical Fields. To understand that, I must lead you to the beginning…”
Then he closed his fist, drew him to his lips and inhaled sharply. His eyes became black, filling themselves with
innumerable points of lights. He breathed in my direction and the word struck me violently.
“Tohu-Bohu. The Cosmos was black and empty. Energy materialized itself in the Ethers that concentrated
themselves in billions of magical points filled with unhoped power. So the stars were. So their song rose to fill the
cosmic void. All was magnificent celestial music. The songs and the strings of the stars harmonized themselves
drew on each other and arrayed themselves in a ballet whose beauty you can’t imagine. So Sol the Axis Mundi of
our part of the universe was born.
The cosmic order arranged itself around the Axis. The ballet of energies continued, transforming itself in an opera
whose players are the strange House, these constellations standing in the infinite night. And the Ethers
materialized themselves in the points who danced around Sol. So the planets were and each of them is a knot in
the tapestry of the cosmos bearing primordial energies. Quick and agile, Mercury is the cosmos’ cupbearer.
Fertile triangle, Venus loves the Earth forever. The red Mars burns with the fire cosmic who destroys as he
creates. Heavenly and majestic Jupiter sounds with the spiritual thunder. And at last as a coda, the Moon shines
in the dreams and the mysteries of all creation. To a Graal were all these energies gathered without mingling.
From the black and frightening void this Earth, our cradle, was formed. At its surface the planetary Ethers were
separated in light energitical and magical currents that weaved an ever-changing tapestry. These fields circulate
around the Earth, giving it materiality and shape. So Sol like a conductor leads the symphonic breath where
coexist Mercury’s Water, Venus’ Earth, Mars’ Fire, Jupiter’s air and the Moon’s dream. The five magical fields
under the solar ether give life to the Earth daughter of the planets and mother to spirits.
This oh my wounded student is the beginning of the magical fields and the reality that underline each aspect of
our world.”
“What were the first physical manifestations of these fields? Was Earth, receptacle of the cosmic Ethers, fertile at
its very beginning?”
“The Cosmos is nothing but a series of cycles. They are more or less long, they are more or less complex but all
shape the web of time. Before our own emergence, many cycles were lived on Earth. Elemental rocks shaped our
world’s geography in terrible fights. Some think that the physical enormities that are the snowy mountains, the
deep canyons or the terrible earthquakes are just the pitiful offspring of these first rocks whose divine conscience
is still inscribed in the mineral order as the precious stones so loved by mortal and immortal alike. “
“This why even today we can draw links between our Elements and the mineral essences, they would be nothing
more than a fossilization of the magical fields, a concentration of sleeping power. “
“Yes your analysis is just and proven by many of our own magical operations. We can even ask ourselves if an
awakening of these powers is possible.
To the mineral cycle succeeded the vegetal cycle. Eons past and during this time vegetal ruled the planet. In
these ancient times the Venus and Sun Ethers often coupled and the universal force of love keeps the memory of
these old weddings. The far-away eons were also the time where the magical fields acquired their alliances and
oppositions. One became opposite to two others and neutral the last two and all regained balance. It was an age
of peace and magical harmony such as our world will never know.”
“Forgive my interruption Green Lion. Is there not an old story on why the Sun remained outside the elemental
balance? Don’t we say that the Ether of the Sun and the Earth fell in love with each other, so driven were they by
their obvious sympathetic connection? Water grew jealous of the blossoming creation of the Earth and wed
herself to the Air in order to fight the first elemental couple. A vegetal elemental war was the law of the Earth until
the Sun proposed a compromise. He would remain outside all earthly interactions to leave the magical fields
organize themselves along their alliances and grudges concerning this war.”
“We will never know the truth. The fact remains that in the vegetal cycle the magical fields organized themselves.
Whether that stemmed from simple interactions or magical warfare, the result was that the Moon took the
ascendant on the four others. Perhaps it was due to the proximity of this aster with the Earth. Nevertheless this
ascendance marked the beginning of the animal cycle.
The Moon, mistress of both dreams and hidden energies, gazed upon the Earth. Her many and powerful magical
fields dominated quickly the cosmic grail receptacle of the Ethers. They transformed the first surges of animal life
into a blossoming explosion. The strangest shapes were born before dying like quicksilver in the fire. Bit by bit
these chimeras, these hydras and these simulacra gathered to form the first sapient race: The Saurian. ”
The gravity used to speak this last sentence put time in stasis. During a long moment silence was the master of
the scarred geography of our haven. Then slowly the Green Lion began a chant at the limit of human’s hearing.
This song was a vibration and within it was carried light, captivating perfumes with unknown fragrancies along
with the oneiric plumes of the nocturnal mist. I fell into a sleep that was both dream and nightmare as my Moon
Ka became the black sail that carried me along the narration.
“There were huge material and living creatures with a marveling formal diversity. Reptilian monsters with steel
muscles, sharp fangs and cutting crests, they learned to use only the Moon magical field and became the willing
and devoted servants of the nightly aster. Quietly following oneiric trances they walk the path to self-awareness.
They marked Earth’s history with their claws and the mark is still visible. They had no need for speech for their
thoughts and dreams where linked together in a gestalt where everyone was a part of a superseding whole. Huge
vegetal cities were raised to honor the Moon while the different Saurian civilizations practiced magnificent cults
and strange rites to worship her. Slowly though they were driven to make an idol of one of their own: Mu”
Mu, this word sounded like an old and original forbiddance. My pentacle shuddered at this evocation while my
dream became a sweet nightmare of opiate smells and the sail of my Moon Ka was torn apart by an unmoving
storm.

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“I see you too feel in your Wisdom the evil that surrounds that powerful name. Yet it was this evil that forced our
first rising. Since many cycles this subject has been considered taboo in our circles. I had to seek answers alone
armed only with the staff of courage and lit only by the lantern of curiosity. These long and bitter studies led me to
the wet and antediluvian caves of the Uttermost West. There I saw the steles and the stonework guarded by the
strange Selenim. These Black Moon demons spared no morsel of the greatness and the decadence of the
Saurian race.
So it happened that a Saurian took an ascendancy over his brethren. He preached the coming of a new star, of
the Black Moon who would deliver the Earth to the magical and physical Saurian’ domination. The dinosaurs
followed him like a Messiah and Mu, as he was called, while they shaped the magical field. Indeed to create the
Black Moon, all the others elements had to be broken and submitted to the real Moon. The Black Moon would
have reflected the Sun Ether and transformed it in a lunar field mightier than any others. And thus the limitless
energy of the Sun would have fed the magical utopia of Mu, the greatest and most ambitious Saurian to have ever
existed. Under his watchful gaze, magical preparations were underway. Soon the Black Moon was visible in the
sky. To the decadent Saurian it was the sign of a final eon. Madness would rule and the impossible would
become everyone’s tyrant. That couldn’t do and to avoid it, our ancestors the First Kaïm sprung from the magical
field.”
Time, one moment transfixed by Mu’s nightmare, began to flow again. I came back in our post-dilluvian haven.
The sun’s heat charred every inches of my human skin while I mastered back my human senses. In front of me
the Green Lion was coming back to its own senses. I took the occasion to speak.
“So Green Lion, we are nothing more than the result of a magical struggle, a reaction against tyranny, a…”
“Hush! You insult your Pentacle and you shame me. We are the children of the magical fields, children of the
Ethers children of Sol himself the son of the Cosmos. We are the Children of the World and in us the magical field
find their realization. It was simply the beginning of the spiritual cycle and Mu was the herald of our coming and
the end of the animal cycle. Hear now the tale of our birth.
Into the unseen world of the magical fields, in the natural athanors that are the crossroads where the five fields
converge, slowly but surely new energies were born and nurtured. First simple shivers and waves along the
currents of the fields, these vibrations acquired sentience when they were gathered into a purely magical
pentacle.
The first Kaïm learned to play with their pentacles and elemental magic was born. Quickly in the very core of their
magical essence they felt the danger of Mu and his people’s hubristic plans. To the spiritual beings we were, the
Black Moon was the promise of death while we just appeared. By their dark magic the Saurian destroyed what
was the core of our existence; the magical fields. We had to face the threat. The pentacle’s games stopped to be
replaced by the first esoteric researches. The first Kaïm knew Wisdom, being one with the world, filler and filled.
The world beauty revealed itself in all its glory and holiness to our pentacles’ senses. We learned to control the
magical fields and gather them into our pentacle. During this time of secret researches at the hearth of the
magical currents, the Saurian continued their evil work. Fortunately, blinded by their telepathic consciousness
they didn’t pay attention to our birth. We were just magical field’s ghost, elemental spirits, little pathetic things
sired by the monstrous mirages that heralded the Black Moon. However we rose, we manipulated the magical
matter of the world and we destroyed the Black Moon itself. The sky was blackened by a veil torn apart by the
sun’s rays. The Black Moon imploded into a mass of cursed energy that fell on the ground. A new magical field
was born and instantly devoured by the Moon field. That marked the end of the Saurian and the beginning of our
cycle the spiritual cycle.”
“That’s why the Moon field is so ill-considered by us! Within it lies the evil power that is the Black Moon field and
the potential to send the imprudent dabbler in the cursed lands of madness. However in these forlorn times, were
the Kaïm pure spirits, or were they matter and spirits mixed together?”
“This is an apt question for the wounded Fallen that you are. At the beginning of the spiritual cycle, you can’t pose
the question that way. All on earth was matter, spirit and magic. From the magical fields all matter sprang and
was shaped. Occult correspondences were perfect and each Kaïm was the reflection of these correspondences,
a living link between the macrocosms and the microcosms. The famous esoteric axiom “As Above, as Below” is
an imperfect rendition of the True Kaïm Nature. Pure being the Kaïm sprang from a Nexus, the place where the
five magical fields mingle. Then he learned to concentrate in him the magic of the world, to become the world. To
do that he had to choose a dominant element, the subject of his quest, and walk the world to enrich his Pentacle.
During this quest to the absolute, the Kaïm had to give an appearance to his progression. He had to, in imitation
of the magical fields, give to the world a physical and symbolic of his being. Each Kaïm, after the choice of his
magical essence, chose a basaltic metamorphosis, an esoteric alliance with one of the physical representations of
his field. So a Kaïm could have as a metamorphosis, lava, brimstone, crystal, diamond; wave, coral, foam,
tempest or moonlight. Each communion with a child of magic gave the Kaïm an intimate knowledge of the
elements, a piece of Wisdom among others. The Kaïm evolved in their chosen element then, when they judged
they had reached perfection, they dissolved their beings in the magical fields to enrich their innate strengths. Eons
later a branch of their pentacle could attach to others in another Nexus. The Kaïm emerged anew. This first part
of the cycle was named the Devolution”
Their might was great and their communion with nature’s primal state was intense. They were the Children of the
Cosmos called to dote the Earth, the Celestial Grail. Under their influence all would have advance toward the
divine. Happy times were they, static and complacent. That couldn’t last, the Kaïm walked from experiences to
experiences, changing cycles quicker than ever. Some soon preferred not to dissolve themselves, judging their
pentacle too important to be so dispersed. A new dynamism was born. Struggles, discussion, common research
were given to the Kaïm until the solution was made plain: The world was still full of secrets. We had to uncover
them. So we entered the second phase of the cycle, our Evolution.”

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“How can you Green Lion keep the memories of these forlorn times? Are we not doomed to lose part of our
memories? Only a Kaïm of the first generation could have made such account of our origins. You have known the
First Rising, the Devolution and the Evolution. That makes you a mighty lord and a source of Wisdom.”
“My origins are different and you have no business knowing them. However it is true that I bear with me the traces
of our first rising. I think that every one of us carry the legacy of the first generation. Remember when they had
learned all they could, the first of us dissolved their energies into the magical field. So you, born in the crucible of
a Nexus, can have been shaped by the remains of a dissolved Kaïm’s pentacle. That explains much of our own
brotherhood. Each of us carries parts of the whole. So the mysterious loves who unite two pentacle are explained.
Some parts of a same Kaïm can be carried by two descendants who aspire to go back to the original unity.”
“You spoke of the Evolution. What happened in this period of our history preceding Atlantis? Many of those who
emerged in that time were destroyed by the Flood.”
“During this second turn of the cosmic wheel, the Kaïm organized themselves in more or less elaborate societies
and learn to seek Wisdom. They were only pure spirits, enchantments of the elemental fields but each turn of the
sun or the moon lit new paths to explore. Tireless walker of the Unseen helped in their travels by the staff of
Wisdom the Kaïm walked the earth seeking perfection. They wanted to dig up this perfection to see it shine under
the sun.
This was the time of the elemental temples: Fiery cathedrals, Earthen grottos, Moony forests were raised, each
construction a symbol of the planets or the Celestial Houses. Each could be enhanced by a visiting Kaïm, be fed
by her Wisdom and become a monument dedicated to the world’s harmony and the stars’ songs. These buildings
were also mark and safe-houses to the travelers bound to the unknown reaches of the magical fields. The first
initiations were devised in this time however many Kaïm pursued their quests alone, as if they were monks of the
magical fields, only relying on one another when the path was too difficult. Groupings of Kaïm at first rare
multiplied themselves in these fecund and questioning times. Resonances were discovered between some
pioneers, esoteric brotherhoods were formed. For the first time the Children of the World discovered the joy of
shared discovery and Wisdom. Some learned the opposition of the elements. Others kept in their beings the
traces of the emancipating war against the Saurian. These ones tried to forbid the use of the lunar field, to strike
taboo a part of themselves. These movements grew into social forms, a precarious balance between Kaïms
linked to a magical element. Quickly though the anti-lunar movement grew and the four others elements united
themselves to exclude the Moon of their deliberations. The elemental balance was for long broken and discord
rose between the proponents of each elements. Each of them tried to demonstrate and prove that his element
was the most important to Kaïm society. The more evolved among the Kaïm placed themselves above their
companions and defended a moral magisterium, a demonstration of their own magical superiority. The other
elements were arrayed according to the magister’s preferences. I was a Magister during many centuries and my
essence was recognized as higher by the others Kaïm. And Fire, my element, the wellspring of inspiration was
taught to all during my magisterium.
His speech shifted to a serene and melodious song. The silence around us was enlivened by the chant and air
pulsed to its rhythm. The imperial mask of the Green Lion was at peace. Perhaps he needed rest. This dive into
the fertile ground of memories seemed to have been exhausting to him. Moreover I suspected he used many a
spell to guide his storytelling. Slowly, cradled by the musical harmonies of the master, I felt my memory coming
back. I was a Kaïm anew, essence and substance of the world. Soon walked before my eyes my first rising with
their suites of magical construction and philosophical enlightenment. The Kaïm built many fraternities, these ones
hostile and warlike, these others peaceful and harmonious. So the elemental brotherhoods, so the polemic
phanlansteries, so the spiritual concordat, so the Four Elements’ Tutelage. This last organization was the first
universal reunion of all Kaïm. Turned toward the exploration of the four elements, it banished the Moon of its
studies and made the Onirim the Moon Kaïm into outcasts and pariahs. That couldn’t last. The Kaïm Morpheus
defeated the elemental tutors in an occult fight. They fell into a deep sleep while they travelled on the Moon field
carried by their too-long neglected Moon-Ka. We had to recognize that we were composed of five elements and
take back our brethren.
I emerged from my reverie to meet the gentle smile of the Green Lion. I understood then he had reached his goal.
Yes he succeeded to give me back a part of my Orichalcum robbed Wisdom. I could now sail by myself on the
lakes and oceans of Mnemos.

Excerpt number Omicron X Khaf: Angelic Involution


The Tutelage’s fall even it enabled the Onirim to rejoin the occult community began the reclusive period known as
the Angelic Involution
Nephilim found themselves without landmark in their quest for Wisdom. They had to form groups according to
whole different criteria than before. It is from this time we can trace beginning and the precursors of the later
Major Arcana. It seems the word Arcana itself is a corruption from the Enochian Ar-Ka-Na or Ka’s Arches. These
arches were spells that bound the very Ka of the Kaïm members of the groups. I was myself part of an Ar-Ka-Na
named the Moving Treasures whose goal was to work on a better symbolical representation of magical reality.
Many Kaïm bound themselves so and the great Four Elements’ civilization disappeared forever. The first
groupings left place to more sophisticate societies. So some Immortals gathered to note the evolutions of the
night sky and others grouped their knowledge. Some involved themselves in the study of Metamorphosis and
created the Symbolic Metamorphoses Nephilim still use.
Some groups discovered that with specific modification on the oaths spells they could enhance their Elements Ka.
Predictably they abused their power and made oaths to strengthen themselves. They grew in power but
surrendered their individuality and these meta-Kaïms suffered strange transformations akin to the Khaiba that

75
plagues us still. Called Dra-Kons in Enochian, they became elemental tyrants possessed of nearly divine power.
They forced others to undertake the same transformation they did and sired so many more monsters to expand
their magical dominion. Resistance soon gathered and I was part of an elemental blade dedicated to the hunt of
Air Drakons.
After their defeat, a small minority called the Solar Wheel Dancers sought a project able to gather all the Ether’s
Children. They found remnants of the magical works of the first Kaïm. Some of them had worked on the Sun field
as a weapon against the Black Moon. The small society was able to expand on their discoveries and marveled in
the Sun potentialities. They had their global project: the incorporation in the pentacle of the Sun Ka. So began the
magnificent project of the Golden Path.

Except number Pi XIII Rod : Atlantis and the Golden Path


The Golden Path can be seen as the gathering of most Kaïms in a single magical project: The mastery of the
Sun-Ka. This quest was pursued during many millennia and supposed the mastery of humanity’s potential. The
Sun-Ka should have elevated the five others of the Kaïm and transform the race in true Children of the World. The
grand project managed to create many Kaïm groupings and unite the twenty Ar-Ka-Na of the Solar Wheel. This
alliance had dedicated itself to the destruction of the Kaïm that had fallen to the lure of the Drakon’s bestial
metamorphosis. It transformed its members into living weapons worthy to strike the tyrants. So were crafted the
mystic Blades, our first weapons since the Saurian’s fall. So we learned violence and destruction. This event was
etched into memory to the point that the Tarot is still composed of “blades”. The Ar-Ka-Na gathered many Kaïms
in a formidable Solar Wheel and destroyed the tyrants. The heavenly wheel could then roll on the Golden Path.
Then the Kaïm molded their organizations to adapt them to the exploration of the Golden Path. A place, the
crucible of the esoteric and mystic world, was crafted to explore the mysteries of the Sun. Atlantis was its name.
The Builders and the Shapers, the World Seekers and the Body Snatchers, Energies, Powers, Dominions, all
these societies were born in this age. To us they were the Pillars; to men they are still remembered as the Titans
and Giants.
After the conquest of man, its gathering on Atlantis and the raising of the island itself, the Kaïm race accustomed
itself to the Pillars. They became then tools of Power. Like in the time of the Four Elements Tutelage, a unified
government pretended to rule our whole people. At the beginning this government was a source of Wisdom and
we blessed their rule. However some of us refused the Golden Path, thinking we were falling to the same lure of
the Saurian who had nearly destroyed the world. They left Atlantis and were the ancestors of the Selenim.
The Kaïm progressed (not before knowing a long and bitter string of failures) in their mastery of the Sun-Ka.
Humans were then test subjects for many magical experiments but they lived in a heavenly bliss. For them this
time is the Age of Dream, the time where time didn’t move, the Golden Age. Many of them, without
understanding, grew in power and progressed in their own inner and mystic understanding.
However more and more of the Kaïm who supervised this quest fell into the trap of dogma. They subjected the
rest of our people to a mystical dictatorship. Some led by Prometheus went very far in their quest of human
awakening. The Golden Path was too slow. We had to hasten our pace, to reach the solar enlightenment
whatever the cost. Prometheus’ will was the seed of the first real conflicts of the Golden Path. The Kaïm lost for
long their beautiful unity. Factions grew anew, each one trying its own brand of enlightenment. At last Prometheus
committed the unthinkable and began to really educate humanity. He gave them the Sacred Fire, for better and
for worse.

Except Khi VII Beth: The Fall


The end was near. The land quacked and shuddered. Oceans rose. Subterranean fires struggled against
overflowing rains. Already Humans, as they dared call themselves, shaped in their chthonic forges murderous
orichalcum’s weapons to exterminate us, the Kaïm. Prometheus’ teachings taught them to locate the orichalcum
magical fields and their abnormal concentration in metals. However the most disheartening was to see some of us
stubbornly continue to exalt the Sun-Ka of some humans. It was clear after the Great Council that followed the fall
of the meteor, our whole world-view needed to change and quickly.
Humans in an original sin had perverted one of our occult secrets. The blades that freed us from the Drakons,
they transformed in instruments of death and destruction. The main conclusion of the Council was it was
necessary to hide all evidence of our magical workings. The first testimonies on orichalcum effects on us terrified
me. The Kaïm stroke by the hated magical field lost their magical strength. Their pentacles are wounded in their
very matter. Wounded Elemental-Kas disappear in the ether, taking with them part of the Fallen’s Sapience.
Orichalcum’s victims are branchless trunks and waterless seas. They lost their Kaïm nature to become Nephilim.
Not long before my first stasis imprisonment, I was confronted to one of these first Fallen Ones. What pain and
pity I felt seeing him!
First he was imprisoned in a human’s body. I could only see his Pentacle and not the magical form peculiar to
each of us. He himself was unable to see me, only seeing the chromatic vibration of my elemental Ka on the
luminous specter. He was unskilled, cut off from the magical fields, his mystical unity broken.
For him the world’s harmony was broken. He expressed his misery by such crude signs they made me think of
the language humans devised under Prometheus’ guidance. With difficulty he made clear he could not use the
magical fields directly but channelled them with long and risky rituals. He couldn’t change shape but was forced to
control his human body permanently to act on the world. This mastery was exhausting even if he could use the
physical and spiritual resources of this human, transformed anew in the animal he should never has ceased to be.

76
In addition the frightened Nephilim told me that some of the more enlightened human managed to stole the
remains of this Elemental Ka destroyed by the Orichalcum. Called “Rare Earths” these decrepit remains had
served to build a elemental prison. Indeed it was clear that mankind had appropriated the worse faults of the
Kaïm. The magical effects this wretch produced were beyond mockery and it pained me to see them. Suddenly I
saw in the eyes of the human harboring the Nephilim our own future. We were condemned to wander like
parasites from body to body; we who were by right the Lords of Creation. We were forced to forsake our quest for
wisdom in search of our fallen might. There was however a glint of hope. We would be forced to commune with
the Sun-Ka.
The world would become a mystery to us all, an endless quest. This was a question of survival. As I exchanged
with the Nephilim, I felt in my Ka the harrowing of planets and stars signaling the end of the universe. The
celestial mechanisms aligned themselves with our long hibernation. We would be forced to skulk in the shadows,
knowing the truths of the world but blinded by the power of the Sun.

The Infinite Ouroboros of Incarnae: Introduction


T.F.T.G’s hermetic library hasn’t finished teaching me secrets and giving me treasures yet. Only guided by my
pentacle’s vibrations, I sneak with delight in this maze of shelves crumbling under the weight of ancestral
grimoires and early printed books. Willing prisoner of this labyrinth of Wisdom, I like to settle in the small forgotten
reading rooms still lit by floating balls of golden light. There I set on my knees the last grimoire I unearthed, still
attentive to the vibration that sometimes comes from the shelves. Sometimes the echo of a long lost conversation
is borne on a magical wind. Sometimes this is the cry of unreal gulls that pull me from my reading and guide me
to a new spring of knowledge where I can drink my fill of Wisdom.
It is during one of these wanderings, while I was only guided by my magic senses, that I discovered the Infinite
Ouroboros of the Incarnae. I don’t remember how many days I probed the hearth of the occult library, obsessed
with the memory of a great crowd of my forsaken siblings moving the long of the alleyways. I knew in my hearth
that my discovery would change me and my quest.
I found it. It was before my eyes but its unassuming aspect had not grasped my attention. Slightly bigger than an
encyclopedia, the Ouroboros, this magnum opus I would have not dared dream of discovering was enthroned on
the pile of books I had pried from the shelves. More beguiling than a chorus of sirens our millennial memory
awaited me.
I will never finish my reading of the Ouroboros despite all the nights I used my simulacrum’ eyes on the written
pages. This book has no end or rather should not have one. This book can’t stay confined in a library for he
belongs to every one of us. Despite my misgivings and the sharp pain of separation I had to part with the book
and give it to one that could continue his writing. Each incarnation must be inscribed, each quest told for this book
doesn’t belong to Memory but to Life.
Before leaving the pages of this text be inscribed anew in our ephemeral existences, I succumbed to the
temptation to recopy the more explicit of its passages. My quest is clearer now. By my researches and my
devotion I will be the Awakener, the birther of Memories. Drown in these pages that relate both our actions and
your acts in the centuries. The time has come to lift the veil, to lay your own life on the infinite scales of the
Ouroboros…
Since the Fall of Atlantis, we Fallen have been deprived from the blissful enjoyment of this world that once we
thought our garden. Betrayed by Prometheus, hunted by the Children of the Sun, those of us that were not
sundered by the cataclysm were dispersed to the four winds. Wounded in our innermost self, the gates to the
Golden Age seemed closed to us forever.
Lost in a world we no longer possessed, nude before the scathing orichalcum’s blades, we discovered the
bitterness of incarnation in these prisons of flesh where the Stasis was our heavy ball.
In our pride we had thought that the world was our toy. We had now to reconquer it, to feel it and to understand it.
The stasis, the simulacrum are the wage of our sin. They are the borders of our endless quest to Agartha. They
are the scales of a snake that bites his own tail. So along this Infinite Ouroboros of Incarnation we build the
foundation of our inner Temples of Wisdom.
I, Haldan, I take now the pen at the request of my brethren of the Female Pope. I put on paper the story of my lost
lives in front of a window above a river of light feeding a new Babylon, an improbable construct of steel and
concrete. You never saw me in this shape but perhaps we have met under the roof of the Louvre when the walls
were still full of the cries of the St-Bartholomew. Perhaps we have gazed in the same crowd to the martyr of the
Son of Ether Jesus.
Limited by mortality as they are, humans are unable to see the occult forces that move history. In dark alleys, in
crypts full of the treasure only eternal life can enable to gather, we have made of the manipulation of the magical
fields our sciences and our arts. Long we have walked among humanity and today we are more than before for
the Great Awakening is come!
As an endless sand book, the Ouroboros keeps your history within, your history made of bit of lives and
extraordinary memories.
Remember!

The Elemental Wars


From the dark times that immediately followed the fall of Atlantis, we have not many archives. Indeed these
troubled times that lasted until the establishment of the Compromises saw the dispersion and isolation of the

77
Sundering’s survivors. During these decades, our race neared oblivion while the Elemental Wars raged to destroy
the last remnants of the Atlantean civilization. Testimonies are very rare as most of us have repressed and
occulted these tragic events in the hearts of our freshly-scarred pentacles.
So shaken in our magical essence by orichalcum’s bite, we had become orphans. Prisoners of these imperfect
bodies we could only stutter Enochian’s magical phonemes. Victims of the magical field perturbations, we gazed
upon our brethren with fear and suspicion. Tragically bound to our Simulacra, we had adopted their instincts and
their legendary thirst for aggression. This period named the Fuliginous Silence was the fertile ground whence
sprang the future wars whose fertilizer were fear and miscommunication.
While we were vaguely conscious that our decline implied a long quest of redemption, isolation drove us to think
that our salvation could only come from individual action. Soon some exhausted themselves to build territories
where they could continue their researches hidden from the gaze of their kin, now composed only of potential
enemies. Soon what had to happen happened and open war were declared for the control of the best territory or
for rare magical resources. From fight to fight, the warriors came to respect only pacts between beings of the
same elements. From these alliances, the only clear ones in this age, come the moniker: Elemental Wars.
Quickly most populated zones were shaken by rarely seen-before violent battles. Taken by this spiral of violence,
we fought, to control Plexus, to preserve hastily-taken Atlantean legacies or to defend some ephemeral
sanctuaries. From this age of martial madness humanity has kept memory. They created epics where we can still
hear the echo of our screams and the clashing of our weapons. From Norse saga to the Mahabharata we can see
the memory of the Elemental Wars still living in human imagination that still keeps track of this time where they
were frightened by our titanic battles.
Despite the tragic of these times, there have always been voices in our society to claim that these wars had had a
positive effect. Most of them are Pyrim and others hotheads who think that the only evolution happens in the fire
of battle. However I must admit that our drive to self-destruct was a real boon for our Magic’s experimentations.
To make such a observation is dreadful but it was indeed the Elemental Wars that enabled us to adapt to our new
condition. This observation is reasonable but we must nuance it with the fact that most esoteric breakthroughs
were not made by fighters but by the wise people that stayed out of the conflict.
After decades of battles there was calm anew while others associations were made. This movement, different
from the Fuliginous Silence that drove us to the war, enabled new links between us and humanity making way for
the first compromises and sanctuaries. So in these haven that escaped the conflict by chance or choice, the quest
of Agartha was interpreted in many different ways. From these first talking groups came the Major Arcana created
by Akhenaten.

Ouroboros Infinite of the Incarnae: Magic


Although Fallen and dispersed in a hostile world, we survivors of the Atlantean Nephilim were not without
resources. Even wounded and exiled we had kept our magical potential although all we had to reinvent
everything. Indeed Orichalcum’s wounds were not only painful but debilitating. Our innocent games in the magical
fields were now forbidden to us. We had lost our communion with the world Ended was our instinctive
manipulation of magical energy, we had to rediscover the shaken structure of our pentacle in the urgency of
survival. So in the dense but reassuring darkness of wet grottos, each of us worked, with baby steps, to formalize
the spells of what would become the oldest and most respected of the Occult Sciences: Magic.
Along meetings and along centuries this empirical knowledge became corpuscular crystal while the first Focuses
saw the light of day. Thanks to this, then archaic, objects He who Knew could give his Wisdom to his peers.
Thanks to these milestone of wisdom, spell learning and more importantly spell teaching were now possible even
if at an appalling slow rate. This was the time for us to lift our head and to go questing for our erstwhile power.
Blessed be these Night Guides who showed us the light out of the darkness.
I still remember these years of wanderings when I walked the lands at last freed of ice and snow. Emotion still
grips my heart when I remember the moments where my hands clawed the stone to find hidden pictograms and
their mysteries. How shameful it is to remember what I was, casting everywhere my eyes like a hunted beast,
fearing that one could steal these treasures bearing the Wisdom of my lost brethren. However despite the
humiliation these discoveries were followed by feverish experiments to draw Wisdom from the stones and the
writings. In my eyes burned then the same flame that still consumes them when I gaze on our focuses and our
artifacts. After that, I could walk proudly under the sun, marveling at my skill to birth fire in my muddy hands or to
strike the Hunter with the Dark Blade with an unseen deadly strike.

Dawn of History: The Neolithic People


If Atlantis’ end was our Fall and the beginning of the human revolt, the consequences of the orichalcum meteor’s
fall long plagued the world. Submersions, floods and earthquake were the beginning of a procession of calamities
whom the Ice Age was the crown with the power to destroy all sentient life on this Earth.
For humanity this period is lost in the mists of times. Laudable as they may be, their attempts to piece together
what was their life in that time are far from truth. Indeed if the Ice Age was the beginning of their times, Earth did
not belong to them yet. Atlantis’ survivors and the rare of our people having refused the Golden Path were not
fully destroyed and their enclaves held despite the threat of the first secret societies. So this age which, for the
humans, is the dawn of History is for us the dusk of the last Kaïm spared orichalcum’s defiling touch.

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The Fallen had been dispersed in a world they understood no longer and pulled all their efforts to eke a
precarious existence. To them, the mere rumor of an Atlantean haven birthed a hope of respite. So when the ice
melted, they were many to leave the plains and go North to seek their old siblings.
Among these havens, Hyperborea was to the European Nephilim, and the humans they had to share their
existence with, the most known and the most striking. Sitting in the northernmost parts of the world, this sanctuary
was established in Atlantis’ Zenith to help the studies of the axis of the world. In the very heart of winter the
Atlantean scientists had built a haven whose geographical and magical place protected from human rage. More
than a simple refuge, Hyperborea was a web of elemental domains aptly named the Boreal Crown. Each domain
and plane dedicated to a single element girdled the Pole in a magic circle of unknown power. Here, in these
wondrous gardens, erudite and wise people built a society cut from the world but attentive to its evolutions.
Conscious they were of being a lighthouse in the dark, the wise of the Boreal Crown contacted their fallen
brothers and sisters, in addition to some human societies they deemed worthy of their teachings. Since then you
can piece evidence of Hyperborean influence in mythologies like the Celtic belief of a northern isle where all
initiation quests had to end, or the Greek celebration of Apollo coming from the north in his icy boat. Unfortunately
confinement and internal dissent have a way to destroy even the most peaceful utopia.
In addition to the last enclaves and Hyperborea, Nephilim refused to stay inactive. To them all was to do and they
had to take their place in the new universe. While the Elemental Wars raged that was once again Prometheus
Disciples that went from the shadows to mankind’ side. Their goal was to take the role of shamans and wise-
women initiate to the mysteries to better open humanity to the world’s magic. These forefathers of the Mat and
Magician Arcanum left in their wake cults and religions. Unfortunately they were a minority and the secret
societies hunted them before all others quarries. That was the time of the Great Hunts when a Fallen existence
could be only flights and skirmishes before ending under the blows of a, then numerous, orichalcum blade.

Neolithic Quests: The Neolithic Times


Struggle against the Promethean Blades
The Promethean Blades had their age of glory until the disappearance of their leaders: Prometheus and the
Titans. So long as they were united, the Mysteries forged orichalcum weapons and hunted Kaïm and Nephilim
alike. Without a hint of pity, they fixed the Fallen into Narcosis or imprisoned them in consecrated items filled with
Rare Earth, the remnant of the Wisdom of destroyed Kaïm. These Stasis were hidden far from the touch of the
magical fields, entombed under the earth or on the breast of dead warrior. Millennia could pass before the
magical fields changed their alignments and filled the prison with their invigorating touch.
Nephilim who followed this quest sought to fight the tides of barbarians who tried to destroy the last remnants of
fair Atlantis. They were a proof that Magical War was still possible and, without choosing the same transformation
than Lilith and the first Selenim, they could be known for their courage and their role as guardians of the Nephilim
lives and secrets.
Even after the Lightning’s Wings, a fellowship of Pyrim dedicated to Prometheus’ punishment, had accomplished
their mission and trapped the traitor in Hades, the Promethean Blades continued their work in the chaos of the
Elemental War. In these troubled times, one had to possess both courage and wisdom to focus on the true
enemies of the Fallen. It was a grueling task for through their path of destruction the Mysteries had acquired the
monopoly of the remnants of Atlantis and in destroying them the Immortals erased part of their own mythic past.
In addition the seeker saw perhaps the horrible rituals of the Sword Arcanum, by instance, he perhaps saw a
Daïmon take life and attack the magical fields themselves. Perhaps she saw why humans treated like cattle
aspired to freedom but she never forgot the bite of the Black Metal.

Participation to the Elemental Wars


The Elemental Wars have no precise dates of beginning and ending; they happened everywhere and for a very
long time. The Nephilim born anew in the occult world first formed fellowships based on their elemental affinities
and, since the concept of Agartha had not been popularized or even formed, nothing could kept the internecine
disputed from degenerating into open battle.
Nephilim who followed that quest fought others Nephilim. Some for atlantean artifacts, some for Nexuses, some
for scraps of information and others simply to lash out for the ending, or in some cases the beginning, of the
Golden Path. Later with the birth of civilization, they fought for territories and havens or perhaps because a fellow
had been defeated. As the fighting involved great magical effects, it is not surprising that the most known fighters
were soon famed for attaining enlightenment. The Green Lion, Morpheus the Lunar Tutor, Stromboli the Cyclops
or the airy Gandhara are but a handful of names among the Agarthian known for ascending during the conflict.
During their millennia of fighting, they created Magic the first of the Occult Sciences and by building their
Elemental Domains, they opened a way to Agartha for all their siblings.
There was never a lack of reasons for the fighting. In this first war, the Fallen learned compromise and deceit
when they all understood that for saving a fellow sometimes you have to sacrifice another. The Promethean
Blades were everywhere and often worsened the situation. The Elemental Wars are now nearly forgotten but with
the Apocalypse approaching, some of the techniques learned during this time will have a new use for good or ill.

Initiation of a human tribe


When the long Fuliginous Silence ended, the Nephilim found themselves deprived of their old resources and they
turned their eyes towards humanity. The incarnation was reason sufficient enough but some of them still believed

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in the Golden Path and some acted to drive humanity from the yoke of the Mysteries. In addition to all these
reasons, the Elemental Wars had revealed than mighty individuals could, thanks to wisdom and determination,
transcend their nature to attain Agartha. This blessed state became for the Fallen seeking to regain their nature,
both proof of this hope and achievement of the Golden Path.
Nephilim having taken such initiatives could have played many roles: One could have been an explorer showing
nature’s miracles, a warchief teaching how to survive, a shaman guiding her flock to understand the forces of
magic and nature, a craftsman building the roots of the next civilizations or even, for those who would predate the
Pope Arcanum, a living god object of worship.
To lead a human tribe, one had to give it the means to understand the hidden nature of their surroundings. The
tribe had also to be protected from its human enemies, from Dragons-Effects and from the natural world itself.
Then when humans groups grew, others Siblings came to them. Sometimes they were ready to cooperate with
the founder of the group, sometimes they were jealous and settled their disputes with blood. Nevertheless all
understood what an amazing tool humanity could become.
Some civilizations evolved quickly and disappeared as speedily. Even the Fallen have no trace of their first
experiments: As Kaïms they forgot nothing and had not needed a means to recording their history. It would be
millennia before writing appeared and the Fallen could build the esoteric world anew.

Quest of the Boreal Crown


Among the first Fallen communities was heard a legend about a place in the far northern reaches of the world
where dwelled the last of the Kaïms. Later when word came of the blessed state of Agartha, this place called
Hyperborea was thought to be the Agarthian’s haven. This place was also called Thule and Asgard: the many
Nephilim’s disappearances and the imperfect memories of the simulacra quickly erasing all nuances between the
mythic realms.
The quest for Hyperborea was a founding moment in Fallen’s history. It etched into their minds the image of the
Quest that Gives Wisdom. By travelling in diverse countries and sharing the burden of ever-worsening material
conditions, Nephilim could discover the deep magical nature of the world. Before they were not conscious of this
for they perceived magic as naturally as a human draw breath. Now as Nephilim they had to learn anew how to
access the Akashas. Moreover, these travels led them to other Fallen while making them pay attention to every
magical symbol they met on the way. No wonder this tradition of the initiatic travel is still alive in the Nephilim’s
community.
With enough perserverance (and more than a bit of luck) the Nephilim could have discovered an Akasha, a
fragment of crystallized human dream. This place is always deeply personal and can range from a wasteland
ravaged by lava, a land rich with game where the Tiger clan reigns supreme or a barrow haunted by faeries.
Some can even be more magical: A lakeside village on the back of some great beast, the windswept mountain
who bears the sky or a desert with an oasis whose water cure Khaiba.

Sojourn in Hyperborea
After a long and arduous quest, the Nephilim has found the magical haven of Hyperborea: This magical refuge
was created by the Kaïm before the Fall and resisted to the deleterious effects of the Cursed Metal longer than
the others sanctuaries. In these enchanted gardens, the Fallen could have learned much about the world the Fall
had dragged her in. Legends say Hyperborea was destroyed by the dissensions between its founders and the
refugee they hosted. Others pretend this kingdom still exists in the Ethers.
This quest gives access to an Akasha, different from the previous quest. This place was once inhabited by beings
the Nephilim identified as Kaïms and mortals as gods. To her these powers were Kaïms or Agarthians.
No trace of these beings remains. Indeed they were already dead when the Fallen arrived in their sanctuaries.
The orichalcum’s corruption was only slowed, not stopped and it gnawed at them until they became nothing.
Rather than to permit their Siblings to witness their decay, these Kaïms banished them from their view to sow
others quests. This is what their defenders say at least. Others says the dying gods chased their hosts because
they grew weary of the babble and the jealousy of the Fallen.
In all Hyperborea’s Golden Age lasted less than 2500 years. Some rumors tell of a last journey to the place
undertaken by the great alchemist Michael Maïer; This rumor classifies the realm as one of the many sanctuary
destroyed by Kalidon the monster who hunts Atalanta Fugiens.

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Ancient History
Ancient History is the reconstruction of the History of the Earth, with the addition of esoteric data such as the
Magic Fields. With Magic, everything becomes possible!

The Kaïms and the Saurians


The Saurians (dinosaurs) existed for a long time. Some of these powerful and intelligent beings built gigantic
"natural" cities. They venerated the Moon, giving thanks in powerful rituals. In parallel developed beings of pure
energy, evolving in the heart of the Magic Fields that run on the surface of the world, the Kaïms. They had no
physical identity, strictly speaking, but manifested themselves through natural phenomena.
The Kaïms could take the form of a volcanic eruption or a tornado. Each one was influenced by a planet, linked to
a particular element, determining its character, according to a symbolism close to that which is known (a Kaim
influenced by March was angry for example). The Saurians, more and more powerful, were unable to satisfy
themselves with the power that the Moon allowed them to obtain. Guided by Mu, their "prophet," they created a
new star, the Black Moon, double cursed of the Moon, and generating a powerful Magic Field. Alas, this new
Magic Field disrupted the balance of the others, and a merciless struggle ensued between the Saurians and the
Kaïms, a struggle whose stake was the control of the world. At the end of this fight, the Black Moon was
destroyed, and the Saurians also. Subsequently, the Kaïms, who remained sole masters of the Magic Fields,
embarked on their study. They explored them and conducted experiments, called "basaltic" experiments, to
merge with them. Yet they left the Moon aside, still fearing it. They also ignored the development of the Black
Moon Field which had continued to spread on Earth after the destruction of the Cursed Astre.

Emergence of humans
Several million years later, the Kaïms discovered the first hominids, developed in the midst of their
experiences. Like that of other animals, their Ka was dominated by the Sun. Interested, the Kaïms created a kind
of terrestrial paradise to study them at leisure: Atlantis. There they could quench their thirst for magical
knowledge, or Sapience. During their experiments (especially those of the Golden Path), the Ka of humans
developed, guiding them towards consciousness. Yet all Kaïms did not share this vision, and saw in the
experience of Atlantis a copy of the errors of the Saurians. They got excited. Still others, guided by Prometheus,
having learned to love humans, found a way to end the Golden Path by revealing to humans their status as
slaves. Thus the first secret human societies were born.

The Fall of Orichalka


At the same time there was a tragic event. A gigantic meteorite, Orichalka, coming from Saturn, fell on Earth.It
was composed of an unknown metal, the Orichalque, and triggered a gigantic cataclysm. The presence of the
orichalca upset the Magic Fields, causing the fall of Atlantis, which sank into the ocean, and unprecedented
elementary tempests. The Kaïms, caught unprepared, found themselves isolated in the turmoil, lost, separated
from each other.They lost part of their knowledge, and men revolted. Having understood the destructive effect of
the Orichalic Fields on the other Magic Fields, the humans of the first secret societies forged weapons of this
metal and used them during a violent war against the Kaïms.During this war, many Kaïms succumbed to the
wounds caused by the orichalque.

Lilith and the Selenims


However, some Kaïms discovered a Magic Field capable of resisting Orichalque. It was the Black Moon Fields.
Thanks to the ritual of Lilith, certain Kaïms were transformed and became Selenims (Maudits) in order to fight
against those who had armed Orichalque. Others suffered the bite of orichalus without dying. Their elements,
turned upside down, were reorgnated in pentacles of 5 elements (fire-air-water-moon-earth). This transformation
had another price: unable to live in the middle of the Magic Fields without dispersing, as they did then, the Kaïms
were obliged to take possession of the bodies of humans in order to survive.

This made them Nephilim (Fallen)


The Nephilim can be wounded by orichalus, but are immortal because they can pass from body to body.There are
the Nephilims of the air, the fire, the water, the earth, and the moon.
Since that time, the Nephilim do not cease, in the greatest secrecy since they live among men, to seek the
Agartha, the means to regain their lost integrity, to become again close to the Kaïms, integrating the Ka-Sun into
their pentacle.

The revelation
At the turn of the century, the Magic Fields were again upset, due to the magical experiences of a powerful
magician, Aleister Crowley. "Natural" Selenims appeared, as well as a new magical species: the Ar-Kaïms, who
can possess a Heart made up of all the elements. Faced with this massive apparition of immortals, the Secret
Human Societies (Minor Arcana) awoke also, and experienced a renewed activity. This epoch is that of the
"Revelation", which will perhaps see the great questions, like those of the true origin of the Kaïms (terrestrial or
stellar), to find answers.

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The first eons of the universe
The Sacred Time - The First Eons of the Universe
We obviously do not know what happened before we were born, but we have valuable information.The Arcane X,
the Wheel of Fortune has observed the stars, planets, conjunctions, phenomena for several millennia and before
them the Ar-Ka-Na had done.
We are certain that existence emerges from nothing, the Abyss, the Primordial Chaos. This primary origin is
called the Primordial Ocean, even though the water did not come much later. Imagine the depths, the silence, the
cold. A spark was enough, a note, the primordial Om , the celestialsound which then declined in an exuberant
amount of sounds and notes, causing a vibratory symphony; The latter was in harmony with the birth of a space-
time which could only spread in all directions. Thus was born the Music of the Spheres . The energy at certain
points was concentrated to better radiate in this space in extension and the ballet of the stars took shape. The
galaxies multiplied and the matter was produced in White Sources, matrices whose creative power exceeds our
present understanding.
It is certain that many domains of mystical energy were formed with an axis and boundaries. What we are sure of
is that one of these mystical domains was formed in the Milky Way with the 12 constellations of the Zodiac as
their boundaries, and in their hearts a quantity of ether - the first magic substance supporting energy as the
Bewildering. Sufficient to generate an amalgam which would thus form Sol , our star.
These Cosmic and first Ethers were sent back from the Earth into a continuous breath in the form of the Solar
Ethers, taking their texture in the heart of the beneficial star. The star radiated without being the oldest, neither the
largest nor the smallest; But its particular positioning between the 12 constellations contributed to feeding its
periphery with ethers and finally, in matter. Gradually, the fluxes brought about the birth of multiple planets, but
then it was only a field of debris spread out, revolving around Sol on a single plane.
The waves of Sol energy were unabated in the quantum vacuum populated by subtle energy. The waves of light
and power spread over systems around, without order, without purpose, disintegrating far into the abyss of the
cosmos. Without a regulator, the power projected by Sol was nothing but dust thrown into the immensity of space.
Thus the Solar Ethers were lost in the Universe until the exceptional and still mysterious phenomenon of
the Iz appeared. We call the Iz the cosmic wind, the storm of ether. We have seen traces of it in the wake of the
heavens. We could bring this organizing power closer to the Word of Scripture, but we are not in a position to tell
you the end of the story. Still, the passing Iz reversed the Solar Ethers to the accumulated matter and caused it to
react. From then on, the Solar Ether was absorbed by the planets in formation, its energies nourishing a system.
Throbbing with energy, the planets began to radiate from a proper vibration, according to what constituted
them. This was the beginning of the expansion of the Planetary Ethers .
So it was with Venus, Mars, Jupiter, Mercury, and Luna. It is still unknown today whether Neptune, Uranus and
Pluto influence our perimeter of the solar system because we are not sensitive to these supposed
ethers. Nevertheless, it is clear that these five planets which surround us see their energies mingling in a subtle
knot: the Axis Mundi .
This phenomenon gave rise to a new planet born of the shattered debris: the one that the Custodians call Ka-Ïa ,
the Primordial Graal Kabbalists and the Athanor Celestial Alchemists, that is to say, the Earth!
Nourished from the Planetary Ethers of Venus, Luna, Mars, Mercury and Jupiter, the Earth wandered for eons
around the center of the zodiacal circle until it encountered the Axis Mundi where it settled and kept its place in
order, Its trajectory around Sol.
The Axis Mundi had become the basis of its orbit and led to the alteration of that of Luna which was from then on
the satellite of the Earth. On this magic axis the Planetary Ethers were transformed into elementary powers:
the Magic Fields . The ethers determine the intensity, quantity and movement of these fields.

The First Primal Grail Cycle


The Primal Cycles of the Primordial Grail
Little by little, the Earth assimilated these energies from Sol and planets, and converts them into geological
phenomena. It was the Age of the Mineral Cycle: four billion years ago, the rocks deformed, seized the bases of
the world and dug the ground to make the original sea, the volcanoes and the mountains, Continent in three
pieces. On these pillars of rocks, earth and water, life was finally born.
The Planetary Ethers striking the Earth gave birth to the first plants. It was the Age of the Vegetal Cycle, which
grew with the multiplication of large forests, a varied flora and a new air, conducive to the arrival of other, more
advanced, more intelligent forms of life. As the cycles succeeded one another, the Earth hurried towards the
appearance of its first inhabitants.
It was the Age of the Animal Cycle, 245 million years ago. The first beings to traverse the world were the reptiles,
able to evolve on Earth and the Saurians were among them the most intelligent.
The Saurians, intelligent and conscious beings, were linked to the magic fields of the Moon that poured on the
Earth. Communicating by telepathy, they were quick to adapt to the world and they easily dominated this
vegetable world, adjusting the Earth to their taste, raising monumental cathedrals of intertwined plants,
Immense cities with opal and silver walls, and colossal temples of alabaster dedicated to their only mistress, the
Moon, a star so near and yet so distant. For her, they edified a great civilization, powerful, devoted and grandiose,
to disproportionate proportions. In their most sincere devotion, they did not see the madness of their obstinacy.
By erecting this civilization, they solicited so much the Magic Fields of Moon that these weakened and began to
perish. The vegetal cathedrals faded, the cities of opals crumbled, and the temples of alabaster lost their color of
purity. Faced with this phenomenon, the Saurians worried about the weakness of the Moon in the face of their

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greedy needs of Magic Fields. Most of them, feeling that their reign was over, refused to pity on a programmed
end and plunged into a gentle and blessed lethargy in their cities, under the weakening light of the Moon, their
benefactress.
The time of the Saurians seemed to be coming to an end, it was time for a new era to begin on Earth.The
harmony of the Music of the Spheres no doubt refused to see life disappear.

Moves, the Primordials and the Black Moon


Saddened by the decline of the Magic Fields of the Moon, the Saurians gradually fell into dreamlike lethargies
soothing and much more appreciable than the vision of the slow agony of their civilization. But, refusing to give
way to a fatalistic and contemplative sleep, a tyrannosaur by the name of Mu decided not to accept the fall of the
saurian empire and to find a remedy for the weakening of their power. Invoking the Moon, he plunged into
prophetic visions and imagined, in the midst of sombre delirium, a new Moon, a dark reflection of the first. As
much as the first Moon was white and pure, this new Moon was dark and opaque, and powerful enough to
dominate the Magic Fields and convert them to its laws.
Mû, totally devoted to his visions, surrounded himself with young Saurians least inclined to share the heavy sleep
of the ancients, still dynamic against the apathetic Venerable Saurians.
Together they created a court around the tyrannosaur, sharing his devouring passion and exaltation for the
transgression of cosmic laws. To escape the criticism of the Saurians shocked by the impious rituals of Mu and
his disciples - whom the Selenim name today the Primordials - the rebel Saurians created a new continent by
turning away the Magic Fields. There, in this place of non-life and non-dead, where time no longer had any hold,
they found themselves together and celebrated the coming advent of the Black Moon .
Guided by visions more and more frequent and violent, Mû launched in a fight without mercy against the other
Saurians. The apathetic Saurians were shocked to see the Black Saurians, the followers of Mu, burn the vegetal
cathedrals, overthrow the opal cities and trample the temples dedicated to the Moon. Those who resisted were
sacrificed on the altar of the new ideal of Mu, those who were able to flee knew rage, violence, hatred, fear and
madness. This debauchery of blood and terrified impulses nourished the visions of Mu, and it was with ecstatic
passion that he saw a perfect black sphere rise, a disc of darkness forged by fears and hatreds, which eclipsed
The Moon of its shadow: the Black Moon was born.
Celebrating the advent of the Black Moon, the Primordials settled in present-day Scotland erected in the valley of
the Urquhart a cyclopean temple devoted entirely to the Black Moon obscuring the sky. With rituals forbidden,
they gathered all the power and gorged artefacts that still persist today, memories of these times of murders and
carnage.

The Birth of Kaim


Then the Iz struck the Earth again, without the sleeping Saurians noticing it. The wind of renewal had brought with
it the germs of the Kaim , the Son of the Ethers, who were born under the influence of the five magic fields
conveying the Ka-elements: Air, Water, Fire, Moon and Earth , Derived respectively from the Planetary Ethers of
Jupiter, Mercury, Mars, Moon and Venus.
Growing up in the points of convergence of the Magic Fields, the Nexus , they developed and, deprived of
physical bodies, traveled the world without attracting the attention of the Saurians. This was the beginning of the
Age of the Spiritual Cycle, and the Kaim knew that it would be their age.
Two Kaim were born in conditions different from the others. Indeed, in an extraordinary conjunction, at the
crossroads of the magic fields, at the level of the celestial vault, the point of contact between the energy of Sol,
the Ka-Sun , and the Planetary Ethers feeding the Earth, two Kaim Strange, bearing in them the Solar Umbilic,
that is to say, a part of the Ka-Sun, making them beings endowed with six Ka-elements instead of five. This ounce
of Ka-Sun, which is called Kham or Fire of Heaven, made of Prometheus
And Epimetheus , unique beings, endowed with an unparalleled prescience. They were two giants so close, but
whose destinies would be very dissimilar ...
At the same time, the Iz came to place on the moon another unique being, Morpheus . The
Moon, a desert and solitary expanse, became his sanctuary, from which he could observe the fate of his brothers
there on earth.
They were not the only one beings to appear among the Kaim. Others were destined to play a part in the history
of the occult world, each in turn, emerging one after the other from forgotten cocoons in distant Nexus. The Sun,
Moon, Mars, Mercury, Jupiter, Venus and Saturn. Nevertheless, the cocoon of this last planet remained for a long
time a satellite revolving around it aimlessly, for a reason that remains unknown to us.

The Saurian Wars


Such celebrations caused so much fright among the Kaims that they decided to put an end to it, and also to the
fallen empire of the Saurians. They cruised the Highlands and killed them with an eagerness mixed with
terror. Few, like Nessiteras Rhombopteryx, succeeded in escaping into the bowels of the earth and falling asleep
safely.

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Overwhelmed by the ceremonies and the rise of the Black Moon in front of the Moon, the White Saurians awoke
for ever from the Dream and saw Death fall upon them in the form of the enraged Kaim. Mû, still more visionary,
announced great changes for his people, but had little time to prophesy further: the Kaim, the sons of the Ethers,
as insulted by the appearance of the Black Moon, wished to take revenge on the " An abomination which had just
appeared before the Moon.
All united in the will to eradicate the Saurians, they massacred without distinction Sauriens Blancs and Sauriens
Noirs, blinded by anger and by the star of the Primordials. But, in spite of the death and the indefatigable pursuit
of Mo, the Black Moon remained.

The reverie of Morpheus


From his silver sanctuary, Morpheus watched the Kaims attack the followers of Mu. From his birth alone, he had
been as fascinated by the Earth, the "Blue Moon" of his cousins. Desperately alone, a little paradise on the moon
had been designed by La Rêverie : he lived in a palace of Ka-Moon with crystal arches veined by dreams, mirrors
shining under the stars, the gardens flourishing precious stones. He owed his prodigies to his great art, but also to
the power of the Nexus on which he had established his lunar domain.
This sanctuary of dreams and peace seemed bitter to him when the Black Moon obscured his sight, dispelled his
evil hold and deprived the followers of the Moon on Earth. Then, again appealing to his all-powerful Reverie and
his deep faith in the Ethers, he wove a gangue of silver light around the Black Moon, enclosing it in a prison of
monumental opal.

The Celestial Blade


The Celestial Blade, The end of the dream and the exile of white saurians
Freed from the grip of the Black Moon, the Ethers of the Moon returned to strike the Earth and the Kaims, their
Restored Pentacles, wanted to carry the coup de grace to their enemy. They forged together a celestial blade that
hit the cursed star, which exploded under the impact, with full force.It was one of the most powerful cataclysms
that struck the Earth, and many minor species were swept away by the consequences of the explosion. Its hard,
unchangeable core crashed not far from the present Yucatan, and other dark pieces scattered on the surface,
while the bulk of the star disappeared into space.
But the Black Moon, penetrating the enclosure of the Earth, corrupted the Magic Fields of the Moon. The Kaim
were then condemned to no longer know the Dream, with the exception of Morpheus, spared in his refuge.
Without feeling sorry for their fate, the Kaim continued their desperate pursuit of the followers of Mu, who had fled
on seeing their star and their powers perish. Scarred, wounded, and hateful, those who survived found refuge in
the corners of the Magic Fields, hoping to escape the fury of the Kaims.The age of the Saurians was over, the fall
of the Black Moon had brought about the end of Mu's dreams. Time now belonged to the Kaim: the Age of the
Spiritual Cycle could begin.
Haunted by the ruins of the ancient temples of the Primordials, the cursed offspring of the Saurians, animated by
a Black Moon Heart, managed to survive the purges, while the murderous fury of the Kaims came to an
end. Monsters forever cursed, masters of the animal creatures and forces of the dark star, terrifying to make them
lose their reason, they hid themselves in the vestiges of the temples of the past, where the echoes of the impious
ceremonies still resounded.

The obscure Destiny of the Primordials


The fall of the Black Moon had not, however, put an end to its influence, even if the Saurians were massacred in
numbers. Developing his own personality, the Black Moon gave birth to two twin and yet very different
psyches. The first element, solid and masculine, was killed with the Saurians, dissipating the palpable magical
Black Moon Fields that had woven on Earth. But her twin, now known as Pavane , subtle and feminine, managed
to escape the fury of the world, fleeing the hatred which nevertheless nourished her.
A fragile entity, she passed unnoticed among the exhausted Kaim and found refuge in the nightmares, taking
advantage of the hunt for the last Saurians. There, in safety, she forged her own subtle kingdom, where she
would join those who are called the Eumenides .
Death had struck the Saurians, white as black, indiscriminately. All infected by the slag of the Black Moon, they
were pitilessly massacred by the Kaim in search of purity. Some, well hidden, succeeded in survival, but,
wounded, they left their carnal envelopes to disappear and plunge into a deep sleep.Drifting spirits, they
wandered at the mercy of the currents of reality and sometimes found refuge inSubtle Plans in the making,
pockets of phantasmagoric reality, united to the material world by a mysterious bond.
Today, we recognize their presence in what we call the Antimony Scales , and the dreams of the most powerful of
them, notably Kraken, Charybdis or Sylla, still nourish subtle Plans today, thanks to a very Strong oneiric activity.
Those who lost themselves in this Reverie but could not cling to these Subtle Plans became the Eumenides,
spiritual forms drowned in the dark power of the Pavana. From these lost souls emerged three Eumenides, three
conglomerates of souls of black Saurians lost in their dream and without physical form, who sought refuge in the
depths of the darkness of the Subtle Plains, in those lugubrious places that are called the Anti- Lands .

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From these depths, having images of the world only through the Darkover , a powerful artefact created in the
cursed temple of Urquhart, they lit up a vengeance and the rebirth of the Black Moon in its fullest form .
Another Black Saurian managed to escape the purges of the Kaims, wounded and lost. Moved, exhausted, was
slowly agonizing when he discovered an immense and completely enclosed cocoon, which he pierced in search
of a refuge.
Deposited by the Iz on Earth, the mineral cocoon of Rebis the Androgyne,
The fruit of the Ethers of the Earth, had remained closed. Being in the Siamese body spent millennia of
confinement imagining the outside world, a wonderful world that he dreamed of discovering when he came out of
his cell. Shaping his cocoon according to his desires, he was still languishing in his solitude.
One day he saw a "Shadow," a wounded Black Moon creature entering his original cocoon. The Siamese being
welcomed him with curiosity and benevolence. Moved, wounded creature. He looked after him as best he
could. Refugee in this Closed Palace, the weakened Black Saurian fell asleep under the protection of Rebis,
dreaming of these ancient and visionary projects of a restored black moon.

The Atalanta Fugentis


Emerging from the cocoon of the Moon emerges a frail creature, immensely beautiful, a naked woman with milky
skin and hair sparkling like the blonde tail of a comet in full travel. Waking up alone in the midst of the ruined
civilization of the Saurians, she walked on the burnt foundations of the desecrated temples. She wandered under
the shrunken arcades of the vegetal cathedrals, contemplating the ruins of the once marvelous cities. Atalanta ,
"Sister of the World and Quest of my Heart" in enocheen, wept then the massacre of the Saurians, as well as the
corruption of the magical fields of Moon by the dust of the cursed star. In these places of death, this basaltic Kaïm
with the appearance of mirage swore to revive hope on Earth to excuse the destruction caused by the avenging
Kaïm.
She began a gigantic project: every five months, she settled in a desolate place, as there were so many, she
transformed it after years of effort into a little terrestrial paradise. Thus, she raised all over the world fabulous
gardens, traveling from one place to another of the world to find the places she would transform into shrines of
hopes. Thus, during these voyages, she discovered the Ley lines , magic paths traced on the telluric fields.

Hecatombs of the Curse


The curse of the Black Moon continued to strike. Few initiates know of this, and we ourselves have learned it only
recently, although we have long suspected it: the Kaims who had been wounded during the fighting against the
Primordials saw their bodies pervert after the " Poisoning their elemental essence by the obsidian claws of their
enemies.
They became etheres , ancestors of the Selenim, and their pentacles turned into a Black Moon Core. Most of
them were massacred in the same way as the Saurians, confused with the disciples of Mu, during the terrible
battle of Yog-Sothot .
Some managed to escape the massacre of the Kaim and returned to the continent formerly created by the
Primordials, which they called "Beyond the Bitter Wave". There, the Ethereal joined the Saurians who nourished
themselves on their essence. Certain escaped and plunged into the depths of the Loess of the Pavana , deep in
the Magic Fields of the Black Moon, where they also yielded to a deep and dark lethargy.
Others were saved by some more perspicacious Kaims, who looked after them, observed and studied them. They
understood before long the nature of the Black Moon and the appearance of the Selenim, but preferred to be
silent rather than to see the Etheres massacred by Kaim blinded with hatred.

The Era of the Kaim: The Devolution


The Spiritual Cycle began on desolate and ravaged lands, dominated by the Kaim, children of the Planetary
Ethers. Proud, the Kaim considered themselves perfect in the face of the horrors of the Saurians. Uniting the
spiritual and the physical, they became Metamorphs, beings with basaltic bodies. Plots of living and conscious
elements.
The Kaim of Fire formed a body with the lava, the Kaim of Air merged with the clouds, the Kaim of Water became
the waves, the Kaim of Earth became animal or vegetable, and the Kaim of Moon embodied monsters legendary
and dream . Each of them expressed the facets of the elements, found in lightning or fire, fog or tornado, foam or
coral, sand or stone, disease or reflection ...
The Kaims thus lived in communion with their habitat, explored it until they had the absolute sapience. Then they
left their Basaltic Metamorph and dispersed into the Magic Fields, propagating their wisdom in these energy
currents. Little by little, their Ka-element could reform and give birth to a new Kaim, in a new form, always in
search of knowledge. Thus, some Kaim were able to reincarnate many times, like the Green Lion , from the
cocoon of Mars, the Ka-Feu, which knew five basaltic incarnations and as many emergences in the Magic Fields.
This period rich in sapience is called the Era of the Devolution and remains one of the most agreeable
"memories" of the Nephilim when they recover a little sapience of this distant time and that they reconstitute this
experience by their imagination.

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Elementary Tutoring: Evolution
The dissolution of the Kaim in the magical fields, ritual and shared by all, became more and more burdensome for
the Sons of the Ethers, who contemplated their Pentacles , structured by the five Ka-elements.
Judging their too precious sapience, the Kaim ultimately refused to sacrifice himself in the Magic Fields. By this
refusal, they also closed the access to the communication of their wisdom and stirred lusts and jealousies
between them. They eventually clashed, opening the Era of Evolution to bloody conflicts between Kaim.
Each on his side set off in search of the Sapience still hidden in the Magic Fields, fighting other seekers and
searching the Powerful Nexus with eagerness.There, the Elementary Architects built the first Elemental Temples,
sanctuaries dedicated to the Magic Fields and the Ka-elements. Cathedrals of Fire, caves of Earth, lunar forests,
then vast constructions dedicated to the houses of the Zodiac.
Recognizing that unity is strength, the Kaim were allied in small elementary fraternities. Thus, they discovered the
joys of Communion and shared Sapience, but also the elementary oppositions.
The tensions between the Kaims of opposing Ka-elements were exacerbated and the few societies-polemical
Pallans, Spiritual Concordat-who tried to rise collapsed at once.
Nevertheless, after several failures, an institution succeeded in gaining enough ascendancy to survive hatreds
and misunderstandings: Elementary Tutoring imposed itself, regrouping within its bosom the five Ka-
elements. The Word finally triumphed over the Force.
Elementary Tutoring establishes a Council of Champions, appointed by each elementary family.
From this council emerged a Magist, a delegate charged with directing the Kaims and dispensing the wisdom of
his Ka-element. Thus the Kaim of Fire designated for a time the Green Lion to represent them, as the superior
expression of their element.
Elemental representatives succeeded one another, but during the Magisterium of the Moon the rebellion rumbled:
the Kaims, still terrified by the corruption of the Saurians and the appearance of the Black Moon, decried the Kaim
of the Moon.
The Chrysolites , an extremist movement desiring the fall of the Magist of the Moon, were joined by many other
Kaims, and the Kaim of the Moon were eventually banished by the frightened mass.The Elemental Tutoring
separated from the Moon and the balance was broken.

The Tutoring of 4 Elements


This time has forever marked the Onirim, Nephilim of the Moon, and it is a stinging pain that still weighs on those
who have the memories. Some of us still bear the traces of this terrified hatred, which led the extremists to
amputate the pentacles of the Kaim of the Moon.
Thus was born the Cruxim, victims of the madness of Kaim.
However, their fears were not unfounded, even if the existence of the Pavane and the Ethereal remained
secret. The Chrysolites, relying on the fear of the Kaim who had confronted the Saurians and their sombre
offspring, urged the Tutoring of the Four Elements to endorse the rejection of the Moon.
Nevertheless, in this they served more the efforts of the Black Moon. In fact, wounded and betrayed, the Cruxim,
through the torture of their Pentacles, fed the obscure powers of this nameless grief. Their executioners saw in
them only a resurgence of the madness of the Saurians.The Cruxim were therefore hunted down and killed by
those who had created them. The few survivors moved from the "Other Side of the Bitter Wave" in Central
America to the children of the Black Moon still alive.
Discovering bloody trails and unholy ablations, Morpheus could no longer bear to see the Kaims tearing himself
apart for such mad reasons and descended to Earth stretching his Reverie. He brought with him other slags from
the Black Moon, again defiling the Earth unwittingly. Under the eye of the Pavane who followed him like a
shadow, he interposed between the Kaim of the moon and the others.
He who had dreamed of a world in peace defied the four Elementary Tutors and offered them the
dream. Together, the Magistes visited the dreamlike labyrinth of Morpheus.

The Refuge of Sicily and the Kingdom of Fates


When he dissipated his Rêverie, in which the elementary Tutors had lost their lives, Morpheus turned to the four
Magistes and they realized that they had been misled. Recognizing once again the legitimate belonging of the
Moon to their pentacle, they admitted their faults and the Tutoring ended. The Kaim of Moon, strong in the victory
of Morpheus, reaffirmed the purity of their intentions, but it was already too late, for the Black Moon had already
infiltrated into their ranks.
Discovering the mutation of the magical energies of certain members of their Ka-element, the Kaim of the Moon
became frightened, but refused to expose themselves to new murderous purges. They thus covered the birth of
the first Selenim, the fruit of hatred exacerbated by the banishment of the Moon and the hunting of the Cruxim.
Those who were born before the descent of Morpheus on Earth had participated in the protection of certain Kaim
of Moon and Cruxim, obtaining in return the silence of the Kaim of the Moon.
However, the Selenim, dependent on Satisfaction to nourish their Black Moon nucleus, had to flee before the hunt
for the Chrysolite members. The lack of Sovereignty led to the disintegration of their Black Moon nuclei, Entropy ,
and, wandering to find subsistence, pursued by some Kaim, they became the Cursed . It was by searching for a
source to water their Black Moon nuclei that they discovered in the bowels of the Earth a source they believed
inexhaustible: a cocoon of Ka-Sun.

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There they found a hidden kingdom, in which they took the name of Parks : Clotho la Fileuse, Lachesis, and
Atropos. They fell in love with Ka-Soleil and studied their own energy, the Ka-Lune Noire.
Morpheus ascended the Moon, the Kaim attempted to forget the dissensions of the past, but some continued to
regard the Kaim of the Moon as a potential danger, even as enemies. The Chrysolites and those who took the
name of Prophets of the Opaline Nite continued to plot against the Kaim of the Moon. At the same time, the most
marked among them by tracking the Tutoring of the Four Elements gathered around some Cruxim and Selenim to
study the Black Ka-Lune and its origins, taking the name Questors of the Primordial Wisdom . They founded their
sanctuary in a secret garden in Sicily where they confronted the strange Ka-Sun in the Black Ka-Lune and
welcomed the survivors of Yog-Sothot who responded to their call for peace. They became the protectors of the
Cursed of all cycles.

Hermes and Scripture


Communicating was second nature to the Kaim. It was enough that two pentacles resonate so that each one
drinks from the sapience of the other, like a song of magic and Ka. But Hermes ,
A Kaim of Air from one of the strange mineral cocoons, never knew the pleasure of these resonances. Unable to
smell the magic fields and respond to his brothers, like a dumb child, he opened himself to the world despite this
handicap by accumulating the knowledge of his brothers.
But many Kaim accused him of wanting to keep all the secrets for himself, since he could not communicate in
return. Hermes therefore sought a means of sending them his accumulated knowledge by circumventing his
handicap.
He succeeded the day when he engraved on a piece of Ka a sentence in enocheen. He invented writing and time
froze for a moment as a new concept was born in Eidos , the heaven of ideas. A bridge spread between earthly
writing and eidetic writing, and a fantastic creature, incarnation of impossibilities and incoherences, emerged from
the Eidos to settle in the world of Pashad . Thus was born the suzerain Lukian , "the Light of Heaven on Earth" in
enocheen.
During her erudite errands in search of the hidden knowledge of the Kaims, Hermès discovered a cocoon
concealing another future member of the Glorious Alloy. But the emerald gangue was hermetically closed and he
could only find the fault by his great wisdom. Emerging from the confined atmosphere of her cocoon, a young
woman with dull skin and dazzling beauty appeared and stood up to her full size. But his eyes saw nothing of the
magical world around him. The release of Esmeralda
Had blinded her to the magic fields. From then on, the Ondine was condemned to feel the joys and pains of Ka-ila
rather than to see them.

DraKaOn and Angelic Involution


Since the fall of the Saurians and the elevation of Elemental Tutoring, the Kaims have embarked on many paths
of research, pacing divergent paths in order to obtain the all-powerful Sapience. The Kaims were now taking the
form of Symbolic Metamorphs to become not representations of their elements but the sapience of their elements.
When the Magistrates of the Tutoring of the Four Elements announced the failure of their institution, the Kaim had
to find a new mode of organization, more in phase with their researches and abandoning the old separations
between Ka-elements.
They then founded small mixed fraternities and abandoned research on a Ka-element: henceforth they would
gather behind a research ideology. These groups took the name of Ar-Ka-Na, "new unions of the Ka" and
established their community of thought through an intimate pact sealed in them, the Serment-Ka. They were able
to devote themselves to the experience of the world and the study of its secrets.
The Custodians of Ka-ia , a small Ar-Ka-Na whose name is now taboo, pierced the mysteries of Ka-ia, our Mother
Earth, the soul of the physical and magical world. They dedicated him a faithful worship, but split into two beliefs
very early. The schism distinguished those who saw in Ka-ia the sweet and harmonious mother of those who
perceived her violent and domineering. The latter took great steps forward, but did not perceive the
consequences of their actions. They concentrated on a single Ka-element of their pentacle, becoming
overpowered in this one magic field. But their obsession for the return to the essence of power reduced them to
quasi-bestial Metamorphs, close to the Khaiba and madness.
Becoming incredibly powerful and no longer afraid, they wanted to measure their power by crushing their
unconscious brothers from danger. The Sons of the Ethers, ill-prepared, fell under the dominion of these
overpowering beings, but the Ar-Ka-Na rebelled against these uni-elemental beings who were then called
the Dra-Ka-On .
The twenty Ar-Ka-Na regrouped and formed the so-called union of the Heavenly Wheel to face the primary
elemental instincts of the Dra-Ka-On. They attacked them en masse and many of these monsters were dissipated
in proto-akashic limbo. The others decided to mutate again by merging into power monsters. Thus appeared the
famous Behemoth in the Middle East, Vafneer in Bachstadt, Baneshi in Granada and the formidable Dragon of
the island of Brittany.
The Heavenly Wheel did not have a respite to fight the Dra-Ka-On and especially the murderer Behemoth. The
Ar-Ka-Na of the Masters Pragmatides was of great help in forging the Mystic Blades made of the
precious adamante , images of the blade that once perfected the Black Moon, and which proved fatal for the Dra-

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Ka-On . Even if Behemoth perished, he remained an example for many Dra-Ka-On who continued to fight the
Kaim on his behalf.
Some Dra-Ka-On, seeing death approach, prefer to flee into the Magic Fields and enter into catalepsy. Yet they
remained listening to the rumor of the world, thanks to an elementary consciousness that still surpasses our
understanding today. They lost the notion of short time and no longer dreamed of dreaming in the long run,
preparing for their return and their vengeance for the eons of the future, when they recovered from their wounds
and the Nephilim became too Weak to defend themselves.
One of them, commonly called Behemoth, for he fought in homage to the original Behemoth, fell asleep in the
plain of Ilion, in Eolid, where the city of Troy would rise later and where a Drakaonic cult would be Founded,
where he would be venerated under the aspects of the Taurus and the Crocodile, the Earth and the Water, those
elements which had made him that indomitable power dormant.
Other Dra-Ka-On survived the massacre while remaining under the protection of Kunlun, an overpowering Dra-
Ka-On, the fruit of the merger of three venerable Dra-Ka-On who offered him their different elemental
powers. This magisterial being guided his family to the Yellow River, where he dived after putting his brothers in
safety, out of reach of the Kaim. He himself became an unalterable source of Nexus, Plexus, and Magic Fields,
who gorged the land of the Malodred, the Kaim of the East. These, so peaceful in this magical paradise, will
isolate themselves from the rest of the world until ignoring everything of the activities of the other Kaim until the
Deluge.
The Kaim, tired by the various trials they had just passed through since the fall of the Tutoring, agreed that it was
time to create a new way of existing, to re-establish the lost ties of the community.It was at this time that the first
hopes of the Golden Path were born, a new path for the Kaims, which led them to their fall.
For all that, the Kaims did not all abandon the tracking of the Dra-Ka-On. So it was for the members of the Ar-Ka-
Na of the Ordalian Iridescence , who continued to drive out the monstrous beings with the aid of the Mystical
Blades. At the same time, demonstrating incomparable perseverance, members of the Ar-Ka-Na of the Chtonian
Surveyors continued to track the Saurians and especially the most terrible of them, Mu. Little by little, they
eventually located the Black Saurian somewhere in the depths, and sent five of theirs to scouts. The five Kaims,
one of them, an Onirim, would later be known as Devourer or Pazutzu, then discovered the mineral cocoon of
Rebis, from which emerged hints of Black Ka-Lune. Frightened by the influence of the Black Moon, they
persevered and discovered the two monstrosities that lived in the gigantic cocoon, transformed into a palace by
the deformed being endowed with two heads and four arms.
Their vision of Mû and Rebis terrified them so much that their Pentacles were altered. Their Ka-Moon
metamorphosed into Black Ka-Moon and their psyche was transformed. Thus, they became the guardians of Mu,
awaiting his awakening impatiently and prophesying the extinction of the Kaim on his awakening. Today, this
nihilist group is known under the sign of 666 .

The Birth of the Golden Path


Eons after the Selenim known as Parks founded their kingdom around their source of Sovereignty, the golden egg
of Ka-Nun burst forth under the pressure of their insatiable hunger and the gigantic explosion of light that covered
The earth came to strike with its splendor the ancestors of men.
It was a new birth for men, but also for Fates. Indeed, the Selenim exposed to the bronze explosion merged into
three entities of Ka-Sun and Ka-Black Moon. The Fates, marked by the monumental explosion, decided to remain
hidden forever and work to maintain the balance between the Ka-Sun and the Ka-Black Moon. For this, the Fates
became experts in the manipulation of dreams, guiding unconscious emissaries, often Selenim, through haunting
visions without ever revealing themselves.
Unaware of the causes of their birth in their eyes, the Kaim discovered the humans marked with the seal of the
explosion of the cocoon of Ka-Nun. They were ecstatic about the purity and power of their Ka-Sun and
immediately jealous of them, for in order to reach their fullness and become one with the cosmos, they had to
control this energy which did not appear naturally In their Pentacles.The realization of their mystical quest, which
we know as Agartha , went through the appropriation of the energies of the Ka-Sun, which nevertheless
desperately escaped their control.
Then, seeing the men so powerfully armed with Ka-Sun, they united in a single will to understand the energy of
the Sun by creating an artificial place where they could observe them with impunity, study them and appropriate
their own power. Thus was devised the Golden Path, the way of research of the Kaim intended to discover the
origin of the prominence of the human solar spine and to cultivate it. (Describe the solar spine)
Following the current of the Héliades, traces of the magic Champs of the Sun, in the middle of the immensities of
the Akasha in the process of becoming, they discovered the first stone of their realization: a pyramidion in
levitation which would become the magical center of the 'Atlantis.
Lying atop the Axis Terram, the marvelous stone became the center of Atlantys' foundation, which humans
sometimes remember as Atlantis. The Angular Stone , the beacon of the emerging Akasha to which the emerging
monsters assembled - some of whom do not fail to attribute to the Voors, our supposed ancestors preterriens -
was a subject of wonder for the first humans and discovery for the Kaim who Studied the link between the Ka-Sun
and the Akasha. The twenty Ar-Ka-Na of the Heavenly Wheel gathered around the Angular Stone and were able
to contemplate their work, brought up in the hands of the Elemental Builders, the Ar-Ka-Na meeting of the
Gardeners and the Elemental Architects.
Thus, in the heart of Atlantys, a perfect magical place, the Kaims once again launched into the quest for
Sapience, experiencing the Ka-Sun of humans and awakening them gradually to consciousness.Nevertheless,

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some Kaim did not appreciate these manipulations of the man, who reminded them of the impious experiences of
the Saurians, the striking wounds of Cruxim or the destructive madness of the Dra-Ka-On. Disgusted, feeling Ka-
ia, their nurturing Earth, insulted, they exiled themselves from Atlantys and worked to protect the place of every
being created by Ka-ia. Under the name of Ar-Ka-Na of the Custodians of Ka-ia and under the leadership of the
very charismatic Lilith, they gave birth to the Garden of Eden, where they attempted to reestablish the order
altered by the Kaim.
Morpheus, too, was worried about the treatment of humans, for they had touched his heart. Since the curse of the
Magic Fields by the Black Moon, the Kaim had become incapable of dreaming, but humans could indulge
themselves in dreaming and thus visit the imaginary world of Morpheus, wandering in its marvelous corridors of
alabaster, Passing its arcades of ivory and contemplating its vast silver mirrors where reflected a thousand and
one changing dreams. The solitary inhabitant of the Moon clung to the humans, but soon became uneasy about
their sensitivity to dreams. He wanted to initiate them, but never had time to complete his work.

The Redemption of the Fallen


After the Chronicles of the Apocalypse, the Revelation was at its height with the appearance at the front of the
scene of the Ar-Kaim and other natural Selenim, the Atlanteids, the Minor Blades and especially the Solar Artist of
the Qiyas.
However, the Wars of the Apocalypse hardly begin, most of the stakes of the century have not yet reached their
paroxysm: the Great Plan, the Great Awakening, the Egregor, the Great Year, all that hangs in the nose of the
immortals Of all Ka. Not to mention the multiple implications of minor factions like Lilith's Cult, the Loa, the
Orichalquians, the 666, the Dragon Worship or the Serpentary.
The time when the Ar-Kaim were under the tutelage of the Nephilim seems gone: many were able to initiate
themselves to them and have now decided to take care of theirs:
"... because these old Nephilim are incapable of understanding us and also because we refuse to let ourselves
always be drawn into their old quarrels! We were not accepted among the Major Arcana? We were slammed the
door of Justice in the mouth? Very good ! Henceforth the Ar-Kaims, the ultimate stage of Evolution, no longer
have to do the Fallen who retard them on the way of their Epiphany. Their only merit is to be the memory of a
world of which we have much to learn. As for pretending that the Ar-Kaim have no Sapience, this is a fallacious
excuse of retrogressors incapable of understanding us, ignorant that they remain of the human condition! What
then matters the efforts of the Nephilim? There will also be Ar-Kaims against them in the Minor Arcana.If they do
not like it, they just have to leave the planet, as they announce. We stay! "

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Invisible History
Chronology

The Neolithic
Mythical Ireland
The Sumer of Gilgamesh
Aion or Aegean hegemony
Egypt of Akhenaten
The Fall of Troy
Babylon
Alexander The Great
Carthage
The War of the Gauls
The Incident Jesus
Santiago de Compostela
The Imperial Rome of Nero
The Arthuriades
Constantinople
The Vikings of Rollon in Rouen
Venice or the Alchemical Revelation
The Jerusalem of the Crusades
The Albigeoise Cruise
The Fall of the Temple
The Prague of Jan Hus
Joan of Arc in Rouen
The Fall of Granada
The Italian Renaissance
Istanbul
The seat of Munster
The London Elizabethan
The sling
Isaac Newton's London and the Industrial Revolution
The Scottish Revolution
The French Revolution
The Napoleonic Apogee
The Venice of Shelley & Byron
The Victorian Apogee
The Great War
The Black Years

The Neolithic

When the Fall destroyed Atlantis , a long transition period settled until the appearance of civilization and
writing. Everywhere the Kaim were dying as if gnawed from within. even when they had escaped the fall and
Swords Prometheans, Magical fields polluted by Orichalcum inevitably destroyed their knowledge as Kaim were
the reflections of these fields Magical large mutation. Still, some of civilization survived around Kaim walking away
in the mist of legend. Already the Prometheus insiders were melt the ore to includethe Black Metal . Then came
the Elemental Wars and, with them, the brutal realization of their decline.

The Promethean Glades


Promethean Swords enjoyed their heyday until the disappearance of their leaders, Prometheus and the
Titans . While the Mysteries were still united, they were forging weapons of Orichalcum and chased the
Fallen in the Narcose and imprisoned in objects allocated with rare earths , the Sapience
residue Kaim destroyed. These stasis were kept safe from Magic Fields , buried under mounds with great
warriors. It could take several millennia before the changes Magical Champs come awaken the Nephilim captives
of their stasis . A Nephilim who has accomplished this quest will have sought to oppose these barbaric waves
destroying the last foci of Atlantean culture.Without going to the processing performed by Lilith and his followers,
the magic Fight was possible. He will have been a guardian of the Nephilim and will be known for his
courage. Even after the Lightning Wings, a group ofPyrim fiercely determined to punish Prometheus, had fulfilled
their office, Promethean Swords continued their work. Accompanying the Nephilim during the Elementary Wars, it

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took great courage and determination to succeed in focusing his attention on the real enemies of the Nephilim. It
was not a rewarding job because the Mysteries were those with the most remnants of the Atlantean culture,
destroying the Nephilim erased each time a little more of their mythic past. In addition, a seeker will be able to see
the Daimonscome to life and attack the Magic Fields and his brothers Fallen . But he will never forget the
bite Metal Black .

Participation in the Elementary Wars


The elementary wars have no precise dates: they took place everywhere and for a long time. The Nephilim ,
newborns in the occult world, without reference, is grouped first by elemental affinities; the very concept
ofAgartha was not yet known of these fragile mind. That is why nothing prevented the internal struggles. A
Nephilim who lived elementary Wars have faced other Nephilim for Artefact , a Nexus , a piece of information or in
revenge for the failure of the Sentier d'Or or the beginning. Later, with the emergence of the first civilizations, we
fought for a home, a hunting territory. Or because a brother had been defeated. The fighting took place with great
reinforcements of magical effects. We found great figures such asMorpheus, the Tutor Lunar or the Green Lion ,
universally known and feared fighter of that era. These Nephilim fought for thousands of years and were the
initiators of the first Occult Science , Magic . By creating their elementary area, they opened the first roads
of Agartha Nephilim.

Initiation of a Human Tribe


When the long silence Sooty ended, private Nephilim Atlantean resources turned to humans. First because of the
incarnation , which forced them to live among them, but also because some still believed in the Golden
Path .Some, finally, turned to humans to prevent their conversion to the theses of the Promethean Glaives. In
addition, the Elemental Wars have proved that exceptional beings, determining strength and Wisdom, could reach
a mystical state that transcended nature of Nephilim: Agartha , who became for many a hope to regain the Kaim
that they were, for others, belief in the completion of the Golden Path . The Nephilim who took these initiatives
could have several roles: an explorer who showed the miracles of nature, a warrior leader who taught them to
survive, a shaman to master the environment and understand the magical forces, a builder helping build the
Pillars of future civilizations. It is even a living god, thereby precursor Pope . To direct a human tribe, it was first
necessary to give it the means to apprehend the hidden nature of their environment; but often it was necessary to
protect against other tribes against the Effect Dragon , against nature. Then the centers of civilization grew,
attracting other brothers; sometimes they cooperated to begin to pave trails Magic , sometimes they were jealous
and a confrontation took place. But all have realized the wonderful tool that could be the human. some very
advanced civilizations were born and disappeared very quickly: the Kaim had never needs to preserve their
memories from oblivion and it took a long time for the Fallen begin to construct the esoteric world through writing.

Search for the Boreal Crown


Among the first memories of the Fallen , is mentioned persistently from a place in the far north of the world, which
would have sheltered the last Kaim. Later, when spread rumors about the existence of Agartha , Hyperborea,
mythical living Kaim these survivors, are treated at the shelter first Agartheans. This place is also called Thule or
Asgard, the imperfect memories of Simulacra humans and numerous disappearances of Nephilim brought down
the shades into oblivion. The quest for Hyperborea was a founding milestone for the company Nephilim. It has
become the archetype of the quest for Sapience. Traveling through very diverse lands, in increasingly harsh
material conditions, the Nephilim were able to discover the deeply magical nature of the world. Before, they were
not really aware of its existence, they lived it as a human breathes. As Nephilim, they had to re-learn the delights
of discovering a Akasha . These trips allowed them to meet other fallen men, while being receptive to all the
magic symbols they encountered. If it has been sufficiently persevering, the Nephilim could discover a Akasha , a
human dream crystallized magic fields.

Stay in Hyperborea
The Nephilim, after a long quest, discover the magic haven of Hyperborea.This refuge was built by Kaim before
the fall of Atlantis and so long resisted the corruption of Orichalcum ]. In this magical place, in contact with his
brothers, the Nephilim could learn more about the world in which the Fallprecipitated. Legend qu'Hyperborée
collapsed following disagreements between the founders and those who took refuge there or that the kingdom
remains in the ethers . This harbor housed very powerful Kaim. According to the rumors, the latter were
suspended. The Orichalcum , which gradually was poisoning the Magic Fields , killing them from the inside
because of the Sapience Kaim came from all Magic Fields . Dying with a small fire, these Kaim could not bear
that the Nephilim saw their decline and preferred to send them back on other quests, another version tells that
they no longer supported the actions of their brothers. The Golden Age of Hyperborea lasted less than 2,500
years. A legend claims that the great alchemist Michael Maier would have returned one last time to Hyperborea
and that the kingdom was completely destroyed by Kalidon.

Mythical Ireland

After the fall of Atlantis, the Nephilim dispersed. Many of them found refuge on the shores of the
Mediterranean. But some, driven by audacity, disgust at the memory of their former life, and the thirst for

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discovery, set off far to the north. Among them many settled on the shores of the ocean of Little Britain. The last
travelers of the Septentrion were rewarded for their perseverance by the vision of a magical and almost virgin
earth. This island, Erin the Green, proved to be a land of welcome full of promise.

Participation in human education


This idyllic part of the story of Erin the Green covers the creation of the Thuata of Danann and the tribes that
surrounded them. The collaboration between all the individuals allowed the birth of the first mixed civilization
Nephilim and human. The Nephilim taught their secrets to humans, initiating the first druids who passed on their
vision of the world from generation to generation. In exchange for these secrets, human populations accepted to
be governed by the Fallen, whom they regarded as living gods. It was then that the first battle of Mag Tured took
place. The Nephilim declared hold the secret power of Erin and massacred following the Formoirés of a
clan Selenim. They immediately ruminated their defeat to the north of the island, not far from the Causeway of the
Giants.

The quest for the sons of Turenn


Always threatened by the Selenim in the North, Nuada united the best warriors and subjected to his spiritual
authority all the Nephilim of Erin. Lugh, appearing at the court of King Nuada, championed the Nephilim to defeat
the Formorists. But all the Fallen did not accept the authority of the king and in particular the choice of the
champion. Among them, the son of Turenn, decided to take action and kill the father of Semblance of Lugh , a
human who chose to sacrifice the life of his son to house Lugh. The latter, mad with the desire for vengeance,
imposed on these two Nephilim a long and trying search, from which they brought back many magical
objects. Having carried out their quest and believed they were cleansed of their ignoble act, they were
nevertheless dispersed by Lugh and his followers. The champion recovered the artifacts from the quest and
prepared to face the Formors.

The Second Battle of Mag Tured


After many years of peace on the island, the Nephilim discovered that in the north there were evil creatures, the
Daimon from Hades, the Formorians.Their leader, the cruel Cyclops Balor, harassed them incessantly. His unique
eye could kill every creature he met. Took place while the Second Battle of Mag Tured, which opposed the
Daïmon , assisted by Selenim, the Nephilim.
The Second Battle of Mag Tured was the only pitched battle that witnessed the battle between Nephilim on one
side and Daimon on the other. The Selenim remained behind, but the tribes, escorted by the Daimon, marched
before the humans and thundered the Nephilim. The elements themselves seemed to be participating in the
battle. The confrontation lasted several days, and when the Formorians saw their victory near, they brought Balor,
whose eyes set the scene of the battle. Thousands of Nephilim perished instantly, even Nuada himself. Lugh
darted and killed Balor with an eyebrow.Under his command, the survivors crushed Daïmon and Selenim .

The Kingdom of Tyr-na Nog'th


As the situation was conflicting in Erin on the eve of the second battle of Mag Tured, many were the Nephilim to
try to flee this region to join the magical kingdoms that were adjacent to him. Among these was Tyr-na Nog'th,
where you took your brothers to safety. The magical court of Tyr-na Nog'th was an ancient deserted site since the
Elementary Wars. A great Atlantean palace stood in the middle of Akasha air surrounded by clouds. In the long
ghostly corridors, the survivors could at their leisure enjoy the knowledge they had acquired during the quests
imposed by King Nuada, share them and live away from the realities of the material world. Almost at the same
time as the second battle of Mag Tured came a strange phenomenon that filled the Magic Field with silence and
cut Tyr-na Nog'th from the rest of the world.

The Sumer of Gilgamesh

Aion or Aegean hegemony

After the Elemental Wars, a flourishing civilization was born in the archipelago of the Cyclades. At its head,
Thalatoï, the Hydrim , warlords during the past age, developed the relationship between the islands. Their brilliant
and original civilization radiated throughout the Mediterranean from their palaces.The most important was that of
Akrotiri, situated on the island of Thera, and was home to the mighty Atriparkh. The Pelasgians , powerful
Nephilim from the North came quickly into conflict with Thalatoï. A pact was passed between the two factions,
extending to the humans of an island south of the Cyclades, Crete. It was the beginning of the age of Aion. The
palace of Knossos was built, a kind of idyllic paradise and impregnable sanctuary whose center was a strange
labyrinth. But the Minoan civilization received more than the inheritance of the Cyclades and seemed to repeat
the same mistake as in the past. Therefore, some Aionians, taking fright, draw advice at the top of Mount
Olympus. There, they decided to create a monolithic pantheon, to avoid any infiltration as was the case in
Knossos. The Nephilim known as the King of the Orage took the ascendancy over his brothers. Together they
assembled the Greek tribes in the city of Mycenae, which soon extended its hegemony over the whole of the

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Mediterranean. Taking advantage of the weakening of the Minoan Nephilim following a dramatic event involving
the submergence of Thera, a group of defeated decided to destroy the magic complex of Knossos marking
simultaneously the end of the civilization of the Cyclades and the Minoan civilization.

The cult of Thalatta, the Primordial Wave


During the Elementary Wars, the Cyclades archipelago witnessed numerous clashes. But by dint of perseverance
a clan of Hydrim succeeded in making himself master of the region. These Nephilim were the founders of the
Cycladic civilization, a group of coastal communities scattered over several islands. Humans venerated them for
their benefits and protection. Among the Cycladians, ten predominated each on an island: Naxos, Paros, Ios,
Thera, Amorgos, Milo, Mykonos, Syra, Tinos and Kéa. Nephilim, attracted by these Hydrim, placed themselves
under their authority and paid homage to Thalatta, the Primordial Wave, the Sea of Fertility. They were called
Thalatoi, the Sons of the Wave. No one knows how, but the Ten had succeeded in obtaining a mythical vestige of
Atlantis of formidable power: the Atalith.Everyone kept it for a while, placing it in the heart of the palace of his
island, so that its magic irrigates the lands and the springs. Thus, the Cycladic Archipelago was bathed by
magical fields. During their exploration in Eolid, the Thalatoi discovered a site where the magical fields vibrated
with a particular intensity, much more than for an Omphalos because the whole area seemed under influence. An
incredible savagery bubbled, ready to explode, hypnotizing the Pentacle of the Hydrim. Led by Charybdis, chief of
the expedition, they analyzed this vibration. It was thus that Behemoth, DraKaOn buried since the Angelic
Involution, returned to consciousness. He succeeds in seducing them by his power and his Sapience. The
Cycladians saw in him a way to recover some of their lost power. At the dawn of the third millennium they founded
a city on the city where Behemoth, Troy, slept. Many Nephilim of the Cyclades began to venerate him as a
god. There was a protest but they were not listened to. The draconian teachings spread, the draconic lands
spread, covering the whole of the Cyclades. The Thalatoi came to study ways of altering the structure of their
Pentacles and made draconization a path to elevation.

The Pelasgic Wars


Henceforth, drunk with power, the Cycladians were persuaded that nothing could be more opposed to them. Yet
strangers from the Septentrion landed.Thanks to magnificent ships, they sailed on the solar fields. They too were
full of gorgeous and proud of their inheritance. They were called the Pelasgians.Pacific in their souls, they were
worried by the breath of Behemoth. Then horrified by the theories and rituals of the Cycladians, they returned to
their ships and declared a merciless war against the Hydrim and their servants.They decided that this civilization
was not worthy of the Atalith, and that they alone could make good use of it. Twice the city of Troy was burnt
down and his queen, mad with rage, decided to appeal to all the power of Behemoth. By the magic of DrakaOn,
Charybde, consumed by the breath, was transformed into an elemental monster that attacked two Pelasgian
cities in the Hellespont: Plakia and Skylake. She then pursued the survivors to the Straits of Messina, where the
Pelasgians had set up other colonies. She succeeded in massacring them and remained there. But the sanctuary
of the Pelasgians was Thessaly, and in this fertile region no Cycladian could penetrate without being dissolved.

The Compact of Aion, the Pact of Phaestos


He had, however, a truce between Pelasges and Thalatoi. It was difficult to negotiate with Cycladic refugees on
the island of Crete. A pact was signed between the three forces. It is a faerim, Rhadamanthe, who became the
king of this new civilization: the Minoan age was the first act of the Compact of Aion.

The Second Compact of Aion, The Pact of Olympia

The Fall of Knossos, the Theses

Egypt of Akhenaten

The 18th dynasty of the Egyptian Compromise was the one that tilted not only the course of its history, but also
that of the Invisible History. Fourteen centuries before the Incident Jesus, Amenophis IV, known by the Nephilim
as Akhenaten, realized 22 astral paths from which he extracted the Sapience of the Major Arcana. Akhenaten, the
accursed pharaoh, left to the Fallen the dreams of Agartha who never ceased to rock their Pentacles.

The temples of Amon-Ra


The Great Compromise of Egypt could not have existed without close relations between the Nephilim and the
Mysteries. From the reign of Menes, the latter ensured the first of the Pharaohs, the establishment of initiatory
structures that enabled the Nephilim to live in peace among the inhabitants of the Nile valley. The mysteries
mingled wisely with the Nilotic events of the elementary Wars and the dreams of the Titans. The nephilim who
opted for access to pharaonic functions had to deal with the ritualization of the daily Egyptians by the scribes and
initiates of the House of Life. The Mysteries, hidden under the ritual garments of the priests of Amon-Ra, also had
to accommodate themselves to the nephilim who, after the quests of Akhenaten, joined the ranks of the Empress
and of the Pope. This promiscuity wrote the story of 18 dynasties in which, in turn, Nephilim and Mysteries
controlled the valley of the Nile. The centuries passed and the people of Egypt were no longer satisfied with the

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secrets of the House of Life. Jealousy engendered anger. Tubalcaan crystallized by his actions the desires of his
contemporaries. Followed by eleven companions in arms and encouraged by nephilim worried about the situation
instituted by Akhenaten, he organized the revolt among the future priests of Amon-Ra. Together they went
through the stages of initiation.
Having triumphed over all the trials of mystical initiation, these twelve soldiers met the terrible Irysos, the
hierophant of the House of Life. As wished by the liturgy of the sword, the latter enthroned them to the rites of the
Mysteries. He thus revealed to them the truth about the heretical Pharaoh and the Fallen.

The Quests of the 22 Blades


When he chose to accomplish his destiny, Akhenaten was conscious of the oppositions he would meet with the
priests of the House of Life and the Nephilim. He began by altering the Egyptian customs and customs by giving
new instructions to the craftsmen responsible for depicting the lives of Pharaoh and his entourage. Similarly, with
the help of his most faithful general, Horemheb, he had his court moved to a new capital dedicated to his future
designs: Akhet-Aton. This city was conceived by Nephilim close to the heretical Pharaoh, according to esoteric
plans that would enable him to accomplish the quest for the twenty-two blades. These spells enchanted the place,
turning the capital into a Solar Omphalos. While the people of the Nile abandoned him to his solitary reveries, he
opened doors on subtle planes and on the Eidos, the Sphere of Ideas, which allowed him to travel in the astral
reflections of the original world. During his Akashic journeys, Akhenaten penetrated the mysteries of the fusion of
the Ka-Sun and the pentacle.Presenting that he would not have time to put his knowledge into practice, he made
twenty-two tablets on which he inscribed his magical discoveries. Then, with the help of his followers, he
undertook to deliver an identical number of Nephilim close to the Agartha enclosed in the tombs and pyramids of
the previous Pharaonic dynasties. The Nephilim thus awakened were each found with a small bet of the most
important secret for the Nephilim. They had to flee from the greed of Egyptian secret societies and scattered
throughout the known and unknown world. They surrounded themselves at first with the last devoted members of
the court of Akhenaten. Each Nephilim founded a secret society, with other Fallen, in charge of preserving the
Arcana in his possession: the families were born. While the heretical Pharaoh was on his last journey, the army
guided by Horemheb the traitor was besieging the solar city. The city resisted. Yet Akhenaten ended up
abandoned by all and died because of a plot, poisoned by his personal physician.

The Fall of Tubalcaan


The initiates of Compromise had the opportunity to rub shoulders with a profane whose name still resonates in all
the pentacles: Tubalcaan. Soldier of elite in the service of the lands of Upper and Lower Egypt, he refused the will
of mystery displayed by the priests of Amon-Ra. Jealous of their esoteric knowledge, he entered the House of
Life. The secrets of the Pharaoh gave him the courage to erect the Temple of Life, the Minor Arcanum of the
Staff. Tubalcaan raised an army, initiated eleven other brothers to the rites of his Arcane, and fashioned twelve
magic sticks for their brotherhood, baptized the Invisible Knights. Guided by Tubalcaan and his runic stick, the
Invisible Knights tracked the Nephilim into the Nile Valley. Within a few weeks, the Staff was recognized as a
violent and deaf force that all had to eliminate in order to survive. Thus, the priests of the House of Life associated
themselves with the Fallen of the Great Compromise to fight against their common enemy. They asked one of
Pharaoh's scribes, Irysos, famous for his knowledge in Occult Sciences, to find a ritual capable of overcoming
Tubalcaan, whose powers on the invisible world were constantly increasing. Irysos asserted that there existed a
ritual dating back to the Atlantean times which allowed the invocation of a legendary creature capable of killing
Tubalcann. To realize the invocation, Nephilim followed a particular teaching in Magic in order to fully understand
the workings of the ritual.Assembled around Irysos, they practiced the rituals of the invocation. One night, under
the sign of the climb of the star of the Dog, the initiates of the two camps faced each other. The scribe and his
people howled at the moon, fire fell from the sky. Under their frightened eyes arises the Abyss of Sirius, Anubis
the Jackal. He struck Tubalcaan, leaving him dead and carrying the Runic Staff under the ground.

The Exile of the Roma


The Major Arcana quest ended in the design of the Queen of Blades: Le Monde . Akhenaten meets the
Bohemians, with the support of some faithful Nephilim to convey to them the secret of this Arcanum. Then he
asked them, humbly use the gift he gave them, the Ka-Mist , to protect this Artifactjuqu'aux troubled times of the
Apocalypse, time that would see his return among his people. Divided into 5 Kumpania the Church People seized
theMajor Arcana and hid around the world, looking for worthy Princes who would know to give to each of these
blades a supporting organization of esoteric meaning. The Kumpania shared the first 21 Blades, the mast to
the Judgment. The Gypsies, representatives of the last Kumpania, had the heavy responsibility to accompany and
protect the Blade of the World as well as the Founders of Aggartha, the City of Dizziness. So that tasks are
successful,Akhenaten bound by a powerful ritual of conception the church People in the Ethers. Finally, the
heretic pharaoh, exhausted by his mystical destiny left theBohemians leave Akhet-Aton accompanied by Nephilim
already aquired their cause: protecting the will of Akhenaten . The wandering of the people of Boheim
began. the Bohemians remember this time speaking of Belle Etoile. In these remote times, they were unable to
predict the dangers that would mark their long journey. They left the Nile valley and separated. The Roma, who
were killed by Kurungano and Antinéa, were charged with a delicate mission. They were in their wandering, find
the Princes who permetraient to carry out the wishes of the heretic Pharaoh : design a Nephilim society around a
secret government and crown the king of the world when the time would come ... after the Apocalypse.

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Babylon

During the reign of Nebuchadnezzar II, Babylon radiates on the civilizations of the Tigris and the
Euphrates. Apogee for humans, decline for the Nephilim.This same rule sees the end of the golden age of
the Arcane XIX . Divisions and betrayals will follow one another ... Very present in the city since the reign of the
first Nebuchadnezzar, the Nephilim cohabit with the Selenim, sometimes in tension. But since -650, the Arcanum
XIII is very discreet and the cult of Ishtar has gone downhill. The Nephilim knew how to take advantage of
it. Organized identically to their cousins in the Compact of Aion, cults often hide a powerful Nephilim or Arcane
Brotherhood. But the Arcane V remains very present. Under cover of the worship of the Sun god Shemeshand
bodies of the Arcane XIX trying to perpetuate the Golden Path . But the great figure of the city, it is certainly
Marduk, patron of the city, the king himself is only his vicar. No Arcane behind this cult, but a powerful alliance
between Nephilim and Kabbalist Jews. Led by Mir-Ka-El , seen as the first disciple of Melchizedek , and
composed of some researchers banished by Solomon after the ban on Kabbalah, the group continues its looking
on theTree of Life . The reign of Nebuchadnezzar sees a new stage reached. The power of Mir-Ka-El is
paroxysmal, he spent a pact with the Arcanum IV(symbolized by the king's marriage with a princess of Mede),
leaving the temporal power over the city. To continue his work, he decides to recover the Arch of Alliance kept in
the Temple of Solomon. The famous Nabucho invaded Jerusalem in -597. Then Mir-Ka-El may withdraw into her
sanctuary with the Ark. Meanwhile, the esoteric reverse of Babylon sinks into anarchy.Arcane against
Arcanum Nephilim against Mysteries , Nephilim againstSelenim . Plots and battles take place in the silence of the
sanctuaries. The greatness of Babylon, meanwhile, will not survive the death of the great king Nebuchadnezzar ...

Search for the sanctuary of Ishtar


Since - 650, Arcanum XIII and Selenim were made more discreet in Babylon.Many Nephilim then saw an
opportunity to rid themselves definitively of the Cursed. It is deeply interested in the sanctuary of Lilith , hidden in
the city.The agents of the cult of Ishtar were first spied, without success, of course.Blinded to the Black Moon,
these Nephilim decided to use the other magical fields as an instrument of revelation of the sanctuary. Such a
mass of the Black Moon could not remain completely invisible. The magic fields were scrupulously analyzed, the
least modification was annotated. Overseeing this huge beaten Shemesh , Prince of Arcane Sun , was
determined to clean up the vile of the pernicious influence of the Black Moon. Of the Moon, in fact: the study of
the magical fields must have led the other Nephilim to understand the unhealthy connection between the Ka-
Moon and the Black Moon. Then, at last, it would be easy to understand how rotten this branch of the pentacle
was, and how necessary it was to cut it. Serious dissension between the researchers put an end to the
enterprise. Many Nephilim saw clearly in the game of Shemesh and refused to go further. Among them, the
followers of Mir-Ka-El and members of the cult of Sin , the Moon God, powerful in Babylon, gathered within the
Brotherhood of Schème Quintescent and heirs of some teachings of Morpheus .

Dismantling of the Sarmoung Brotherhood


The Brotherhood of Sarmoung perfectly illustrates the very strange and even unhealthy ties between the
Mysteries and the Nephilim. Created during the reign of Nebuchadnezzar I and the advent of Marduk, its aim was
to offer a kind of liaison organ between the eminences of different religions and the Nephilim hidden behind the
divine figures. Quickly, however, the Brotherhood of Sarmoung adopted this curious mixture of veneration and
hatred proper to the Myst. The Nephilim seized this change but drew a false analysis. They saw nothing but
ambition and a taste for secrecy, and came to cultivate this mentality, ignoring the terrible danger which the
Fraternity now represented.In addition to certain privileged priests, it included scribes, diviners and exorcists. The
dominant figure was evidently the high priest of Marduk. Yet everything changed when the mighty Mir-Ka-El
disappeared with the Ark of the Covenant brought back from Jerusalem by Nebuchadnezzar II. The high priest,
freed from the control of his divinity, definitely lent allegiance to the Mysteries of the North, and made the
Sarmung Brotherhood a terrible weapon against the Nephilim, even allying himself with the mysteries of the West.

Failure of the Khorsabad prophecy


The failure to find the kingdom of Lilith began Shemesh into a rage. There was no way to leave the city any longer
in the hands of Selenim ! Mir-Ka-Elhad just disappeared and Arcane IV , despite the updating of harmful activities
of the Brotherhood of Sarmoung , was struggling to consolidate its power. The instances of the Sun decided to
profit by making a final blow to the reign of Nebuchadnezzar. In the town of Khorsabad appeared a man, a sort of
messiah, in whom everyone saw a direct descendant of Hammurabi, a great king and legendary figure of
Babylon. Quickly, a crowd of followers made him the legitimate pretender to the throne. This individual realized
many prodigies reinforcing his divine aura. It was actually a human "miracle worker", kidnapped and rendered
amnesiac by officers Shemesh . This puppet was surrounded by the confidence Adopted Soleil . It remains that
this man, with his support, was very close to reach Babylon in order to claim the throne.A group of Nephilim
succeeded in checking this plan. They neutralized the political support of the Khorsabad man in the very heart of
the king's court, while others removed the thaumaturge from the nose and the beard of the agents of the
Sun. This group was largely supported by the Hermit, fearing the anticipated consequences of Khorsabad's
prophecy. Many reasons were put forward. The real attitude of Shemesh vis-à-vis the Ka-Moon, known to
theArcanum IX , it was inevitable that an imbalance in the Magic Fields and especially new clashes between
Nephilim. Moreover, the Hermit and the Sun were in complete opposition to the Cursed. For the most part, the

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Nephilims participating in this coup d'éclat managed to remain in the shadow, escaping from the thunderbolts of
the Sun.

The heirs of E-Temen-Ann-Ki


In the margins of political ferment and occult seized Babylon in the reign ofNebuchadnezzar , an alliance of
Nephilim, led by Jamael , Ink Knowledge, bent over the remains of the first library in the world. The heirs of E-
Temen-An-Ki launched themselves in pursuit of numerous tracks in order to collect bits and pieces of the lost
Sapience. For the most part Adopted by the Popess, these Nephilim took advantage of the construction of the city
to bring to light some treasures forgotten by men as by the Nephilim. Alas, they never managed to find a portal
leading to the world library. On the other hand, they unveiled the entrance to a subtle subterranean plan, probably
born from the fall of Babel. Terrified, they tried to make this passage disappear and put their attention on other
tracks. The alliance interested in its theses the cult of Marduk and the Sun. If the heirs' searches were successful,
then proof would be made that Babylon had been founded by Nephilim and not by Lilith. The Arcane XIII would
then no longer any legitimacy on the city. But in the agitation which followed the disappearance of Mir-Ka-El, no
one was interested in the Brotherhood. During their quest, the heirs came into confrontation with the Attuku,
degenerate Eolim members of the Arcane XV .They replied violently, capturing some of the heirs. Far from being
able to face the Devil alone, the Papacy appealed to the other Babylonian Nephilim.But caught up in their
conflicts, they did not act until too late. The Attuku had disappeared, carrying with them their captives and a
considerable amount of the amassed knowledge.

Alexander The Great

In antiquity, Nephilim educated men to the terrible secrets of Occult Sciences and esotericism. Alexander the
Great, son of Philip II of Macedonia, was one of them.

The Defense of the Omphalos of Delphi


For years, the initiates have rendered to the Omphalos of Delphi an incomprehensible worship. The Adopts of the
Popess did not hesitate to mingle with the Mysteries, claiming to want to understand this mysterious place. In the
4th century before the incident Jesus, the Arcane infiltrated the Mysteries which unceasingly search the ruins that
had left a devastating earthquake. Adults from the Pope's Arcana also lived in this sanctuary. They coordinated,
from these ruins, the Hellenic members of their Arcana. The papacy claimed to search for esoteric texts
legitimizing its attitude, claiming that this information would be crucial and would make it possible to understand
the motivations of the repeated assaults of certain occult factions against this Omphalos. The Arcana acquired
many spells, predestined it to undertake in the last years of this century, the esoteric education of Alexander, son
of Philip II of Macedonia. When he revolted against his preceptors, Alexander the Great had no pity for the
Nephilim who had taught him their knowledge. He ordered the final destruction of Delphi. Armed with newly
acquired spells, the Adopts of the Papacy and the Pope defended the ruins which encircled the Omphalos of
Delphi. The site was spared by the flight of the Nephilim before the armies of Alexander.

The Alexandria Foundation


After Alexander had destroyed the sanctuary of the Pope at Thebes, the Arcane Adopts secretly met those of the
House of God and the Emperor in order to conclude an alliance. These Nephilim, the Diadic ones, hoped, thanks
to the actor of Darius III., The king of the kings of the Persians, to put an end to the conquering madness of
Alexander the Great. Unfortunately for the Diadicas, the Persian emperor was the victim of the mysterious
machinations.Thus Alexander continued his territorial extension. With each new conquered city, his dreams of
power took precedence over his reason. His Ka-Sun allowed him to modify the flows of the Magic Fields in the
cities his army took from the enemy. Frightened by the manifestations of his power over the invisible world,
Alexander encouraged his men to collect the ancient works discovered in the conquered palace. Over the course
of the months, nearly 700,000 scrolls of parchments dealing with Occult Sciences and Solar Sapience were sent
to the future Alexandria, under the watchful eye of one of the generals of the conqueror, Ptolemy. In -330, this
former general had the city of Alexandria erected by a Faery of his entourage. Together they endowed the city
with amphitheatres, laboratories and observatories, a zoo, and above all a library that never ceased to preoccupy
the occult actors of this part of the world. At the death of Alexander, in 323 before the Incident Jesus, Ptolemy
recovered the esoteric documents of the conqueror. In -304, Ptolemy became Pharaoh and took the name of
Ptolemy Soter. Introduced in these new functions, he built the Mouseion in the heart of the amphitheatres of
Alexandria. At that time the architect who built the city and his library joined the ranks of the Papacy. The Arcane
uses all its subterfuges at its disposal to take control of the library. From then on, Alexandria imposed itself as a
jewel of Sapience, which, in turn, Nephilim and Mysteries were to dispute.

The Agathian Kingdom of Gandhara


Alexander's dream of solar grandeur took a fatal turn when he built Alexandria. He then unites all the esoteric
documents related to the Sun.There he was able to forge his new plan. Becoming the God-Being of this
world. Convert all forms of life and energy into him to be the only inhabitant of this world. Understanding the
gigantism and horror of this project, he secretly led his armies for his realization. It is certain that from this
moment the tyranny of Alexander weighed on the whole of the ancient world and was experienced as a great

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suffering. When the Diadoaks sought allies to thwart the demented plans of Alexander the Tyrant, they heard of
Gandhara, a region in northwestern India in which the Air Plexus and the Nexus abounded.They sent to the ears
of the emperor the rumor that one would have discovered in India a mythical city worthy of the King of the
World. Obsessed by these legends, Alexander rushed. He discovered Akasha and was abused by so much
beauty. The Nephilim took advantage of his astonishment to bear the fatal blow.

Carthage

In the occult world, the name of Carthage is linked to that of Death, the Cursed Arcane of the Selenim. Indeed,
the Arcana settled there during Antiquity and the Dark Sovereign, surrounded by the Court of Darkness, is
worshiped under the name of the god Baal and establishes a bloodthirsty worship suitable for satiation. Working
for the continuation of the work of Aknénaton, heretical pharaoh, the Dark Sovereign then builds the first great
kingdom Selenim and goes in search of the Agartha. However, if Carthage emerged weakened from the second
Punic War in the face of the Mysteries of Rome, an unexpected alliance took place in the fabulous port
city. Indeed, led by adoptees of the Temperance, a pact between the Nephilim and their cursed Maudits is
established, aiming at the Nephilim's participation in the Selenim searches on the Agartha. Thus, both parties
make common cause, too happy to celebrate a rapprochement and to be able to benefit from the knowledge of
the other. Many events will overthrow Carthage, whether it is the search for an Agartha Selenim via the Black
Gates and the Nave of Apophis or the fall of a strange meteorite and the last Punic war that will definitively sweep
away the efforts of the immortals to maintain Between them a cohesion. The alliance of Carthage will then be
known as the one and only peaceful coexistence between the two magical races, swept away by the rage of the
Roman Mystes and by the madness of a conspiracy Nephilim known as the Sons of the Blue Moon. These
Nephilim are cursed by most of the Immortals who lived under the auspices of Carthage, especially those of
Temperance who saw their efforts ruined by their fault. It is said that Justice has begun a lawsuit against these
immortal traitors ...

The Hannibal Wars


The second Punic War, led by Hannibal, placed itself perfectly within the framework of the policy advocated by
the Selenim aiming that no initiate of Arcane Minor could permanently settle on the Mediterranean perimeter. In
this, Rome was the designated Nemesis of the capital Selenim. The struggle for influence between the two cities
reached its climax, and Carthage could hardly endure his first defeat against the Roman legions. It was Hannibal,
a powerful Selenim adviser to the Dark Sovereign, who took the lead of the Carthaginian armies in which many of
the Immortals had enlisted the yoke of the Arcane of the Sword, To extend their influence on the northern coast of
the Mediterranean. Starting from Spain, the Carthaginians crossed the Pyrenees and the Alps, and fell upon the
disciplined army of the Romans. The struggles were bitter and victories bitter, the Immortals fought against the
human warrior elite, spells against relics, Necromancy and Kabbalah against the powerful rituals of the
East. However, the Roman legions commanded by the greatest Myst dignitaries could not contain for a long time
the hatred of Hannibal, who went to the gates of Rome seven years after the departure of his crusade in 218
BC. JC. Unfortunately, and for lack of reinforcements, he could not invade the place of power of the Mysteries of
the East and had to give up taking the city. Faced with the Carthaginians, a terrible threat ensued, incarnated by
Scipio the African, Myste returned from the Underworld bearing the ultimate teachings of his master. In 209
BC, JC, with the capture of Cartagena, it puts an end to the Carthaginian domination in Spain. From then on he
waged war in Africa and opposed Hannibal recalled by Carthage. Unleashing his hitherto contained hordes of
Daimons, he defeated the Nephilim allies and established his supremacy at Zama in 202 BC. JC.Hannibal must
surrender if he does not wish to see Carthage destroyed. This then becomes a vassal state of Rome.

The Black Doors


Carthage stands under the sign of the alliance between the Nephilim and their cursed Maudits. Indeed, all still
have in memory the legacy of Akhenaten and the then incarnated Nephilim rejoice to be able to talk with their
cousins around a common subject: The search for Agartha. And even if this notion represents to his Selenim
something relatively recent, the Nephilim are willing to help them in their quest for the absolute. For many, the
Agartha of the Selenim must pass into an immense kingdom of Black Moon built by the Dark Sovereign in
person. Moreover, this Agarthian kingdom must not be limited to the Selenim alone, but must also open to their
fallen cousins. To do this, the Nephilim sees only one solution: to bring the fields of Moon and Black Moon closer
together so that they happen to be as close as possible without radically transforming each other. The Immortals
decide to build a powerful artefact to guide Nephilim and Selenim to the agarthian kingdom. This should be
connected to the temple of Baal through the Black Doors, huge arches of basalt and moon stones. The Immortals
proceeded with terrifying rituals aiming to unite the fields of Moon with those of the Damned. It was not without
significant losses: many Onirim participating in the rituals saw their pentacle change. In spite of these trials, the
knowledge of the Immortals came into play and the two magical fields agreed.

The Nave of Apophis


This strange project was guided by Adopted Arcanes X, XIII, XIV and XVII. The nave of Apophis had to be the
ship supposed to lead the Ka-beings to the Selenim kingdom and even well read far. The erection of the nave
was done according to the skill of each one: the sail was destined for the Selenim, while the Nephilim had to take

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care of the hull of the ship. The Arcane Adopts X and XVII chose to use an elemental creature from an aerial of
lunar origin to serve as a framework for the ship. Thus, the Opulus Opal, name given to this effect-Dragon, was
tamed and currents Ka served to anchor the boat to the magic fields so that it does not leave in an elementary
drift. As for the Selenim, one murmurs that it was the Dark Sovereign himself who presided over the elaboration of
the Dark Veils, following the indications of Akhenaten inscribed on the Blade of the Arcana. Once completed, the
Phantom Ship was able to pave the way for the Akasha to the Damned and carry the fallen through the
kingdoms. When the great evening came, many Nephilim and Selenim took their places in the nave adorned to
travel to the heart of the darkest darkness. As the nave crossed the Gates to the Nadir of the world, something
frightful happened through the Pavane and engulfed the boat and its crew. The reactions were violent and
immediate, splitting the new magical fraternity into disparate and hostile clans.

The Cosmic Lighthouse of Carthage


Because of its prestigious influence in the Mediterranean world, Carthage clearly appears as one of the esoteric
poles of antiquity. The Nephilim Adopted by the Star were not mistaken in declaring the place as "profoundly
magical and marked by the antediluvian influence of the Invisible Stellar". This state of affairs seems to have been
corroborated by the arrival of the lunar fireball, real stellar plexus, improbable cocoon carrying a Ka life strange at
the least ... It was not necessary any more Adopted Arcane XVII to build at Carthage one of their fabulous cosmic
lighthouses. They wove the magic fields in the very house of Hannibal, symbol of the power of the lunar city. The
Arcane Adopts, aided by those of the Wheel of Fortune, hid the meteorites and his passenger in an underground
complex under the lighthouse and undertook to study it. Excited by the formidable elemental potential of the Star
Dragon effect, the Adopted could not restrain their desire to use the power of the latter to power their
lighthouse. This awakened the attention of the Sons of the Blue Moon, who took fright by imagining what might
become of the lighthouse in the hands of the Selenim. They left for Rome. When in 146 BC, The Romans arrived
at the gates of Carthage, carried by the hatred of the Mystes; their mission was to seize the house of
Hannibal. The siege was long, and the Carthaginians, in spite of their internal dissensions, defended themselves
furiously. But Scipio Emilien was finally victorious and the city was razed to the ground: the Mystes sowed salt so
that nothing could grow back in this fertile land. What had happened to the lighthouse? In the face of the Roman
threat, the Adopts had preferred to sacrifice their labor to themselves, rather than to fall into the hands of their
terrible enemies. Also, concentrating their pentaclic energies, the Fallen destroyed the Lunar Egg, much to the
displeasure of the servants of the Sword ...

The Fall of Troy

The clash of Atreus and Podarcides was the last act of the Compact of Aion , the union of Mediterranean
Nephilim. This unstable union, initially centered on Knossos , had weakened since the destruction of the city, a
century earlier. The survivors, scattered from Greece to Turkey, were divided into families who disputed the
supremacy of the region. The cults of the Mysteries tempted the families by urging them to annihilate
themselves. The Atreus, centered on Mycenae and Podarcides centered on Troy were from different lines
Nephilim: the Atreides were very influenced by the King of the Stormand had received the support of Apollo ,
Prince of the Chariot . The Podarcides descended from an ancient civilization of Hydrim who had dominated until
the advent of the Compact of Aion . The Mycenaean civilization was a crossroads of very rich ideas, conducive to
study. One of the brightest students of Hermes Trismegistus , a nymph named Helen , was abducted by one of
the figures of Aphrodite , as the King of the storm was going to do his favorite and give it the figure of beauty in
the pantheon.

Teaching of Olympus
Before the Trojan War , a feverish atmosphere prevailed esoteric research.Mainly centered around the blade of
the Pope - that deciphered the King of the Storm - and personality of Hermes Trismegistus, many Nephilim were
on pilgrimage on Mount Olympus to apprehend this magical reality. Because of the jealousies engendered by the
incorporation of a new avatar in the Arcane, the principal figures preferred to take pupils in their service and keep
them outside the Arcane. The pilgrims worked during the half of the year to render services to a "tutelary god" and
the rest of the time could accompany their teacher in his experiments and teachings. Among others Poseidon,
Artemis, Athena, Zeus, Hades or Hermes. The figure best known, which also required the services was over the
company of Hermes Trismegistus .Member Glorious Alloy , future founder of Alchemy , the Nephilim he employed
to ensure the cohesion of the pantheon and conducted active research on the Magic Fields. He was interested
from that times the work ofMelchizedek , founder of the Kabbalah , and gave theoretical lessons on Kabbalah and
Alchemy. It is even assumed that the brightest students, Helena, discovered the existence of the
world Méborack . The messenger network ofHermes allowed him to complete missions all over ... Those who
were part is called the Hermetic Company and used coded messages to discuss them. Ifthe Hermetic
company disappeared as such after the Trojan war and the withdrawal of Hermes earthly affairs, many of the
Nephilim who were part like to remember their former membership in this group if motley, by wearing their
symbol, That of winged sandals.

Arms of Achilles
Hephaestus, the Blacksmith God, represented a part of the Arcane of the Force, of the Nephilim, who compelled

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dragon effects to incarnate in objects, usually swords or spears. By joining this group, a Nephilim first had to
practice hunting unsatisfied, a form of taming the effect Dragon . Browsing the Cyclades Islands and the coasts of
the Aegean, he tracked the effects-Dragon to capture - without destroying them. Then, it was presented to the He-
Fay-Stos (Those who Pit the Fairies), who then realized a unique and personal artefact. He-Fay-Stos pushed their
art to incorporate 5 Effects-Dragon in the same weapon that was given to Achilles and destroyed on-the-
battlefield by Paris, initiated the Mysteries.

The Fall of Troy


At the end of one of the last wars of great magnitude, the fall of Troy marked the final confrontation of the two
clans. Besides the recovery of BladePope stolen by the following Aphrodite, there were other conflicts. Arcana
were torn on each other, the mysteries dispelled their enemies on both sides.The human factions involved were
three branches of the Mysteries, the Eastand the West mainly supported the Podarcides; Mysteries of the North ,
receiving the sacrifice of Iphigenia, supported the Atreides. A Nephilim who took part in the war will have learned
the roughness of the battle, far from the usual felted rules of the occult. The discretion of magic was no longer
required; On either side, old or new telluric forces were awakened. Rumor has it that Hermes Trimégiste and
Hélène have discovered a magical world that is not an Akasha. She also said that the Podarcides knew how to
use the strength of a DraKaOn that haunted the whole region. Hermes Trismegistusseeing the massacres
of Nephilim and realizing pride of the Fallen that led to the clashes, decided therefore not to utter a word, waiting
insiders are willing to join rather than attract it. He retired in an elementary area to study two other occult
sciences and limited to a minimum. His interventions in human society.

More
Hermes Trismegistus , a member of Glorious Alloy , then made a discovery: in collaboration with the King of the
Storm - which allows him to contemplate the Blade Pope - and curious Dragonsworn Sciences invented by the
Force under the auspices of Edylpranaa, a disciple of Leo Green , he manages to pierce the veils of Meborack ,
the world of Kabbalah. Helen was a confidante of the King of the Storm and well known part of the message
that Akhenatenhad focused on the 5th blade. Helen was able during the Trojan War
seeMeborack in Akasha without knowing what it really was. She discovered that the later alongside Simon
Magus, embodied by the Prince of the Pope .

The War of the Gauls

The 1st century BC is a pivotal period for the Roman world: the republic which established its supremacy over the
whole Mediterranean area does not survive its own greatness. Through the incessant conflicts between tribunes,
senators and soldiers responsible for the glory of their conquests, one can read between the lines the deadly
battle being waged between the Temple and the Mysteries to the temporal dominion and spiritual d
(unprecedented civilization. In this chaos, the Nephilim are figures of victims that choose the decline or
resistance, all are faced with the Roman Eagle, the Major Arcanaseem disengage only the Emperor remains on
the political field but being confined to the Persian world .

Creation of a cult at the borders of the empire


Throughout the construction of the Roman world, the legions have imposed on the conquered countries various
aspects of their civilization. The Roman roller seemed inexorable. But this advance was accompanied by a strong
cultural assimilation, especially in religious matters. If syncretism advance of actual Roman religion was the
favored hunting ground of Mystes after the Nephilim the Pope had abandoned the place, the remote areas of
Rome, few controlled dangerous because having blurred and challenged limits were a A godsend for many Fallen
aspiring to communion with the human world. These Nephilims, sometimes adopted by the Mast or the Sun, set
up a cloud of local cults, borrowing from the Persian, Greek or Phoenician religions their divine figures: avatars of
Astarte, various versions of Mazdaism or divinization of nature and the world . They often try to survive rituals
threatened with extinction, maintain places full of magic and memory, passages to Akasha, or try to bring about
the solar power of the humans they protect through these religious mystics. On the sidelines of sensational plots
of Roman power and painful echoes of defeat Druidism, dedicated Nephilim save the quest Agarthaesoteric
twilight of this dark period. The result is not in vain because their heritage is a valuable testimony of the magical
knowledge prior to the Revelation of Kabbalah which has monopolized many Nephilim ever since.

Defense of the Celtic Shrine


Despite some threats, Gaul remains, at the beginning of the 1st century, a land of asylum for the
Nephilim. Incarnated in the Druids, but also among noble families, they are fundamental members of Celtic
society, at the heart of rites and cults. When Caesar seized the pretext of the threats of the Helvetii and the
Germans to "pacify" the Gauls, the Nephilim were not fooled, especially as the influence of the Mystas is
known. But despite the urgency, the Nephilim are divided: while some, Adopted by the Bateleur at the head, want
to resist, others, understanding the military superiority of Rome, preach a rapid retreat among the Allied
peoples. Quickly, King Eburon Ambiorix, advised by the Druid Gwenar'ch, tried to unite the Gallic peoples, but,
pursued by Caesar, he had to flee in spite of the protection offered to him by the Druids. The Roman victories
finally push the Avernes to react. Uniting behind the young noble Vercingetorix, embodied by the Djinn Iænorl,

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Adopted by the Bateleur, they began a fierce resistance. Many Nephilim put all their magical power at the service
of the cause, developing particularly violent war spells.The victory of Gergovia seems auspicious and the Adopts
of the Bateleur even try to lead their brothers to the assault of the Mystes sui, behind the legions, exterminate the
Nephilim prisoners and seduce the profane by their cults. But these attempts ended in bloody failures. The fidelity
of the Gaulish leaders is crumbling in the light of the increasingly numerous Nephilim fleeing the Gauls.Finally, the
fate of Gaul is sealed to Alesia: besieged, Vercingetorix and his troops will not receive the necessary
reinforcements in time and it is fifty Fallen who suffer the torments of the Orichalque in the Roman jails and the
humiliation of the triumph of Caesar in Rome.

Exil in Brittania
Immediately after the announcement of the entry of the legions into the southern lands of the Pact of the West,
the Nephilim embarked for the lands of Brittania, the motherland of the Celtic sanctuary. During the eight years of
the conquest, they were joined by the growing ranks of their Brothers who, faced with the rapidity and efficiency of
the Romans, faced the cruel fate that the Mystes subjected to their prisoners, realized the vanity of their
resistance. These Nephilim, accompanied by human allies, druids or warriors initiated, if they were called
cowards, traitors or praised for their prudence, did not remain inactive. Preventing their Brittania Brothers of the
magnitude of the disaster, they organized expeditions to bring Gaul tidbits of knowledge and magic that escaped
the Mystes Mithra , under the leadership of Adopted in God's House. It was also thanks to the knowledge they
brought of the enemy and his methods that they could prepare the defense of the Breton lands. Under the
impetus of Adopted Forces and Temperance, they limited the initiation of humans, so as not to transform the rest
of the Covenant into a mousetrap, and prepared Sapience refuges protected by Druidic magic. At the fall of the
last Gaulish strongholds, the strange Druid Gwenar'ch reappeared: he led the last surviving Fallen of the Mystes
trails to Brittany, who followed him to Stonehenge. There, by a ritual gift some claim that it is linked to the
premises of Kabbalah, he made the suffering of the exiles the symbolic keystone of the magic veils that protected
Brittania for a long time.

The Incident Jesus

AD 69 before our era, Rome, all powerful, entered triumphantly into Jerusalem, submitting thus the Hebrew
kingdoms. However, far from the central power, the new province remained the seat of constant agitation, the
more so as the Jewish people were the repository of a much older history than that of Rome and accepted with
difficulty the domination of a nation so young. Jerusalem, therefore, had to be placed under the jurisdiction of a
Roman Procurator, who constantly struggled against plots and political intrigues. This was not enough, and the
Hebrews, galvanized by religion, held fast to the Roman occupation.The revolt was brewing and during that time
the prophets foretold the coming of a Savior, who can guide the people of Palestine against the legions of the
invader. It is in this context that the project was realized Jesus. On the occasion of a particularly powerful magical
conjunction, some Major Arcana set up a unique experiment to create a hybrid between a human and Nephilim.

Recruited by the Wheel of Fortune


Well before the physical birth of the Savior, the monks of Essénie already held secrets from the first attempts of
Kabbalah led by Melchizedek and Solomon.They worked in the development of this occult science, but they knew
they were missing something: a human-Nephilim hybrid that can best leverage the magical potential of the two
races to clear this new path.

The plan participation Jesus


Originally the plan Jesus are the Essenes, custodians of the first Kabbalistic experiences of Melchizedek and
Solomon. Through the decades, these monks had come to understand that person, or Nephilim, could neither see
through human mysteries against which they stumbled. They came to conceive the idea that only a hybrid
between the two magical races could be able to exploit to the best of their knowledge and thus succeed where
they did not fail to fail.The creation of such a hybrid however, require a complex ritual and dangerous, requiring
many things: an important source of magical energy, a real mastery of the human Ka Soleil, large medical
knowledge both physical and magical. It is thus quite naturally that the Essenes turned to the Nephilim best able
to help in this project: The Major Arcana, namely the Wheel of Fortune, the Sun and Temperance. Le Bateleur,
linked to the sect of monks, was of course part of the project. The mast finally saw here an opportunity to find a
great figure. When Arcane X finally loca a suitable place for the conduct of the experiment, it was decided to
implement the project and many were the Nephilim Arcane to go to Jerusalem. The experiment was a complete
success at first, because Jesus was born and included with astonishing speed the teachings of his masters. He
then went into the wilderness because he thought finally master this new approach magical fields. It was a
success, but soon the project initiators realized that they disciple escaped them transformed by his experience,
Jesus decided to share it with everyone, humans, Nephilim, Selenim not just his former masters.The map Jesus
became Jesus the incident.

Disciple of Jesus
Fort revelations that had allowed her to glimpse the One, Jesus decided to climb by itself the branches of the Tree
of Life, one by one. Thus, isolating himself in the desert for forty days and forty nights, he was able to explore the

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rich world first Kabbalah never traveled Sohar. Despite his feeling of not having understood the meaning of the
presence of the Devil tempter in the desert, Jesus decided to share his enlightenment to the greatest
number.Thus, as all could tackle him what was new Occult Science. He chose twelve disciples privileged to
accompany him wherever he went, to help spread his message. But the number of his followers was larger:
human and Nephilim flocked to see him and enjoy his teachings. Some of those who understood the scope of his
message then walked away across the world, providing his word and knowledge. However, most of them
remained at his side, eager to learn about these secrets which came as a revolution. The Nephilim company had
in fact never known a unique form of magic, inherited from ancient times of Atlantis. His human followers,
meanwhile, saw in it a messiah savior to guide the otherwise off the Roman yoke, at least to a better life promised
in the kingdom of heaven. So many were those who, throughout Palestine, followed the words of Jesus, tried to
break through the esoteric message in parables and finally were initiated into the mysteries of Kabbalah gradually
distilled by Jesus conscious illumination progressive of the faithful.

The Brothers of Redemption


Jesus intended his message to humans as well as Nephilim and Selenim.However, injuries to the Carthaginian
era were still open and Selenim few were willing to take the risk to listen again one of their cousins, so strange
and sympathetic be it. Some of the disciples of Jesus, aware of this fact, chose to collect the teachings of the
message and bring them to the east, where Selenim were still numerous, so that they, too, enjoy. Thus they went
through the desert to meet the Damned. Arriving at Babylon, they contacted some of their cousins, which did not
fail to inflame tensions with others.However, a tacit truce had been reached de facto, and the Brothers of the
Redemption could preach the message esoteric teachings of Jesus, including this new way of seeing the world:
Kabbalah. Some Selenim were interested in this unique approach and worked together with the Nephilim. Thus
were discovered signs of the existence of a negative counterpart to the Tree of Life: Daath formed Orichalcum
and Black Moon. However, tensions were rising, while Lilith, hostess, seemed unwilling to intervene against the
Brothers of Redemption. Indeed, it proved interested in Jesus discoveries and more by the work carried out jointly
between Nephilim and Selenim. The situation could still continue and the Brothers had to leave Babylon, along
with those they believe. Taking the road to Jerusalem, they found themselves Jesus, who lives in their story
confirming what he feared: Daath there was the tempting demon of the desert. The day before his trial, he and
Lilith would have faced in Gethsemane and have agreed to explore together the mysteries of Daath during the
Passion.

Companion of the Grail


The Passion of Jesus, orchestrated by the Secret Societies, was to mark the end of Jesus. Nevertheless, some of
his followers kept the hope of seeing reborn as he had predicted, it was only through his teaching. Joseph of
Arimathea in particular, its Nephilim Arimathéos, knew he could collect the Wisdom of Jesus if he did it correctly,
to preserve it from its enemies. To this end, he used it in which the Apostles ey Jesus drank during the Last
Supper, a section of Emerald that had already been used long ago to collect a parcel of Prometheus Gas. Thus, a
little Jesus' blood was poured into the cup at the Pasion, taking with him his wounded Ka-elements by
Orichalcum. Arimathéos was now in possession of an artifact charged with a mmmense Sapience, an artifact that
anyone would expect now pure enough to use its energy and its teaching: the Grail. After being captured,
emprisoné for 7 years and then released, he gathered around him ancient followers of Jesus, including Mary
Magdalena, the companion of the Savior, and Lazarus, a human won over. All fled then, anxious to put the grail in
safety. They left Palestine pursued by the Secret Societies and set sail. The Company Grail finally landed on the
coast of Camargue. She then broke up, some - including Mary Magdalene and Lazarus - remaining at the scene,
others - including Arimathéos, Bron and Josephus - pousruivant their pursuit of a sanctuary worthy of hosting the
Grail: the Sanctuary of Britain. It is after passing through the English Channel and have stopped for a moment at
the Glastonbury Omphalos of the Nephilim finally found the place they sought, in Cumbria Mountains. They built
there Karbonek Citadel, where the Fisher King should ensure the legacy of Jesus.

St Jacques de Compostela

Imperial Rome of Nero

the Arthuriades

During the 4th century after Jesus' Ascension, Western Europe experienced the reign of Arthur, an epic that the
Nephilim call the Arthuriades and represents the final mythical age of this part of the world.

The Companions of Arthur


For centuries, the legend spreads the exploits of King Arthur, but it remains inseparable from his famous Knights
of the Round Table. Among insiders monarchs account occult history, the Pendragon is certainly one of those
federated as companions. Beyond knights, Arthur was also attended by many sorcerers, travelers from distant

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countries, priests or creatures of the Other World.
The Nephilim composed much of this entourage, Arthur recognizing a human destiny and exceptional
fuel. Convinced then advised by great figures such as Merlin and Nimue, the Lady of the Lake, they rallied to the
banner of Pendragon, not by party affiliation, but rather esoteric belief. Working for the enchantment of Britain is
fulfilled, the companions of Arthur roamed the kingdom in search of a lost treasure to fight the obscurantist
forces. Some even among the Nephilim, were at the head of armies or entire regions, while others lived as
pilgrims or hermits.
The darker the most famous humans Nephilim and even some of Thuata Danaan, all could gather around an
extraordinary human and share an ideal of transcendental Brotherhood. Since the early years of the reign of
Arthur to the tragedy of Mordred, Arthur's Companions were of all battles both military qu'occultes. Most of them
died, but the Brotherhood reached its goal since Arthur and his kingdom survived in myth.

The Paths of the Other World


Long before the reign of Arthur, the British islands were at the heart of a deep alliance between humans and
Nephilim. This pact was a great success, resulting influence human culture significantly in this region. Thanks to
the combined efforts of the Nephilim and human insiders, British kingdoms cultivated a strong and perennial link
with the Other World. Behind this vague term thus hiding a tradition and heritage, but also a magical
reality.Remnants and reflections of sacred time during which Atlantis was the center of the world, the Other world
is thus a coherent set of Akasha which forms a real world. These territories are however fragmentary but they turn
out quite rich, dynamic order for the Nephilim have chosen to take refuge in a now distant period, namely the
famous Thuata Danann and Sidhe now guides Fay people. Through the teachings of supporters and followers of
the old covenant between humans and Nephilim, Arthur's contemporaries could still access this world by following
very specific rites or discovering the ancient access. They were many and browse the kingdom in search of a
heritage threatened by the passage of centuries and maneuvers of secret societies. For if the Other World is rich,
its essence is fragile and vulnerable. As long as humans keep the heart in the strength of the Akasha, the
Otherworld can regenerate but times change and the heritage of sacred time breaks up and
disintegrates. Sensitive to this issue, Allied Arthur have therefore redoubled efforts to this magical reality is
safeguarded. Their quest took them a Akasha to another: the legends keep track of their exploits. By their action,
the Otherworld and the Kingdom of Britain saw their mixed fates. Never since the heroic days, land was not as
close to the Subtle Plans.

The Vikings of Rollo in Rouen

Venice or Revelation Alchemical

The Jerusalem of the Crusades

The Albigensian Crusade

The Albigensian Crusade place across the occult world as a tragedy. Under the reign of Philip Augustus, France
experienced a strong expansion through the addition of large areas such as Normandy or by strengthening the
cohesion of the great fiefs. But it is also the Temple of the rise in power that ruthlessly orchestra and the Nephilim
seems hardly bear him offense until the mystery of the Bateleur began a fight occult utmost importance

Attempting to create an esoteric church


veritable coup by wobbling the Christian West, the Bateleur chooses to shoot his best cards at the climax
Templar, launching the project to create an esoteric church. A struggle for domination esoteric then follows in
which the Arcane has only his faith and his passion against the means increasingly colossal Templar. Yet the
Cathar faith, supported by Adopted the Juggler, appears meaningful, since it convincing and draws a crowd of
believers tired of rhetoric and wealth of a corrupt church, more inclined to the temporal power, neglects the faith of
his flock. The Cathars then provide a teaching tolerance and religious syncretism tinged with esotericism that
"man is a prisoner of matter and can not disengage in detaching from earthly ties." It also collects the Nephilim
influence in the subject of successive reincarnations expected to lead the believer to a point of absolute
purity. Clearly the Magician uses the principles of Agartha and seems ready to teach the men.But while the man
finally ready to accept the presence of the Fallen at his side, two dark figures stand across the Bateleur for his
downfall. The first, and by far the most prominent remains the Temple who, exasperated by the arrogance of the
arcane, calls for a crusade to punish heretics. But political lever missing and the Stick must curb his
enthusiasm. Yet who would have thought that these means should be given by the Nephilim themselves?
Because lurking in the shadows lurks the enemy within: God's House wants indeed the end of a compromise it
deems dangerous. Also, when the legate of Pope Innocent III was assassinated in 1208, the crusade is launched

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order.The temple Simon de Monfort placed at the head of the Crusaders. The Cathars were massacred and
tortured under the injunction "Kill them all, God will know his own! ".

Destabilization of the corrupt Roman church


Seeing no major approach to the realization of the Templar Grand Plan, the Nephilim when embodied chose to
conduct an undermining of the Temple positions. Nothing was really coordinated and few really know who brought
the first attack. Still, we witnessed the mobilization of Arcana Magician, the Empress and the Pope, as well as
some Adopted Emperor. But this was only the beginning of major conspiracies that will drop the Temple a few
decades later.
It was once again the Cathar movement and the Vaudois who violently criticized the religious mission of the
Roman Church. Too interested in the material power and neglecting the faith, the Church delighted in the wealth
and luxury and had to confess that hitherto practiced reforms had little bearing fruit. The Cistercian order which
had glorified his vow of poverty, was then in a position that he maintained property value itself. The Fallen choose
to turn the people of the blind obscurantism. The Adopted the Empress hidden behind the figure Valdes, a rich
merchant of Lyons, the Gospels are translated into the vernacular and seek to arouse the laity the right to
knowledge and to the Scriptures. The Vaudois and develop a sense of distrust of "the hidden" and seek to reach
all segments of the population. The nobles of the kingdom even expressed support for the ideal of shared
knowledge. Thus, the Count of Toulouse, in his desire to crusade, he refuses his help to the papacy, influenced
by the Nephilim sages who composed his court. Languedoc and the whole 'to support the Cathars, new
designated bastion of tolerance and spreading this noble and chivalrous ideal is said courteous, which focuses on
the figure of a woman hated by the Church and prelates.

Constantinople

After a period of unparalleled glory around the year 560 under the reign of Emperor Justinian, Byzantine
civilization reached its peak around the year one thousand.
From 717 to 843, the iconoclast heresy marked forever the spirit of Byzantine Fallen but also laymen
worldwide. In Constantinople, the religious capital,Nephilim and insiders come together carefully. The years pass
and distrust of the Fallen falls asleep. Yet in the shadow of the seven hills of the Queen of Cities, minor
Arcana are hatching conspiracies to measure the reputation of the Byzantine empire that was built in terrible
perfidy.

Involvement in research of Mount Athos


The entourage of the Emperor Basil II was undermined by manipulation of occult actors of the Byzantine
Empire. In this climate where lies and treachery go together, the Adopted of the Hermit managed to convince the
Patriarch of the East to erect monasteries on the rocky peaks of Mount Athos, Greece.These monasteries (called
Meteora) high in the air were covered with a magic veil - through a Kabbalistic ritual that only the Nephilim of the
Arcane can not raise - that concealed esoteric activities of these convents. Within these Meteora, Fallen
entreposèrent many precious foci. The cenobites of [Ermite-> Art88 the classifièrent and laid them available to
their brothers. These occult libraries did not remain long hidden to the untrained eye. Indeed, in 999, the Temple
stormed to these monasteries. The Adopted of the Hermit , who secretly developed a preaching Sapience named
Forecasting Possible, saw in their studies next attacks Stick. In view of these attacks, they organized in haste, the
departure of many valuable works. This measure failed to preserve the grimoire of belligérances
Temple. Fortunately, a powerful Pyrim present in monasteries intervened with some Nephilim against the
Templars during the evacuation of the works. The area of Meteora was devastated by a battle of unprecedented
violence.

Participation in the formalization of Kabbalah


Under the influence of the Arab communities of the Eastern Empire, Kabbalists are questioned on a possible
classification of the creatures of Kabbalah. These endless discussions led them to systematize their explorations
of Kabbalah Worlds . These Kabbalists gathered in Constantinople foci from the four corners of the empire. In
doing so, they formed the first Kabbalist herméthèque worthy of the name. Within months, Constantinople
became foci of mine for all Kabbalists of East and West. Latin insiders flooded into the eastern capital despite the
political difficulties qu'opposaient the armies of the Patriarch of the East. Constantinople Kabbalists were the first
to understand that some creatures shared affinities due to their home worlds. This premise allowed them to
consider the Kabbalah according to the usual model worlds nowadays: by cutting Sephiroth, realms and
worlds. Within months of research and passionate discussions, these insiders began reveal the existence of five
Kabbalistic pathways of five worlds without being able to name them.Among the works to be made, we may recall
the work of Byzantine Kabbalist Aurelius Dioclos on the creatures of the third circle recorded in his book, Sefer
Ha-bahir.

Activity within the Justice


Abuses different actors hidden in the city of Constantinople and territories of the Eastern empire attracted the
Adopted of Justice who worried swept temperaments of some of their Brothers of Ethers . Justice condemned and
violent response that was made to the Templars on Mount Athos. But it was also about these Nephilim of

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réaiguiller for the actions of their brothers. In addition, members of the Arcane debated the need to restructure the
fraternities around more hidden values as those adopted at the contact of the Templars of
Constantinople. Discussions on the nature of the quest agarthienne and the role to be taken by the Fallen in
secular societies seduced many of Orphans who saw the ranks of the Arcane. The latter then experienced a
boom rarely matched period since. In 1035, Justice had to intervene in order to hear Synesius , a
fiery Djinn Adopted by the Empress , who had just published a book about the deemed hazardous by the
Arcanum: the Treaty of Solar Alliances. In this manuscript, the Adopted argued that the Golden Path was not a
utopia for the Nephilim who have the courage to deny their Ka-Moon in favor of Ka Soleil. These assertions led
Justice to react against the author. Synesius was officially ostracized from the society Nephilim. The Empress did
not keep very clear position on it. Fallen Some claim that these theories were encouraged by the Arcane and
erected in dogma in the following decades. In the last years of the reign of Michael IV, or even in 1041, Justice
promoted the work of the Kabbalists and Arab mathematicians. Indeed, of the arcane Adopted were encouraged
by their leaders to practice this Occult Science opened full of revelations for the coming millennium.

Simeon company retired Stylites


Following the clashes of Mount Athos, the Nephilim became aware of the power of the Temple of the Byzantine
territory. They decided to abandon the Herméthèques Hermit and the High Priestess to devote to a method of
progression Magic, by analogy and harmony with the elements, developed by one of their own who had lived
several centuries earlier in the city.

The Fall of the Temple

Activities within the Emperor


Arcanum of the Emperor had made his own move to previous centuries, leaving Byzantium to Sicily and then to
Milan. In the early fourteenth century, the monarch Veiled revamping the Arcanum, the first event will cause the
fall of the Temple . The treasures of the Arcane is redistributed so as to hide the Temple resurgence of a strong
Arcane and a crisis unit is set up with Philip the Fair. Guillaume de Nogaret, a member of the House of God and
principal holder of occult information struck through> art517] key advisors of Philip the Fair are all Arcanum
IV . This is done under the leadership of Ter'eas, aSphinx recruited during the construction of the Roman
Empire. Firmly attached to the economic struggle, he puts his boot major merchants. Fromthe fall of the Temple ,
Europe is divided and the highest levels of Arcane test their social theories independently varying the church's
position in society, fostering reforms here and there my conservatism.

Pursuit of the Templars


When Jacques de Molay was arrested in 1307 and burned in 1314 with other senior leaders of the Order, the
exoteric part of the Temple disappeared. But even the rest of the Arcane of the Baton is affected by the
disappearance of its logistic and financial system: the commandies are at the barks and the Nephilim attack all
the visible remains of the Order. Engaged in their self-assurance and their habits, the symbolism of the Temple so
prominently ends up betraying all the French Obediences or almost. Abroad, the Staff goes under other masks
and traces are lost. But the severe defeat suffered by the troops of the Temple handicapped him for a long
time. The Baton is overwhelmed by the Nephilim who, without any consultation, begin to attack him in all his
incarnations. However, this attack had been meticulously prepared. Beyond politics, a network organized by the
Arcanum XVI watched the highest levels of the Temple. The fighting was often short and varied in intensity. The
Templars opposed little resistance to imprisonment, but excelled in flight. Among the foci recovered from the
commandies, many of the spells used by the Order were turned against them. But it is also at this time that many
Nephilim saw for the first time the abominations ofhomunculi .
Arcanum XIV lia strong relationships with the Force and his Prince Ganesha. It was then decided to create a
common structure whose aim was the basic research on the Pentacle Nephilim and experiments on its
integrity. Thus was born the Coaxial Brotherhood of Chiron, the CCC. A serious discord took place when CCC,
taking advantage of the clashes between the Cult of Lilith and Arcane XIII, captured a Selenim specimen. The
Arcane XI rejected any study of the Black Moon while Temperance retorted that conversion Selenim was an
affliction of the Pentacle . CCC could have disappeared but some adopted from Arcanum XIV took the Ganesha
party, which Yliaster, one of the group leader, who did not want the project to be a failure. Temperance then
agreed to abandon the Dark Moon and CCC Yliaster left shortly after.

The alchemical labyrinths


In the big cities the Alchemist Brotherhoods are organized. After the Albigeois crusade, while the Kabbalah
gained its nobility in Avignon, the alchemists had gained their heart, teeming with the great cities and the tortuous
quarters, which made it easy to hide a laboratory. But at heart the same labyrinthine neighborhoods hide other
occult actors: first the Templars , who are like rats uncover heretics and witches upon termination; but more
insidious influence of the South Mysteries , under the control of buffoons of Daedalus, who roam the dark corners
and underground apace. The Mysteries, which were believed to be extinct since Rome, have survived. Raging
their sinister rattles late in the night, they force the Nephilim out of their refuges and expose themselves to the
vengeance of Osiris and Dionysus. It is a felted struggle: it is no way for the fallen Alchemists blocked in their
laboratories to denounce those harangue-mongers who cry out in all places that the strange is among them;At the

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same time, the Mysteries do not want to expose themselves to maneuvers like those that destroyed the Temple
and have no structured organization. It is also the century of Atalanta . Nephilim number of working in these
mazes of alleys in these labyrinthine neighborhoods, have the revelation of Atalanta , eternal runner who likes to
bask in the maze. TheOverpower Lover strikes number of followers, who are seduced by the beauty of
the Glorious Alloy , the heart of these neighborhoods exhaling occultism.the most persevering alchemists then
attach themselves permanently to a district or place, rewarded by the sight of the Fugitive . Then they realize they
have to get back on track, to go looking for him.

The Prague of Jan Hus

Experimentation on Golems

Companions of Jan Hus

Fighting against the Order of Hermes

Fight against the Inquisition

Jeanne D'Arc

The War of 100 years, begun from 1337, is in full swing. The situation of the kingdom is disastrous, the English
occupy a large part of the territory with the help of the Burgundians. The dauphin of the kingdom of France was
obliged to take refuge at Chinon. Moreover, the economic situation worsens year after year; The Black Plague
reappeared in the south of the kingdom.Religious fervor turns to forms of mysticism, predictions and flogging. It
was in this troubled context that the charismatic figure of Joan of Arc was born.A native of Lorraine, the daughter
of a plowman, Jeanne, very pious since her childhood, heard voices about the age of thirteen, commanding her to
drive the English out of the kingdom. What she does not know is that the origin of her voice comes from a
"hanged" Helion incarnated in her accidentally early. This Pyrim named Akhalesvo, little known until then, will
transform the frail young girl into patriotic hegemony. Aided by two armed men, she came into contact with the
Dauphin Charles VII. She persuaded him to give him an army by recognizing him in the crowd of his courtiers,
where he had hidden himself, and revealing to him a secret which God alone could have knowledge of. Named
chief of war, she received an armor, had the sword of Ste-Catherine de Fierbois put back to her, and had a
standard, Beauceant, representing God in majesty adored by two angels, each carrying a fleur-de-lys.

Crusade against the English


Received by Charles VII. At Chinon, she exhorted the dauphin to resume the struggle. She went to rejoin the
royal army at Orleans; His arrival galvanized the soldiers who, after a furious assault, obliged the English to retire
from the city. Astonishing the old war captain by his knowledge of tactics and his courage, the army under his
banner liberated Laon and Soisson.

Les Adorateurs de Beauceant

Fighting the Knights of the Golden Fleece


Thinking that Joan of Arc holds secrets about the location of the Golden Fleece, the Templars will plot with the
English to capture the Maid of Orleans.On April 23, 1430, she was captured by the soldiers of the Duke of
Burgundy and handed over to the English. Imprisoned questioned by a court composed of prelates and doctors of
the University of Paris acquired to the Knights of the Golden Fleece. Not revealing any information about the
mysterious artefact, she was accused of being a witch, condemned to the stake and burnt alive in the market
place of Rouen, May 30, 1431.

The survival of the temple

The Fall of Granada

The Old World and Europe in particular asserted themselves as a real tragic scene. In this complex web of wars,
conquests and discoveries, the 15th century was certainly one of the richest and was the springboard of the
tremendous momentum which was to see Western civilization set out to conquer the world. Europe had to
emerge from the apparent lethargy of the Middle Ages, full of unprecedented vigor, to throw herself upon a world

105
which she began to perceive as a whole. In the turmoil of this pivotal century, the kingdom of Spain is
experiencing many upheavals both from a historical point of view and an insult.

Activities within the Chariot


When Apollo abdicated from his title of Prince of the Chariot to join the Olympian pantheon, Arcanum VII began a
slow descent into the shadow of history. For more than 2000 years, the Chariot, led by a Automedon, had no
Prince. At the end of the 15th century, under the insistent pressure of the Emperor, Leonardo da Vinci, an
eminent member of the Florence workshops, agreed to take the reins of the Chariot. The Automédon then
disappeared under mysterious circumstances and, thanks to the political and financial support of Arcanum IV,
Vinci proclaimed himself Prince. But many Adopted were not satisfied by the intervention of another Arcanum in
internal affairs.Vinci, turned towards the sciences more than towards the improvement of the simulacrum, was far
from unanimous. Far from Florence, an Undin named Galelis organized the dissidence against Vinci. Galelis
directed the Seven Triumphant Virtues in Granada, a workshop that focused on physical and mental progress
through magical energies. Numerous negotiations broke out between Granada and Florence. The Adopted of the
two camps confronted their point of view on the future of the Arcane. Finally, despite repeated tensions, the
situation finally resolved peacefully thanks to the diplomatic efforts of a Sicilian workshop. In 1489, in Syracuse,
the two parties sealed a pact which marked the return of the Chariot.

More
This treaty marked the beginning of the organization of the Chariot in two sections: the Little Vehicle, turned
towards the material and the practice directed by the automaton Galelis, and the Greater Vehicle, more secret
and esoteric, focused on pure sciences and Fundamental research run by the Prince. Galelis, as Automedon,
moved to Florence near Vinci. Throughout the Renaissance, the two Nephilim learned to work together and to
respect each other despite their differences. Galelis systematically implemented the official simulacrum
improvement programs. But he also made sure that other methods of transformation, more questionable for
Justice, were discreetly studied and taught. But his most important task was the foundation of the "Conclave
Phoebus," which was to trace Apollo.

Collaboration with Sufi sages


According to legend, Grenada was built on the site of a terrible battle of the time of the angelic involution, during
which the Arkana overran a Drakaon known as Baneshi. Titanic combat profoundly marked the magic fields of the
place. The occult potential of the region remained fallow for millennia until, through the cooperation of all the
pomegranate Nephilim a rituals altering the magical fields made the city an esoteric high place. Guided by
Arcanum IX, some Nephilim discovered with some humans an unprecedented method of exploring the elemental
forces. Inspired by Sufism, magicians set up a two-stage search, instase it and then ecstasy. First of all, the
Nephilim withdrew into himself and contemplated his pentacle. Then it disincarnated and communicated with the
elementary fields. This double movement of searching in the depths and aspirations to the heights enabled many
discoveries and dazzling progress. Some kabbalists saw in it a sign of the One, without really explaining why
these trances worked only in Granada. An ever-increasing number of Nephilim were passionate about the
asceticism, aesthetics and mysticism of Sufism. But in 1492, wizards of the Force realized that these Sufi
techniques had their effectiveness in the mind of Baneshi, who, though dead, still haunted the magical fields. By
communicating with the elemental energies of Granada, the Pentacle of the Magi touched the remains of the
Drakaon and took part of his knowledge. Fearing that this process would ultimately lead to a return of the monster
or, worse, a draconic contamination of the Sufi Nephilim, this source of Sapience was ultimately abandoned,
leaving Baneshi's ghost drifting under the Eternal Mandala.

Exploring the Worlds of Kabbalah from the Alhambra


The Alhambra was born in the spirit of Haâj-El, an adopted of the Arcane X. This passionate Efreet of Kabbalah
was the founder of the Planisphere of the Stele of Solomon. This group of the Wheel of Fortune, specializing in
the study of the passages to the worlds of Kabbalah, experienced an unprecedented development at the end of
the 15th century in Granada, when Haâj-El found some of the lost teachings of Solomon.

The Italian Renaissance

Since the fall of the Temple, the occult world knew a strange calm. The appearances, however, were deceptive
because, although the activity was less visible, it was not less strong, especially on the side of the alchemists who
did not stop making discoveries, but also of the Rose + Croix which was already ripening The revelation of the
Chymic Wedding. From the fifteenth century and throughout the sixteenth century, the occult scene will again be
in harmony with the secular world, but instead of dragging it into wars and trials, it will awaken it in an
extraordinary blossoming of Philosophy, art and mysticism. Although the movement extended to Europe during
the 16th century, it is much earlier in Italy, where the multiple exchanges between cities - independent,
marketable and subject to rich families eager for art and grandeur like The Medici in Florence, together with a re-
reading of the legacy of ancient civilizations, form a particularly welcoming ground for new ideas which were only
waiting to express themselves. However, in the effervescence of the time, the cards became blurred: the Temple
survived and attempted to consolidate its hold on the Church, while synarchical conspiracies unfolded on all sides

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until the takeover of the Church by the Denier (this fact will take a long time to be known outside the Obediences
of the Temples). The Mysteries are always invisible, but traces of their influence are found in illustrious
men. Emerging figures, mysterious initiated into fluctuating alliances - such as Pic de la Mirandole, who supports
Savonarola and is pursued by the Inquisition, Marsile Ficin, who writes works strangely tinged with orphism and
especially Machiavelli, a critical observer of the whole world, time. On their side, the Major Arcana are not left
behind. If it is the Popess, the House-God and the Chariot who are most visibly active, all the Arcana are found to
bring their ideas and their Sapience. One meets members of the Judgment, the Star, the Empress, the Wheel of
Fortune or the Emperor who expose their theses or influence the powerful.

The Savonarole Project


In 1489, when the Medici are still almighty in Florence, there emerged the one whom history would retain as a
visionary and perhaps mad preacher: Girolamo Savonarola. In fact, for more than ten years, a group of
kabbalists, mainly of Sohar initiates, is working on a large project. Faced with the invasive political power of the
Church, they decided, led by the Salamandrin Karistho, to make the Republic of Florence an enclave, a "better"
world.Selenim public figure of the group, Savonarole launches the preaching of a total austerity of manners. He
received the support of respected figures, advocated absolute purity and flogged the lust of the popes and the
Medici.But the project is much more ambitious: when the arrival of Charles VIII expels the Medicis of Florence,
Savonarola moves on to the second phase: Florence as a whole is seized with a madness of ecstatic purity, we
organize pyres where women come to throw away Their jewels, the artists their impious works. Florence,
magically linked to Sohar, is ready to be transcended by the Pillar of Rigor. Savonarola's friends prepared the
rituals in the four corners of the city, but at the last moment the unexpected intervention of the Inquisition
disrupted the operation. Florence was not raised in Sohar, if that was possible, but the Nephilim present (and
even some humans, including Pic de la Mirandole) were illuminated by Sohar. The Franciscans quickly made it:
Savonarola was hanged and burned on May 19, 1498, with two companions. Those who looked at the
intervention of the Inquisition sometimes perceived in the background an attempt by the Denier to recover the
rituals that were to open the gates of Sohar. Others say it was a success, not an attempt.

The Confrérie des Peintres-Mages du Carrousel


Born in Rome, the idea of taking advantage of the Renaissance to restore to the Major Arcana the means of
knowing and communicating seemed to be seductive. Initiated by members of the Papacy, the Maison-Dieu and
the Chariot (in particular its new Prince Leonardo da Vinci), the project quickly surpassed the confidential
framework and gave rise to the Pictural Carrousel.In Rome, Florence, Venice, Milan, Bologna, Adopted and
Orphans embarked on painting and elaborated a whole series of pictorial codes, using ancient, mythological or
Christian themes, as well as indications of their esoteric messages. Finally, the craze affects the human painters
and the goal is reached: in the proliferation of symbols, only the real initiates are able to perceive the signs
communicated to them and the minor Arcana are lost in fanciful interpretations, whereas the Major Arcana Share
this knowledge before their eyes. Nevertheless, beyond this Brotherhood of Painters, more nebulous than
organized, some have met some leaders, among whom we find precisely those who have succeeded in
reconciling celebrity profane occult activity: Botticelli, Raphael, later Titian or Veronese to Venise. They, helped by
a small group, wanted to go further and, contacting the Roma, they tried to redraw the Tarot to give it a
renewal. From these tests were born what some call stellar tarots, name due to the assistance of the Etoile when
they were elaborated. These blades, unique pieces, are the reflection of the Sapience of their authors and
resonate echoes of the quests of Akhenaten.But many have been lost since then, fell into the hands of secret
societies curious or recovered by major Arcana little eager to leave them in other hands.

The Great Hermithees


Dynamized by the massive rediscovery and enthusiasm for the ancient knowledge, then the formation of the
Pictural Carousel, the Arcana of the Papacy embarks on a titanic work of compilation of grimoires and foci old
walls improved or new, responding to the fervor Creator of the time. The important Hermetheans send emissaries
wherever Nephilim are noticed, in order to unite the Sapience accumulated for so many centuries. The House of
God offers its help when it comes to recovering secrets stolen by the minor Arcana and even the most secret
Arcana make their contribution: the Sun, the Chariot, the Empress, the Wheel of Fortune reveal Of their
discoveries to all the Nephilim. The consequence of this effervescence is that many contributors were forced to
join the Arcane, sometimes unsatisfactorily, but the result was the creation of Incunabula Sovereignties, always
active networks of dissemination of occult information: World that it is a support of choice in the quest for the
Sapience. Not content to gather together, it creates: under the tutelage of the hermétécaires, the Adopted are
working hard at the writing of foci entirely new, restoring the balance between the Occult Sciences after the
unbridled development of Alchemy for five centuries . The great work of the Incunable Sovereignties was the
Infinite Ourobouros of the Incarna, an immense collection of experiences lived by hundreds of Nephilim in the
most diverse epochs. Without being exhaustive, the Ourobouros nevertheless represents a sum of testimonies
where a curious Nephilim can find the strangest revelations, and everything is far from having been studied
because the writing is never finished.

The intrigues of Lucretia


Among the members of the influential Borgia family, besides Rodrigo Borgia (better known for his papal
escapades under the name of Alexander VI) and Cardinal César Borgia (ally of the King of France), his sister
Lucrece, Many dramas and narratives inspired by his life have made famous. Behind this rival Florentine family of

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the Medici hide Selenim. The idea of constituting a "dynasty" Selenim came from Callixte III, another pope born
Borgia, who wanted to regroup his brothers Maudits who like him refused the diktats of the cult of Lilith but hoped
nothing of the Arcane XIII. Lucrezia Borgia, assisted by her brother murderer, wanted to go further and gather
around her a real court, a nest of sly intrigues adjusting to poison or dagger, but also patronage that attracted
many of her cousins Nephilim who knew To overcome their repulsion. Particularly passionate about the Alchemy
she had just had time to discover before her transformation, she encouraged the research of her entourage,
making available to her guests her fortune, her influence and sometimes her charms at the price of some treason
. The Nephilim who frequented the entourage of Lucretius were able to encounter strange characters there:
Selenim, of course, with all their strangeness, but sometimes Hanged or even Adopted by the Devil who seemed
to conspire with the Cursed.

Istanbul

In 1453, Constantinople was taken by the Turks, guided by Soliman - whom the Ottomans knew under the title of
Legislator but whom the West would retain as the Magnificent. Once the city was under absolute control, it
renamed Istanbul and set up its harem and its ministers.

Participation in the creation of the sanctuary of the Blue Mosque Blue Mosque, Sultanahmet Camii, was built
by Mehmet Aga- the first disciples of Mimar Sinan, Eolim kabbaliste- next to the Hagia Sophia, on the banks of
the Bosphorus Strait . According to the art of his master, Aga conceived this building without any buttresses. He
gave it, on the other hand, cupolas resting on the flanks of the mosque, built one upon the other, like steps of
stairs intended for giants. It takes its name from the blue earthenware tiles which, illuminated by the two hundred
and sixty windows of the structure, facilitate the manifestations of Ka-Air. The building was a Hermetic that
contained works relating to Magic or Kabbalah. Moreover, the seven minarets of the mosque competed with that
of Mecca.

Access to Akasha's Blue Mosque Within a minaret, Mehmet Aga was designed with the help of some of his
brothers, the arrangement of the kinds of stones that it can herméthèque Akashic A few meters further up the
admirable mosque. Within this esoteric library, they placed numerous foci which they procured in the city. The
cosmopolitan character of Istanbul quickly allowed the builders of the Mosque to recover foci scattered throughout
the cultures of medieval Europe. But Les Assassins was watching.With the support of the Templars of Mecca,
they obtained the satisfaction of destroying this seventh minaret under the pretext that no mosque in the world
could have a greater number of minarets than that of Mecca. In an atmosphere of Templar terror, the seventh
minaret of the Blue Mosque was shot down by surprise.

The seat of Munster

In the early 16th century, the Arcane Pope has absolute control of the Papacy, hard won several centuries earlier
in the Temple, whose powerful position starting to worry many occult actors, including the Emperor who sees the
Interference of the Pope in human politics. Similarly the mast and theBateleur suffer from religious hegemony and
many accuse the pope's bullying and persecution such repression against the Cathar movement. However,
although many wish down the Arcanum of the Pope , it seems invincible.
In 1505 a German brother Martin Luther began to propagate revolutionary theories in Germany, accusing the
debauchery of the Church. The Mast and the Bateleur took advantage of it to create sects to undermine the
influence of the Papacy. Thus in a few years the Lutheran, Gomarist, Arminian, Presbyterian, Calvinist or
Anabaptist movements appeared.
The church attacked on all fronts can do nothing. Imperience on the orders of the Emperor used his knowledge to
make resentment grow against the old religious institutions and spread the writings of Luther and Calvin
throughout Europe.
Arcanum Pope belatedly reacted by organizing the Council of Trent in which the decision is made to fight every
inch of the exoteric and esoteric toues plans against the declared enemies. They decided to ally themselves with
the Temple: counter-reform was launched and was based on the Templar Inquisition and the knights of Teutonic
Knights as well as on the Jesuit forces from the ranks of the Pope.
A terrible struggle began then throughout Europe. Between two religions and the occult forces that shelter behind,
a struggle between felted conflicts and bloody massacres, pyres and pogroms. During the conflict the Arcana
helping the Protestant camp discovered that the movement they propagated was inspired by the Cup. The ideas
they serve serve RC plans.
At the same time the Pope gradually overflowed with the warlike enthusiasm of his Templar allies, who multiplied
executions and repressions, collecting the homunculi. When in 1549, he hopes to finally stop the hemorrhage of
his power on the church, he is surprised by a new actor of the conflict: the Denier. On the death of Pope Paul III,
pawn of the Arcane of the Pope is replaced by a synarque agent and the adoptees of the Pope are chased from
the positions of influence. The repressive machinery they have created falls on them. All this occult struggle
having inflamed Europe reached its apogee in a small German town, Munster.

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Collaboration with the Anabaptists

Fight against the Teutonic Knights

Conflicts of the Reformation

The construction of the New Jerusalem

Pachad Exploration

The London Elizabethan

At the end of the sixteenth century, the court of England became a true crossroads of the occult world. The Rose
+ Croix gradually took root and played a genuine role as a regulator: it was a pact with the Bateleur Adopts who
wanted to initiate humans, but also used the Templars to prevent the Nephilim from gaining too much ground. The
Temple was also very present: slowly, but surely, the Stick reorganized. Some Obediences, isolated since the fall
of 1314, resumed contact with the head of the Arcane. On the Nephilim side, despite the pronounced presence of
the Arcanes I, III, VI, XI and XII, it was an Adopted Arcane X that was the pivot of occult society and incarnated as
never harmony between humans and Selenim And the Nephilim. John Dee was an initiated human who in 1550
was trapped in a strange kingdom. He came back transformed. Under his influence, London became an occult
haven for thirty years. In 1583, for obscure reasons, John Dee fled London to Cracow, then Prague.

The New Camelot


Under the impulse of John Dee, astrologer of Elizabeth, the Court turned to the mythical figure of
Camelot. Occultism touched a new audience and new alliances between humans and Nephilim were in
place. More than a new Compromise, it was a real conclave that John Dee realized; A true code of laws and
precise rules governed occult life. Many Major Arcana were seduced by this desire to organize completely the
relations between the actors of Invisible History. But John Dee did not want to limit himself to the Adopted;The
Orphans and the Selenim also had status, duties and rights, as well as human initiates. The R + C joined in this
process which laid the foundation for an honest and fruitful cooperation among all the "partisans of esoteric
progress".
This harmony provoked a momentum that recalled the golden age of the Arthurian epics. The court of Elizabeth
became a new Camelot where John Dee embodied the figure of Merlin while the Queen and his favorite, the Earl
of Leicester, represented Arthur and Lancelot. In this favorable climate, the Nephilim were able to devote
themselves to the study of Occult Sciences, either alone or in small groups, often open to humans. The presence
of the Myths more and more strong, influenced the literature and in particular the theater of Shakespeare (inspired
by a Hanged man). Slowly, the goal pursued by John Dee was realized: the land of England was re-enchanting
and the Akasha became more and more accessible. John Dee was looking for a secret linked to the moon within
the Subtle Plans, which is why he encouraged his Brothers to explore the paths of the Other World. But the
reflections of the legends of Arthur seemed to contain neither a lunar Grail nor a mysterious Sapience. In 1582, a
strange madness seized John Dee and as if the story were repeated, the disappearance of this new Merlin
brought about the decline of the New Camelot.

Swirls within Bateleur


Guided by the example of the court of Elisabeth, the Arcane of the Bateleur thought to launch, on the scale of
Europe, the plan "Utopia", a project of education of the human to the occult realities. The New Camelot was the
scene of agitated debates between the Adopted Arcane I: some thought that an alliance with the R + C was
necessary to implement Utopia, while others objected to the involvement of The Cup in a project of such
magnitude. The first camp, the Arcadians, was influenced by Philip Sidney, a R + C close to John Dee, and saw a
tremendous opportunity in R + C projects of elevation of humanity. The Arcadians left some initiates under their
tutelage to become involved in the Rosicrucian colleges. The 2nd camp, the Rigorists, invoked the rules imposed
by the Justice and the ambiguous reputation of the Cup. They were more suspicious and, without questioning
local alliances with a minor Arcanum, as in London, the Rigorists thought that the establishment of a union on a
world scale could only lead to an uncontrollable chaos. The Rigorists gained the support of a large number of
major Arcana: their reasonable position helped to give a positive image of Arcane I, especially to the Adopted
Justice. The Arcadians also sought allies among the Fallen, but they tried to convince the Sun Adopted that an
alliance with the R + C would benefit the Nephilim. Finally, the Prince of the Bateleur chooses to abandon purely
and simply the Utopia project. Undoubtedly he wanted to put an end to the dissensions that were undermining his
Arcane, but perhaps he needed to unite all these Adopted for a more important project: to take advantage of the
temporary re-enchantment of England to launch a new search for the Grail in the Akasha arthurians.

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Fight against the Templars
The occult activities within the court ended by attracting the attention of the Temple, who sought by all means to
destroy the harmony established by John Dee. The Templars acted mainly in a roundabout way, seeking to
awaken mistrust and hatred among the various allied factions. In faction, while underground struggles unfolded,
the struggles sometimes appeared in broad daylight. The life of the queen was saved several times by some
Nephilim.After long conflicts, the main agent under the influence of the Stuart (allied to the Templars) will be
unmasked: it is Lord Burleigh, the head of the Queen's secret services. The latter, moreover, distrustful of its own
agents, had already made sure to set up with John Dee a second network, the Preux de la Table Ronde. This
parallel organization, bringing together humans and Nephilim, worked mainly on the occult plane. It slowly but
surely dismantled whole sections of the Temple in England. But, from 1580, rumors of alliance between John Dee
and the Templars began to circulate among the Poreux.The Nephilim felt caught between two fires. On the one
hand, it was John Dee himself who had recruited them to serve the Queen; On the other, it seemed that John Dee
was an opportunist who allied himself with anyone who could help him pursue his goal. Thus, he served the R + C
to learn more about the Akasha and used the Selenim to learn about the Black Moon and the kingdoms. Nothing
proved that he did not agree with the Temple to know other secrets. The Preux chose to protect Elisabeth even if
it meant opposing John Dee. But this change, followed by the flight of their founder, ended up causing the
dismantling of the Preux: the rules put in place by John Dee were less and less respected and many preferred to
flee England before cohabitation, increasingly Difficult, did not turn to confrontation.

The Kingdoms of John Dee


The regulated organization of the occult world was the occasion for the Selenim to settle in London near the
Court, and several Nephilim, allies of John Dee or not, had the opportunity to meet their "cousins." Conflicts
between Selenim and Nephilim broke out, for Ka-Soleil's punishments on the Bateleur's proteges were deemed
unacceptable. Thanks to John Dee, the situation was settled peacefully and a common code of living was
developed so that Nephilim, Selenim and humans could live in good spirits. But John Dee was not interested in
only occult peace: he wanted to discover a secret about the moon and therefore asked Nephilim and Selenim to
help him. First, they established a comparative map of Moon and Black Moon. Then they studied the means of
entering a Selenim kingdom. For a Nephilim, the only then known way required the contamination of the Pentacle
by the Black Moon.But the research progressed, different methods are tents we tried, for example, only
contaminate the Ka-Sun simulacrum. the only really significant results were obtained for humans: under the
influence of some Nephilim spells, they could be conditioned to detect and penetrate Selenim kingdoms. Several
travel tests between different kingdoms were very successful. However, behind these explorations, more secret
experiments were conducted: Pavane and using the souls of the dead, of the Nephilim Selenim helped in tracing,
in England, of all lunar cults. Among the secrets and updated, lizards websites have been discovered in
Scotland. John Dee was looking for remains linked to the creation of the Black Moon to better understand the
nature of the Moon, because according to him, the dark side of the Moon was marked by the remains of the Dark
Moon. In any case, the alliance between Fallen and Cursed ended with the loss, badly explained, John Dee.

The sling

The seventeenth century France was the scene of genuine occult wars and spectacular developments. Under
Louis XIII, the fear of witches and Satan is so strong that in some villages, burn women at the slightest sign
"diabolical".Under Louis XIV, witchcraft is gradually decriminalized; it is considered a mental illness or a scam and
is punishable by internment rather than the stake. But this apparent decline of superstition is accompanied by a
sharp increase in esoteric practices. The nobility turned to the occult. Arcane minors assert their dominion over
human society while some Major Arcana (III, IV, VI, XV, XIX, XX) are trying to increase their presence.

Louis, Enfant Roi du Soleil


in 1637, Anne of Austria was discredited with Louis XIII Richelieu, who revealed a plot of the Queen. Arcanum
XIX then infiltrated the entourage of the sovereign lacked support. At the birth of Louis XIV in 1638, the Sun
persuaded the Queen to allow its agents to support the education of her son.Up to eight years, the child remained
under the tutelage of Madame de Lansac, who was actually Galta, a Adopted the sun. With the help of other
Nephilim, she began a long process combining all sorts of occult techniques.The initiation of solar child
progressed: the death of his father, Louis had an exceptional Ka-Sun by its radiation.
With these promising beginnings, Galta already imagining the future king of France initiated and ally to the
Nephilim. The only downside was the influence of Mazarin. But the latter, who apparently worked for other
Nephilim seemed monitor the Sun plans without opposition. So everything worked for the better, when suddenly,
the process sped up. Apparently influenced by R + C rituals, the Ka-Soleil Louis turned uncontrollably and Myste,
slipped into the team of the royal tutors, recovering slowly that the Nephilim had begun to sow. Galta could have
faced if a shock had not come shake Arcanum XIX at the same time.
In 1648, came to First Sun Suryo Shemesh, Prince of the Sun, and asked an army to explore the underground
world of Mu. The Nephilim missing for several thousand years was in Arcanum XIX, a true legend and before the
pressure of the majority of its adopted, Shemesh had access to his demands.Galta, deprived of its allies
Arcanum, could not track the Children Solar project. The Mysteries, diverting the initiation of Louis XIV to their
advantage, and marked a victory, easing some of their many defeats of that time.

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The Mists of Course of Miracles
Between 1600 and 1650 the Bohemians unveiled: their aim was not only to spread the Boheim in gadje but also
to defeat a terrible scheme hatched by the enemies of the Nephilim. The Course of Miracles, led by King Borgne,
gathering thieves, beggars and other excluded for a life of freedom from the eyes of the authorities. Courses
Moon, led by the Queen of the Night, nobles and artists gathered for celebrations of all kinds. In the Course of
Miracles, with the Nephilim of Judgment Mist of the People organized its covert operations while in the course of
the Moon, with the Nephilim of the Lover, he treated with representatives of all minor Arcana.
February 23, 1653, the "Night of the Royal Ballet" marked the peak and falling prices: during a wild night, the
court of Louis XIV became the Court of Miracles. The Sun King himself disguised himself as a beggar king. The
Boheim blew on the highest nobility of France. Few people really know what happened during that celebration: it
says Esmeralda itself, combined with Rebis, faced a terrible faceless monster came defy the king. As to preserve
the secrecy of the night, the Louis XIV Mystes surrounding massacred all the Bohemians and Nephilim who
participated in the Royal Ballet of the Night. The Nephilim few who managed to escape were marked by the magic
of the mist and pentacle, reinforced, bore the sign of Esmeralda.
During the same night, the Temple hurled against all Courts of Miracles a massive attack, one of whose goals
was to recover a scroll revealing the location of Baphomet. But King Borgne, hurt by orchilacrum blades,
managed to escape into the catacombs with all its secrets. Decimated, the gypsies had disappeared, with the
satisfaction of having accomplished the task for which they were out of the shadows.

The London Isaac Newton and the Industrial Revolution

Sir Isaac Newton's discoveries of a physical based mathematical led to an explosion of Occult Sciences. Newton
was a Nephilm adopted the Wheel of Fortune. His attempts to unify the esoteric and the exoteric were largely
obscured by the truck, their efforts to keep in the shadows his alchemical and theological research by promoting a
less mechanical vision and spiritual universe and taking humans away from occult knowledge underlying the
Newton mathematical system were a success
alchemy falling into disrepute when science and religion were separated. The huamines occult research had once
again go underground: many had to organize themselves into speculative Masonic lodges.
After recovering from its civil war, Britain continues to be the dominant country in europe had avoided engaging in
war 30 years and had focused the Sir colonistion and the operation of the New World. Mercantilism and
exploration advancing hand in hand with the technological advances made possible by science under the
direction of the trolley. Some foods become available in Europe for the first time. Power becomes the Economy at
the expense of social or political. Urbanization of England quickly Intalla by the massive centralization of jobs in
cities, but this influx of population in the urban center undergoes frequent outbreaks.

The Scots Raise

The French Revolution

Favoured by the ideas of the Enlightenment, the period covering the préRévolution to that of Terror, is placed
under the sign of human conspiracies. Nephilim are positioned more as an observer occult actors, apart from the
Arcana of the Star, the Wheel of Fortune, the High Priestess and the Empress (with a flat for the last two, which
disappear during the political turmoil, after being instilled the ideas of the Enlightenment). And even if the
revolution is the time of man, powerful tutelary figures of esotericism reappear. Thus, the spy of the Royal Court
of Charles Beaumont, aka the Chevalier d'Eon, spread the teachings throughout Europe, even among the Tsarina
Elizabeth or even Napoleon. It is also the Prince of agathien Priestess leading the project front of the
Encyclopedia.
In fact, the late eighteenth century to be the breeding ground for conspiracies Denier. But this evil control
organization and led its base to splinter. Many movements say they then initiated the symbolism
of Denier .Multiplication participates makes the following belief that the true birth of Denier would have operated in
the eighteenth century, Freemasonry would the body. For some, this incredible craze is due to synarchic
conspiracy of the Bavarian Illuminati. January 21, 1793, Temple helpless spectator, witnessing the fall of the
monarchy, and lost one of its best allies and must face the vengeance of his opponent during the terror that struck
him with rage.Surprisingly, the Templars are forced to hide and enter only very little in the occult business, afraid
to discover too violently. Only Obediences affiliated to Masonic movements can hope to meet, enjoying political
protection.

Compagnie du Chevalier d'Eon


Within Arcanum XVII, the arrival of the Chevalier d'Eon is the time of the Reformation and the Renaissance. If few
people know his true personality, shine shots are meanwhile remained famous. In fact, the star finds himself at
the forefront of occult events of the eighteenth century. The Chevalier d'Eon and tightens the links between the
Adopted Arcane X and XVII and decided to better structure the blade and powers. For this, he gathered around

111
him a company Nephilim responsible for spreading the doctrine of the Arcane and interfere it in human
affairs. Thus, under the impetus of adopted, the Pérousse discovers clock program cosmic lighthouses. Proud of
their success, the Nephilim are undertaking extensive political infiltration of what they think is the Denier, wishing
neutralize potential opponents of their return on the chessboard of the world. Indeed, Adopted are rather
disappointed by their surveys, unable to approach the top of the organization. Finally, one of the major actions of
the companions was a partial translation of the blade of the Arcane. they found evidence of the existence of an
enabling stellar stream of big changes. he was led to make his return to Earth next ... L'Etoile had to prepare for
the new cosmic era: the calendar reforms can thus be seen as an attempt to prepare humanity and the Nephilim
to the imminent arrival of stellar Invisibles. The participation of the Star Champollion's expedition was to search for
a fragment of the cosmic egg artifact supposedly even cause stroke Nephilim! Directly opposite Champollion
synarque agent, they had to agree to a hard sacrifice by revealing Rosetta stone: the enlightened could then
discover ancient Egyptian Compromise ...

The Conspiracy of the Illuminati


Founded in 1776 by Adam Weishaupt in Ingolstadt and wish to spread the ideas of freedom and equality put
forward by the Denier, the Bavarian Illuminati are among the many who failed Degrees reveal the true plans
synarchy. Adam Weishaupt is not, whatever was unable to think, "illuminated" in the proper sense: it is then used
to screen and executing the will of Unseen, while being initiated to the realities of degree since given custody of
the order of the Illuminati. Wearing, many rituals and symbols synarques reflected in illuminated preparing to
launch throughout Europe a call to revolution and the fall of the monarchy. The Order and group around certain
figures to become master of souls and magic fields. Weishaupt and others like Illuminati Knigge or Bodde then
become the terrible figures of occultism. Very quickly, the Masonic lodges were infiltrated by the enlightened who
spread their ideas. Germany is soon overwhelmed by the conspiracy, stretching and France wins in 1787 to
contact the great Masonic convention of Philalethes and secretly attach spirits - despite the efforts of their
opponents. Indeed, already in 1784, the Illuminati, through their excessive influence, come into conflict with the
Rose + Croix. Playing on the same grounds, both parties end up triggering an occult war in which the R + C is
forced to unfold. These combine with the Nephilim and breaking down the Illuminati in 1785, thanks to their
political connections and fear generated around the order of minds.But it is too late, the ideas have been spread
... In addition, the Bavarian Illuminati, probably too tied to the highest offices of Degrees, cause fear of Denier of
plots that for many seemed asleep or absent.

The Masonic lodges


The lodges infiltration movement was mainly triggered by the discovery of the conspiracy of Denier. Also, the
Nephilim are discovering that lodges include former members of Minor Arcana , disappointed by the proposed
initiation.Similarly, some lodges are too close to known structures like the Temple, and sometimes Rosicrucian
movements. Many lodges are well infiltrated and later join the Templar Obediences like the Lodge Perfect
Stick . Although the Masonic movement existed long before the explosion of the exoteric Denier, the Fallen too
late and can only watch, stunned, to the implementation of plans orchestrated by different degrees. The
Empress then realizes she has dealt with the Illuminati and the soil of Enlightenment ideas, she thought she
breathed, has patiently built with the help of Synarques. Secrets ideals of freedom are then transmitted by lodges
and are finally gaining the population, leading to the Revolution. The French demanded free and equal in
rights. The DDHC, smokescreen able to profess their ideas, then appears as the ultimate result of the explosion
of Denier . However, the lodges are primarily for the Nephilim, a way to meet and exchange secret
information.The participation of the Immortals to the growth of the lodges is more or less
random. The Adopted of the Empress take revenge on their enemies during the Terror and knock heads, looking
more to mislead people on the paths of Wisdom. The Adopted of the Star and the Wheel of Fortune are definitely
the Nephilim who benefit most from this movement of ideas. The lodges then get great powers and knowledge
finer the Magic . Unfortunately, all this will be short and the euphoria of the Revolution and its favorable climate for
the development of man will be swept away by the Empire.

Participation in the project encyclopedia


Under the banner of the Enlightenment gather several occult actors, the High Priestess at the
Empress through Synarchy . Everyone's interests were, not surprisingly, very different, but the mad project of the
Encyclopaedia took shape thanks to the action of these three groups. The High Priestess , as guardian of the
Nephilim know, wanted to develop a new reference bible to avoid multiple that threatened. The Prince of the
Arcane incarnated again and threw the Encyclopedia project to gather together knowledge of the esoteric
world. Many were the Adopted to join the project, but the task was daunting and resources too limited
Adopted. Furthermore, between knowledge keepers and those advocating its release, the debate was opened on
the need for such work. Yet Nephilim undertook to spread some of that valuable information in other books,
including the Encyclopedia of the Enlightenment ... but Adopted aroused the attention minor
Arcana. Synarchyand the Empress worked together, without that no one really went count.The book was a
fabulous way to spread new ideas as it was open to all. The Empress was directly concerned by this project to
analyze human behavior. As for the Synarchist, who placed safe agents in the persons of Diderot and d'Alembert,
she expected to find in the sum of human knowledge a response to objectives. But the upsetting ideas
Encyclopedia became the nemesis of the Temple who lives near the time of a new era. The Encyclopedia was
banned by the chancellery three times before appearing. The atheistic ideas were reproached them mentioned by

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the authors, and the practice format for wider dissemination. She could not ultimately prevent the publication of
the book, thanks to the beneficial action of the Arcanum of the Emperor ...

The Napoleonic zenith

Fight against the Templars

Murat project

The royalists dreams

Safeguarding the real-name

Alchemy unveiled

The Venice of Byron & Shelley

The Congress of Vienna in 1815 redrew the map of Europe between the victors after the defeat of Napoleon. That
same year, Venice is linked to the Austrian Empire through a Lombard-Venetian kingdom. Venice was occupied
by the Austrian soldiers who behave as invaders. They even plug some channels to allow their troops to circulate
better. The city develops a hatred of the occupiers and the resistance movements are born.
Venice lives in the memory of its glorious past. It is the seat of decadent parties and attracts young artists prey to
the "evil of the century". Many poets and musicians called romantic visit the City Museum. Some settled in the
Venetian villas on the land. And Lord Byron takes remains near Venice and the headlines with his antics. Shelley
comes here write some of his unfinished opera Prometheus Unbound.

The Victorian Apogee

Since the Universal Exhibition of 1851, Victorian England knows she is at the height of its power. London and
contradictions, London and his extravagances! London exacerbates jealousy and passion of the rival
nations.London and foggy docks, is noisy and crowded streets. Populated in 1880 more than five million
inhabitants, this giant metropolis wants the Dantesque scene of the industrial era, dragging behind her squalor
procession and blazing success. Filthy neighborhoods combining the stench of human filth and the inevitable
fights, the beautiful and intoxicating Mayfair and Parklane, London shows its duality and his madness. Led astray
by an incredible sense of grandeur, the city remains obscure, as when night and the fog invades the dark alleys,
now becomes conducive to the mysteries, which exhume themselves. Thus, the White Chapel district welcomes
the servants of the beautiful Isis and their pagan liturgies. The temple is also well established in the English
population. But the late twentieth century bloodless find the embodiment of his own nightmares in the monstrous
and pathetic figure of Jack the Ripper. elusive assassin, really tortured, he embodies the vices of London and all
their excesses and whims: sex, death, sickness and madness of urban space. However, the most terrible threat to
the occult actors come from the secret society called the Rosicrucians of the Hermetic Order of the Golden
Dawn . Bringing together the elite occultists and artists of the time, it rose to the top of insider companies through
complex and powerful rituals.The real proxy shall be known under the name of Aleister Crowley, real mad
illuminated. The latter pretend reach Agartha and will embark on a quest to consequence unimaginable until then
... that will lead directly to the great revival of the Nephilim. Adopted despite the intervention of the Bateleur , ofthe
Lover of the Wheel of Fortune and Judgment , disruption of magic fields can not be prevented.

Spiritualistic experiences
Twilight nineteenth century becomes a breeding ground for "occult" experiences and the paranormal. The
spiritualism club then become fashionable in bourgeois society eager for thrills. Thus, a real clientele is goshawks
mentors to invisible powers, white and black magicians, psychics contacting the beyond, all considered ridiculous
by many Nephilim; However, for who knew how to look for a quality education, the Sapience appeared in several
locations. First, the Club Pure Heart proposed for its part to make contact with the mythical figures who have
marked the history of England and more generally of Brittany. Led by Sir Philip Pellnor, a sphinx Adopted the
Lover , the Club was intended to forge a link with a realm of Kabbalah and allow spirits to travel to the land of
dreams stretches of Zakai ... Thus, from many Kabbalists were able to advance their way through the talents of
Faërim, some knotted pacts with original creatures. Then, the Brothers of the Dark Trails regrouped a closed
circle of Nephilim eager to push their esoteric research into the shadowy Dark Moon. Led by a Herbert von

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Wenger Selenim interested in experiments against nature, these Fallen explored the field of death and his
poisonous charms. Many Brotherhood members were dismayed by what they found behind the black veil of the
Moon Damned and left the Brotherhood. But those who pushed through the experiences discovered the richness
of the Pavane and horror of the Dragon-effects of the Black Kabbalah.

Openers Arcadia
Apart hidden struggles that shook the capital. The lover of weird Sapience will be discovered, the price of a
meticulous investigation into the London quiet lounges, the existence of hidden and truly initiatory
brotherhoods. The Arcadia Openers are part of those. This little secret society wants custodian of great
learning. Insiders, by hypnotizing using key elements scattered in the composition of the paintings and dreamlike
climates conducive to escape, and were able to visit the Akasha. Some of them were even able to access the
Akashic remote locations. Furthermore there is evidence that some novelists and poets took part in this
movement. Thus, the Nephilim magnet to disappear in the Subtle Pans have met strange visitors, or perhaps is it
the attendance of the London artist who has guided them to the Fallen? For force to investigate the Fallen
managed to approach the openers. Their den is located at number 16 Cheyne Walk in Chelsea still muddy, better
known as the Tudor House or Rossetti Show. Because the pre-Raphaelite painters are primarily of Akashic
visionary trances and rituals are at least unusual. Indeed, if it is found that painters were aware of the Nephilim,
there is no evidence the true nature of these insiders. Because at Tudor House, the Immortal must abandon his
powers to be captivated by the creative energy of the work of art ... So if the Nephilim were cultivating an analog
connection with the works, but also with their sham ! once lifted the veil of reality, the Immortal discovered the
immensity of Subtle Bodies and thus, a new approach to the trip to the Akasha.

Golden Dawn seeped


His name, symbol by itself of all esoteric aspirations, has shaken the greatest occultists and sent shudders
through the wildest: The Hermetic Order of the Golden Dawn . Officially founded in 1888 by Dr. William Wescott
from ancient Egyptian manuscripts and mysterious alchemical codes encrypted documents dating from the
sixteenth century, the Order regrouped around him the best occultists of the late nineteenth. Figures appear and
Samuel Mathers, founder of the Order, Arthur Machen, Bernard Shaw, WB Yeats and of course the terrible
Aleister Crowley said "the Great Beast." the hierarchy of the Order was divided into three grades and built to the
ten Sephiroth of the Tree of Life. Once created, the Golden Dawn shows its determination: to make Magic and
rule the world. This attracts many curious who see it as a source of entertainment, including the Nephilim, but
soon they must revise their judgment. For the Golden Dawn has the means of its ambitions. Thus, the Nephilim
participate voluntarily magical experiences and discover the powers of Crowley on Kabbalah. The man seems
capable of controlling the elements and suspicious Nephilim who investigate him discover his contacts with the
Mat. With many initiatory journeys, Crowley said to be the embodiment of the Antichrist and the Order leads the
fight against the stick and the Sword.Nephilim then follow the occult in this fight and confront the Templars in
these fights more and more strange. Some Immortals feel manipulated and distrust of others: a split appears in
the society. The Nephilim are discovering, even within the Order, a parallel society, Sphere, led the Suns
mysterious black. These are supposed to conduct a ritual of unprecedented magnitude and to achieve the
Apocalypse! The occult war would be the necessary vector. Moreover, it seems that a magical device was spread
across London ...

The Black Years

The accession of Hitler to power brought about the occult in the turmoil of history.

The Mercury Project Red


Faced with the threat of the advancing Nazi armies and esoteric progress of the Society of Thule, Alchemists
chose to ally in hopes of finding a weapon that could help defeat their opponents. Thus began the Mercury Project
Red, designed in collaboration with the High Priestess , the carriage , the Forceand the Wheel of Fortune .
Like the scientists who invented the atomic bomb, these Nephilim isolated themselves in a research center where
their days and nights were devoted exclusively to the study and experiments. Synarchy lent its support to the
company.
The project gradually developed an inclination for the development of the elementary bomb, a weapon that could
freeze the magic fields on a very important area for a period of several years. Thus fixed, the elementary fields
become inactive: Unable to practice magic activity in the area. This would of course the Nephilim night, but would
have also allowed render ineffective all rituals, artifacts and objects of Orichalcum the Minor Arcana .And again, it
would likely have released all the homunculi taken in the area of effect. The project progressed smoothly until
spies Thule Bruderschaft were discovered from the research center staff. It turned out that these agents were
working indirectly for the Devil .
The project was then put into question if such a weapon fell to the minor arcana or malicious Nephilim, no one
could tell if it would be a way to protect themselves. Because of the risks, Mercury Rouge was finally abandoned
when the formula of a prototype was about to be developed.

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The search for anti-land in the crucible of the Thule Society was born the idea of a hollow Earth, that the Earth is
a sphere and empty it was possible to live on both sides of the crust. In fact, some even claimed that the world
had known the inside of the Earth. Nevertheless, this theory was strongly supported and deepened by a number
of factions. In a tremendous boost, they launched out in search of "passages" to the other side of the Earth. It
quickly turned out that the theory of the hollow earth was a crazy idea. But by searching the globe in search of
passages and esoteric books riddled with clues, occultists began to understand that other worlds exist and that it
was possible to reach them.
Many groups then decided to continue the mythical Thule, the continent of Mu, Hades or the Anti-Earth. Some of
these factions were sponsored by the Nephilim, including adopted the Magician or the Lover . Each spying
advanced another and race legend of land took place in an atmosphere of competition and paranoia. Other
Nephilim tried to oppose the progress of human trying to take the speed. But nothing helped. While many agents
of the Brotherhood of Thule failed, a small number found other worlds for most Akasha , but for some of the most
inaccessible places.

Daath conspiracy
Conspiracy of Daath was a closed circle created is said by some Vanesh, whose aim was to study the dark areas
of Kabbalah history to develop, like Red Mercury project, a magic weapon to fight against large-scale Thule
Bruderschaft. The Nephilim involved in the project looking for an unknown Sephiroth or a new world of Kabbalah,
but they discovered something else: a way to change the creatures of Kabbalah, to enchant them, to cross them
with Dragon-effects or with Black creatures of Kabbalah. Some even went to mate with their own pentacle
summoned monsters. The situation quickly evolved when the Nazis learned that the secret of Saint Michel was
recorded in the texts of Melchizedek, hidden in the Ark of the Covenant. So they made sure that the Ark is found
and freed the monsters that their colleagues had created. An apocalyptic battle ensued and the Nazis took
advantage to seize the ark. but it does not reveal its secrets, as Saint Michel response soon. This was fast and
violent. Despite the final victory, there were many Kabbalists companions to suffer serious consequences as a
result of the confrontation with the horrors vomited by Daath.

Fight against the Brotherhood of Thule


The Thule Society was a mixture of many common and different trends. But the Nephilim who actively fought
against it discovered that a single force seemed to direct much of the action of this Order. With the revival of
wotaniques and Dionysian cults, Thule Bruderschaft seemed to serve the interest of the Mysteries and many
Fallen fought this revival of paganism supported by the Germanic Brotherhood of Zagreus. But soon it became
apparent that the system of worship was too organized and too powerful to be carried out solely Mysteries. The
Nephilim found a real traffic homunculi-gods in all the tendencies of Brotherhood among mystics chapels, the
Templars groups, R + C and synarques degrees. In seeking the origin of these objects, some Nephilim
discovered that Pope Adopted lent themselves to the game of ceremonies. In fact, any part of the Arcane V
seemed to cooperate actively within the Thule Bruderschaft. Arcane alerting the authorities, the Nephilim had to
cope with a large inertia: no one really seemed to help, and even, on the contrary, they had to deal with surprise
attacks of some of their brethren. Fortunately, thanks to their perseverance, these Immortals managed to unmask
the secret mastermind of the Brotherhood it was Apollo himself who manipulated a proportion of factions. With the
hope of reviving his cult, he exchanged his knowledge and treasures he brought back from Hyperborea against
political and religious influence. Apollo was delivered to Justice depriving the Society of Thule an important occult
leader.

Activity within the Arcanum XVI


The two main adversaries of God's House during the Black Years were the Order of New Temple and the
brotherhood of Thule. Both groups set up archeology projects occult. The highlight was to find the Ark of the
Covenant to discover what mysterious secrets and forbidden powers which were hidden inside. In 1937, Dr. Adolf
Lang and Baron von Sebottendorf were about to arrive. Under the guise of archaeological excavations innocuous,
they ran the Ark of research on the Giza Plateau. God's House discovered these activities, and a group of
adopted, commanded by Djinn Arkel, was sent to resolve the situation. They managed to steal the ark under the
nose of the Templars, but they were finally discovered. A terrible battle was then between the Nephilim and
humans. Assisted support occult unexpected, the Templars prevailed and were able to escape with the Ark of the
Covenant. Arkel pursued them to a small island in the Mediterranean. Even before the Ark is opened, monstrous
creatures arisen from Daath swept over the island and massacred indiscriminately Nephilim and humans. Only
Arkel and a handful of his brothers survived. But when the fight against the horrors of Daath ceased, the Ark of
Alliance was gone. The main benefit that the House of God took from this episode was-besides eliminating a
large number of Templars to get hold of the books of Baron von Sebottendorf. These documents accurately
describe all archaeological sites controlled by the Thule Bruderschaft enabled the Arcane XVI to strike quickly and
well: many operations were implemented, resulting in the recovery of a large number of artifacts and foci. The
Brotherhood of Thule was seriously weakened by these targeted attacks that marked the beginning of his fall.

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Nephilim History

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Timeline
IN THE BEGINNING (500,000,000 BC)

When the world was young, it was bathed in magical the fields (Ka) of Solar, Fire, Earth, Air, Water, and Spirit.
The creatures that roamed the earth possessed either Solar Ka, or some combination of the others. All creatures
had a physical form, except for the Ka’im. They were creatures that were made entirely of the Fire, Earth, Air,
Water, and Spirit Ka, who were born when the five elements surged in a nexus. They had no physical form, and
existed in a reduced state of consciousness, floating about the earth like dreaming ghosts.

What separated the Solar Ka creatures from the others was their ability to evolve. While creatures of the other
elements rose up and died out, the solar species lived on, adapting to their new environments, evolving into new
forms and becoming more and more advanced.

THE FIRST EMPIRE (5,000,000 BC)

Eventually, the first sentient races emerged from the reptilian lines. These beings banded together to form
the Saurian empire. It is believed that they achieved an advanced level of technology. These great dinosaurs also
began the first studies of elemental magic, especially involving the Spirit Ka. They understood that the light side of
the moon was the source of this energy, and began to study a way to draw energy from the dark side of the
moon, which was called Dark Ka.

THE AWAKENING (2,000,000 BC)

The great Saurian sorcerer Mu created a ritual that successfully drew the Dark Ka down from the moon. The
power of the Saurians grew immensely, but the ritual had an unexpected side affect. The Ka’im were awakened.
Their consciousness was raised to a sentient level. Having the power of the elemental Ka, the Ka’im created
physical bodies out of the raw elements, allowing them to interact with the physical world.

It did not take long for the Ka’im to realize that the channeling of the Dark Ka made the other elemental fields
unstable. The Saurians refused to cease drawing the Dark Ka, and soon open war began. The war’s outcome
was decided when the Ka’im were able to create a counter ritual that stopped the flow of Dark Ka. While the ritual
succeeded in reducing Dark Ka to a residual form, it also damaged the Spirit Ka field, so that it surges and
manifests less often then the other four elemental Ka.

The fate of the Saurians is unknown. Some Ka’im claimed they were wiped out. Others say that they literally went
underground. Still others claimed that the Saurians used their technological might to carry them away from the
Earth to some unknown destination.

THE SECOND EMPIRE (1,000,000 BC)

With the Saurians gone, the Ka’im were the undisputed masters of the world. Having both the greatest
intelligence on the planet as well as a mastery of the elements, the Ka’im had little more to gain in the physical
realm. So they turned their attention to the spiritual. They believed, that just as their consciousness had been
raised once before, it could be raised to a higher state calledAgartha. An Agarthan Ka’im would not have his
consciousness bound to just three dimensions, and could, in theory, move about time and space at will.

There were two prevailing theories on how to achieve Agartha. The first, which was held by the majority, was
through the incorporation of Solar Ka. Since Solar Ka based creatures were able to evolve, perhaps it was the key
to the Ka-ims’ spiritual evolution. This was called the Golden Path. Some Ka’im disagreed with this theory,
believing that the key to Agartha would be found in Dark Ka. They based this theory on the fact that it was the
channeling of Dark Ka that awakened the Ka’im in the first place. They were referred to as followers of the Dark
Path.

ATLANTIS (500,000 BC)

While the Dark Path Ka’im left for unknown lands, the Golden Path Ka’im centered their work on the small
continent of Atlantis. After observing the various Solar Ka species of the Earth, they settled upon the hominid
species as the best candidates for their studies. They began to manipulate the creatures, relocating them to harsh
environments, pushing them into wars with each other, all to determine who was the fittest. They settled on

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humans as the best suited for their needs. All other hominid species were wiped out as failures, except for
Neanderthals, which were allowed to survive in case the Ka’im needed a back up plan.

The humans were relocated to Atlantis, where the Ka’im immediately declared their godhood and demanded total
obedience from humanity. For many millennia, they maintained this relationship with humans. During this time,
they learned it was possible to take possession of human bodies, which they called simulacra, thereby creating
one being with all six elemental Ka. Although progress was slow, the Ka’im became convinced that this process
was indeed the key to Agartha.

PROMETHEUS (432,000 BC)

As a result of their exposure to the superior Ka’im, humanity began to evolve quickly. Although they changed little
physically, they were rapidly becoming smarter, and their level of awareness and understanding of the world
around them began to grow. Some Ka’im began to question the morality of treating humans like cattle, now that
they were becoming self-aware. Still others suggested that the Ka’im cease to hold themselves up as gods, and
instead treat the humans as equals, and work together in a mutually beneficial way.

No agreement could be reached, and things continued as they were. However, a Ka’im
named Prometheus gathered 23 humans whom he regarded as the most enlightened and took them from Atlantis
to a place called Eden. He told them that time had no meaning in this place, and that they could live forever here.
But he also warned them, that a great truth was being kept from their people that could change their entire
perception of the world around them. He presented the 23 with two trees. Eat from the Tree of Life, and they
could exist here forever, being immortal like their Ka’im masters and free from their control, but remain ignorant of
the truth. Eat from the Tree of Knowledge and learn of the deception that enslaves their people, but be returned
home to their mortal world.

All but one of the 23 chose to eat of the Tree of Life. A woman named Eve chose to eat for the Tree of
Knowledge. She learned the truth, that the Ka’im were not gods who were entitled to the subjugation of humanity.
While they did possess great power over the elements, they were no more entitled to claim mastery of the Earth
than humanity. The Ka’ims’ interest in humanity was solely as test subjects in their great search for Agartha.

Forbidden by Prometheus to share this information directly with the others, she was given one chance to convince
the others to change their minds to eat from the Tree of Knowledge. She succeeded in convincing one person, a
man named Adam. He ate from the tree and knew as she did. As promised, they were returned to Atlantis and no
mortal has been allowed to return to Eden since.

REBELLION (200,000 BC)

Though only two people possessed the truth, once returned home, Prometheus had no power over them. They
told all who would listen, which at first was only a few, but a few turned to many, and many turned to thousands.
Some were willing to continue to work with the Ka’im, but many were angry at the deception that they had lived
under and demanded justice. Soon, there was outright rebellion and all out hostilities. The Ka’im were forced to
release the humans from Atlantis, in order to keep the cooperation of the few humans that remained loyal.

The Ka’im then unleashed the Neanderthals on humanity, hoping that the physically superior Neanderthals would
cause such problems for humans, that humans would be forced to beg the Ka’im for help and guidance. But the
human’s intelligence and reason proved greater than the Neanderthal’s strength and toughness. Led by a group
calling themselves the Promethean Brotherhood, the humans were victorious over the Neanderthals. The plan
actually backfired as the Neanderthal threat forced the humans, who previously lived in family groups, to come
together and form defensive tribes. These tribes would become the roots of the first human civilizations. The
Ka’im realized that they would have to deal with the problem personally and declared all out war with the humans.

THE CATACLYSM (100,000 BC)

The war was clearly one sided. The mortal humans and their frail physical forms were no match for immortal
Ka’im, who roamed the earth in bodies of stone and fire and could summon storms and earthquakes on a whim.
Humanity seemed doomed.

There is much debate over what happened next. Some say it was a purely random event. Some say it was an act
of revenge by the Saurians. Still others claim it was retribution by true gods who were punishing the Ka’im for their
audacity. From the heavens, a giant comet slammed into the Earth, striking in the Atlantic, destroying the island of
Atlantis in an instant. All the Ka’im who were in Atlantis at the time, which was most of them, were instantly wiped
out. Further more, the comet brought with it a new form of Ka called Orichalka, which rolled over the Earth in a

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gigantic shockwave. Orichalka was destructive to the five elements of the Ka’im. Most of the Ka’im that were not
in Atlantis were destroyed in an instant when caught in the Orichalka shockwave.

THE FALLEN (75,000 BC)

In the aftermath of the cataclysm, the world had changed. The five elemental Ka were forever weakened. The
Ka’im lost their ability to control the elements including the ability to create their own physical forms. Possessing
humans became their only way to have a physical body. When a new nexus would surge, an even less common
event after the cataclysm, a new form of Ka’im would be born. This new generation was weaker than the Ka’im,
and who also had no ability to control the elements and had to possess humans to interact with the physical
world. Even worse, they were not immortal. If their simulacrum died, their Ka separated and they ceased to be.
These new Ka’im were called Nephilim, which means “The Fallen.”

In this new world, humans had the advantage. Although the bodies of those possessed by Nephilim and Ka’im
were super-human in many aspects, the Nephilim were simply too far out numbered to defend against humanity.
For the first time, Nephilim and Ka’im feared for their future.

STASIS (50,000 BC)

The Nephilim had one advantage over their older brethren. Being born into the world post-cataclysm, they were
more eager to adapt. They began to study a new form of elemental control calledSorcery. It was a ritualized way
to recreate the old powers of the Ka’im. It was in the course of this study that the Stasis was invented. A stasis
was an object partially made of the metalLitharge, which could be bound to a Nephilim. This stasis would allow a
Nephilim to exist outside a simulacrum for a brief time to find a new body. This effectively made the Nephilim
immortal like their older brethren, as they could jump from body to body. The down side of the stasis is that it
worked like a magnet, holding the Nephilim’s Ka together. But it worked too well, and would occasionally draw the
Nephilim into the stasis. Despite that problem, the development gave a huge advantage to the Nephilim. The war
quickly swung back in their favor.

THE AGE OF BLADES (35,000 BC)

Humanity was again on the defense, and the Nephilim saw a chance to potentially recreate the world of the Ka’im.
But then the humans traded in their stone weapons for those made of hammered copper. At first the Nephilim
thought this odd, as copper is weaker than stone and harder to find. But soon they understood all too well. The
humans had learned that when the Orichalka rolled over the Earth, various metal ore deposits around the world,
especially those of copper and iron, absorbed it. Tribes who became known as the Orichalka Men, learned to
energize this Orichalka in the metal weapons they crafted. These weapons were destructive to the Nephilim’s Ka.
The tide of war changed again. The advantage was now with humanity, and they pushed hard to wipe out the last
of the Nephilim.

THE SELENIM (24,000 BC)

When all seemed lost for the Nephilim, their long lost brethren, the Ka’im that chose to follow the Dark Path, and
not been heard from in countless ages, returned. These Ka’im called them selves the Selenim. Like the Nephilim,
they possessed bodies of superhuman capability, but were far tougher. They could survive the most mortal of
wounds, but more importantly, they were immune to the destructive power of Orichalka. They joined the Nephilim
in battle, and quickly turned the tide of battle.

But the Nephilim’s joy was short lived. They soon realized that the Selenim were different from them in other
ways. The Selenim reveled in carnage, seeming to enjoy war more for the bloodshed then achieving any tactical
goals. Furthermore, to maintain their physical forms, the Selenim needed to consume the flesh and/or blood of the
living. In their quest to infuse themselves with Dark Ka, they had become bestial shadows of their former selves.
The Nephilim feared that once the humans were defeated, the Selenim would turn on them, and the Nephilim
were too weak to stop them.

THE GREAT COMPROMISE (10,000 BC)

The Nephilim and humanity knew that they each could not defeat the Selenim alone. So in a twist of fate, the two
long warring factions united against the new enemy. Working together, they were able to drive the Selenim back
into their distant lands.

When the dust of war had settled, the Nephilim and humans knew that neither could survive continuing hostilities.
It was then that the two formed the Great Compromise. As part of the agreement, the Nephilim would accept the

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fact that their time as the dominant species on the Earth was over. The world now belonged to humanity.
Humans, on the other side, would put down their Orichalka weapons and cease hunting Nephilim. The Nephilim
who remained would be allowed to possess humans in order to continue their search for Agartha, as long as they
did not openly seek positions of power with in the human civilizations.

The Great Compromise worked. The Nephilim avoided revealing themselves to humans, preferring to live among
them in secret and in peace. By the time that recorded human history began, some 5,000 years later, the very
existence of the Nephilim was forgotten by most.

THE NEW BROTHERHOODS (7000 BC)

Not all humans forgot though. Several off shoot groups of the Promethean Brotherhood made sure to pass the
true history of the world down through the generations. Two prominent groups were the Sarmoung Brotherhood, a
group who wished to continue the cooperative explorations and studies by humans and Nephilim, and the Order
of the Black Star. The Black Star swore to prevent the Nephilim from ever returning to power and have been
known to take militant action against Nephilim who break the Compromise. Some members of the Order also fear
the Nephilim succeeding in their quest for Agartha, for an Agarthan Nephilim would be too strong for them to deal
with.

Now the Nephilim continue their quest for Agartha, and their studies of sorcery, while avoiding the eyes of the
Order and other hostile factions.

THE ANCIENT CULTS (5000 BC)

In northern Africa, many of the remaining Ka’im and some Nephilim started cults that worshiped them as gods.
Unlike the days of old, this time they worked individually, and mostly for the benefit of their human followers. They
taught their followers agriculture and how to grind and cook grasses. These successful cults grew into large tribes
that would eventually become the cities of the early Egyptian kingdoms.

PRIEST KINGS OF MESOPOTAMIA (4000 BC)

Similar to what was happening in northern Africa, many Nephilim began to pose as Priest Kings in an attempt to
organize and advance human civilization. However, their close proximity to the lands of the Orichalka men
resulted in constant conflicts between the two groups as they competed for control over the early human cities. It
was around this time that the art of copper working escaped the exclusive control of the Orichalka men and
became common knowledge amongst all human tribes.

PACT OF MENES (3100 BC)

In Egypt, the Black Star was all but driven out of Egypt. A unique system was established in which the Pharaohs
were Nephilim whose guidance and wisdom would guide the empire to greatness. The priesthood, however,
which held considerable sway over the people, was forbidden of Nephilim and under the control of a group called
the Pharonic Brotherhood. This way a balance of power was maintained, and as a result, Egypt flourished into a
great empire that would last for 3,000 years.

THE WAR OF FIVE ARMIES (2825 BC)

Up to this point, the powers in Mesopotamia remained in balance between humans and Nephilim, constantly
shifting through small conflicts. After being driven from Egypt however, the Black Star began to concentrate their
efforts on the Fertile Crescent. In the War of Five Armies, most of the Nephilim still in power were driven from the
region placing it firmly in human control. Rumors stirred that a Selenim from the East named the Undying
King had been awakened and was growing in power.

THE DELUGE (2750 BC)

Seeking revenge for the actions of the Black Star, including the destruction the Spirit Ka’im Esmerelda, the Fire
Ka’im Zaderanseeks the Agarthan Ka’im Enlil, and learns from him the Creation Gate spells of Fire and Water.
Zaderan uses the creation Gate of Water to flood Mesopotamia and destroy its cities and kill its people. The only
surviving mortals are Utnapishtim and his family, who were warned by the Agarthan Ka’im Enki of the impending
doom. During the rebuilding that follows, many Nephilim again take positions of power in the region. Enlil is forced
to hide from the wrath of Adonai for revealing the Creation Gate spells. Enki leads Utnapishtim to the Tree of Life

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were he is allowed to live eternally. Zateran had his Water Ka destroyed in the casting and was forced
into Sekmet.

THE EPIC OF GILGAMESH (2680 BC)

Gilgamesh was the fifth King of Uruk after the rebuilding. Both of his parents were Nephilim, who refused to let
their son be Incarnated. Being a mortal born of immortals, he became obsessed with gaining immortality. He
sought out Utnapishtim and found him in his home near a gateway to the Tree of Life. Utnapishtim gave
Gilgamesh two chances to win his immortality, but Gilgamesh failed them both. He returned to Uruk where he
realized his immortality lay within the legacy he left. He built Uruk into a great city that the other city-states looked
to for guidance. When the Undying King came from the east to conquer Mesopotamia, Gilgamesh was able to
organize the city-states of the region into a unified defense that sent the Undying King fleeing back into the east.

THE FIRST PYRAMIDS (2650 BC)

The Nephilim Imhotep becomes chief architect, surgeon, and magician, and advisor to Pharaoh Djoser. When
tasked to design a new type of tomb for his Pharaoh, he constructs the first pyramids. The Pharonic
Brotherhood fears that this new design serves a greater purpose than merely housing the dead. These constructs
seem to have the ability to warp the very magic fields around them. Despite their misgiving, the design becomes
the primary form of royal tomb for the next 1100 years.

SARGON AND THE AKKADIAN EMPIRE (2335 BC)

Sargon, a brilliant military strategist and Black Star sorcerer founds the city of Akkad. There he
amasses Orichalka weapons and creates an army to conquer Mesopotamia. Several years later he is successful
and the Akkadian Empire is born. The region is now firmly under control of the Order of the Black Star. It is during
this time that the Undying King makes another attempt to conquer the region. Thinking it would be easier now with
the Nephilim out of power, he is surprised to find the human armies of the Akkadian Empire are up to the task of
repelling him again.

RESTORING THE BALANCE (2270 BC)

The children of Sargon are less gifted than he was in maintaining an empire. Their incompetence, along with
infiltration and sabotage by the Nephilim Ervanzo and Besini, result in the eventual collapse of the Empire. The
region reverts to independent city-states. Over time many small empires would come and go, but neither side
would dominate the region for any significant length of time.

DESTRUCTION OF SODOM AND GOMORRAH (1894 BC)

In Mesopotamia, worshippers of the Demon-lord Baalzog, worshippers of Tiamat, and Nephilim who would
eventually become the Devil Arcanum, attempted to create a massive gate south of the Dead Sea in order to
bring Baalzog into the world. Their plan was foiled by the Ka’im Zaderan, who opened the Creation Gate of Fire in
order to destroy the demon gate. The resulting rain of fire killed Zaderan and leveled the cities of Sodom,
Gomorrah, and several smaller neighboring cities.

AKHENATON’S REBELLION (1340 BC)

Pharaoh Amenhotep IV came to power in Egypt in 1346 BC. He immediately became a thorn in the side of the
Cult of Amun, which was the public front of the Pharonic Brotherhood. When they tried to apply too much control
over him, he began a campaign to undermine them. His primary method was to create his own monotheistic
religion, known as Aten worship. He encouraged worship of Aten to the exclusion of all other gods, which
weakened the influence that the Brotherhood had over the people. This was in clear violation of the Pact of
Menes. He even changed his name to Akhenaten, and built a new capitol city called Akhetaten. Once this city
was established, Akhenaten’s true intensions were revealed. He established the 22 Arcana. Each Arcanum
represented a way to approach the Golden Path. Nephilim began to congregate in numbers not seen since
Atlantis. Ultimately, Akhenaten overstepped his bounds, and overestimated both the support of his people and the
unity of the Nephilim. A massive civil war in 1334 BC ended his reign, his life, and Aten worship. The Pact of
Menes was restored and the Nephilim scattered. However, the Arcana had been established, and would guide the
Nephilim throughout history.

THE QUEST FOR THE GOLDEN FLEECE (1263 BC)

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The Nephilim who had possessed Heracles after the fall of Tarshish was obsessed with restoring the strength of
Atlantis, despite the lessons learned in Egypt. It performed many great feats in search of power and magic, which
later became known as the Labors of Heracles. A human leader, Jason, joins Heracles to travel to the Tomb
of Prometheus, where his wisdom was said to be inscribed upon a Golden Fleece. Jason and Heracles recover
the Fleece, but quarrel about its proper use and purpose. Jason escapes with the Fleece, but cannot read or use
it. When he is killed by an unknown assassin, the Fleece vanishes. The exact nature of the Fleece is unknown,
with some speculating that it is actually the lost Golden Tablets of Akhenaten. A Secret Society calling themselves
the Knights of the Golden Fleece continue to search for it.

THE FALL OF TROY AND THE VICTORY OF DISCORD (1187 BC)

A dissident Nephilim, Eris, established a cult of humans with the purpose of dissolving all Nephilim plans into the
original Chaos from whence they sprang. One group of Nephilim based in Mykenae, Greece, falls victim to Eris’
scheme, which involves tricking them into fighting over a powerful magical artifact. When the artifact is taken to
Troy by one faction of the Nephilim, the others attack, and the resulting ten-year war destroys Nephilim power in
Greece for five hundred years. Eris survives and moves on to continually sow discord in the ranks of its fellow
Nephilim.

THE TEMPLE TAKES ROOT (1000 BC)

By 1000 BC, the Thebian Priesthood was once more totally dominated by Nephilim, who ruled Egypt as any other
priestly kingdom. Twelve officers of the Egyptian Army resent this state of affairs and begin to conspire against
the priesthood. They discover the nature of the Nephilim and of the 22 Arcana and resolve to steal the secrets of
the Arcana and make themselves masters of Egypt and eventually the world. Their plot is discovered and they are
driven into exile. They hide in the kingdom of Israel, using their knowledge of secret geometry to help
build Solomon’s Temple. From this Temple, they call themselves the Knights of the Temple and start an
organization of spies known as the Brotherhood of the Temple. They resolve to formulate the Great Plan that will
result in their total mystical and mundane dominion over the world.

FOUNDING OF THE BLOOD DYNASTIES (955 BC)

While the Nephilim focus their attention on Ibnath in regards to the activities of the Selenim, the Selenim’s real
power grows on the other side of the world. They emerge in Mexico and force the humans living there to erect
mighty Pyramid Sarcophagi to focus their dark powers. First the Olmecs, later the Zapotecs, Toltecs, Maya, and
Aztecs will all succumb to the Selenim demand of “Blood or Destruction.”

THE ORPHIC MYSTERIES (800 BC)

Orpheus, a Nephilim ally of Jason, reincarnates, and begins attempting to rediscover the Golden Fleece. Orpheus
creates an initiatory sect of humans combining shamanic possessions, priest-king attributes, and Rosicrucian
magics. These “mysteries” inspire other Nephilim to follow the pattern and a new way of Human-Nephilim
interaction is born. These mystery cults will last for almost a millennium before the Nephilim give up an try a new
tactic.

ZOROASTER AND THE MITHRADITES (600 BC)

After years of Assyrian Orichalka Men blindly digging up any magic they can find to fight the Nephilim, enough
Selenim are inadvertently awakened that the fires of Ibnath burn again. Even after Azalandar crushes the
Assyrians as he builds the Babylonian Empire, the Selenim continue to thrive in the Dark City. Two
Nephilim, Zoroaster and Mitra, join forces to develop a new vision of the Golden Path. They seek to inspire
humans and Nephilim alike to destroy the Selenim. Zoroaster helps create the Median Empire with the help of
Strength, but looses control of the kingdom to the Emperor. The true threat comes not from Arukashu, the Master
of Ibnath, but another Selenim namedArhiman, who seeks to master the dark powers of Necromancy. Arhiman’s
plan to gain access to the Library of Celeano is foiled by a joint effort between Nephilim and the Mithradites,
warrior-priests created by an alliance of the Sun, Strength, and MagicianArcana. In 540 BC, Ibnath is destroyed
once and for all by a Mithradite army called The Immortals.

ALEXANDER FOUNDS ALEXANDRIA (332 BC)

Alexander the Great is one of a rare breed of human whose spirit, will, and ability is so enormous, that he dwarfs
even the Nephilim. The Nephilim in Greece inspire him to invade Persia, to shatter the hold the Emperor, Sun,
and Justice Arcana have on the center of the world. However, he does more than that. He builds a great center
for human science and learning at Alexandria and orders the collection of all known works of magic and learning

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be placed in the Great Library. He makes himself master of the world, expanding into India and drawing upon its
wisdom to counter the Nephilim and the Mithradites. However, before he can move on to the west and conquer
Tarshish, he is poisoned. Most believe he was either killed by the Black Star or by the Sisters of Isis. Having
amassed so much power, however, any Arcanum or secret society may have been responsible.

THE JESUS INCIDENT (26 AD)

Around 6 BC, a child is born in Judea. To some humans, he is the Son of God. To others, he is merely a great
teacher or magician. To most Nephilim, he is the Zero Trump, the first Nephilim to be incarnated into an unborn
fetus. In 26 AD, he is turned over to the Roman government of Judea by the religious authorities and crucified as
a rebel. The official Nephilim version of the story, as told by the Wheel of Fortune, is that the Temple Brotherhood
or one of their puppet groups killed him with an Orichalka spear. Others are not so sure he was a Nephilim. He
possessed the powers of an Agarthan Nephilim, yet lived a life and taught a message that was very human. His
nature has been debated ever since.

INVENTION OF SUMMONING (70 AD)

The Temple of Jerusalem is destroyed in the aftermath of a failed Jewish revolt against Rome. Many Jewish
magicians begin to search for inner truths behind the ones of religion and politics. These magicians, working with
texts saved from the Temple archives, soon develop a mystical understanding of the fields of magic and the
beings that dwell in them. A Nephilim named Simeon bar Yokkai compiles these insights and adds his own
revelations in a work, which evolves for almost 70 years. The text reaches its final form as the Zohar, or Book of
Splendors. The Zohar is the basis for Summoning as well as the mystical discipline of Kabala.

BEGINNINGS OF ALCHEMY IN ALEXANDRIA (300 AD)

Magicians attempting to develop magical techniques usingLitharge and other mystical substances begin to
develop spells centering on the fundamental mutability and impermanence of matter. Sensing a correspondence
between the evolution of metals from lead to gold and the progress of Nephilim along the Golden Path, these
magicians create the beginnings of Alchemy. It is unknown if any of these early Alexandrian Alchemists were
Nephilim.

CONSTANTINE AND THE COUNCIL OF NICAEA (325 AD)

In an attempt to solidify his empire, Constantine, an EmperorNephilim, calls a conclave of Christian leaders at
Nicaea to dictate the form of their religion and its role in buttressing his empire. It is successful in creating a
Christian Order with the help of theHierophant Arcanum. However, the early church is heavily infiltrated by
the Temple Brotherhood, who steer church doctrine to condemn the study of the occult. Human and Nephilim
magicians are forced to practice their magic in secret lest they be branded heretics. Rarely do magicians gather in
numbers after this, to avoid being discovered.

CAMELOT AND THE QUEST FOR THE HOLY GRAIL (522 AD)

The Prieure de Sion, originally a Temple Brotherhood offshoot, now actively works against its parent organization.
Its original act of defiance is to steal away the last in the bloodline of Jesus of Nazareth. Seeing the growing
power and influence of the Temple Brotherhood, the Prieure attempts to establish its own kingdom in Britain.
They choose a cavalry leader named Arthur and gift him with the Holy Grail, a powerful artifact, and declare him
King of the Britains. A Magician Nephilim uses Summoning and Alchemy magic to forge Arthur’s sword Excalibur.
The kingdom is a success for many years until it is undermined when a group calling themselves the Judas
Brotherhood steals the Grail. Arthur sends his most trusted knights on a quest for the Grail, but it is never
recovered. In an act of desperation, the Prieure allow an Emperor Nephilim to incarnate into Arthur, but even
under his guidance the kingdom eventually falls to barbarians.

FINAL DESTRUCTION OF THE LIBRARY OF ALEXANDRIA (644 AD)

The library had been a huge success as the greatest accumulation of occult knowledge ever assembled. It had
survived numerous thefts and attacks over the centuries, primarily by agents of the Temple Brotherhood.
However, it was at the hands of Moslems, that the library suffered its greatest destruction. It was never again
rebuilt. Rumors persist that many of the most important texts were smuggled out prior to the attack.

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CHARLEMAGNE CROWNED ROMAN EMPEROR (800 AD)

Throughout the Eight Century, a family dynasty known as the Carolingians grow in power. They are occult-trained
and have little tolerance for Nephilim. Their power peaks when Charlemagne is crowned as head of the Holy
Roman Empire. He forms a secret society called the Holy Vehm whose sole purpose is to hunt down and destroy
Nephilim. Initially, the only balance to his power is the Catholic Church, which at this time is under the control
ofHierophant Nephilim. The Temple Brotherhood must also see Charlemagne as a threat as they support the
Hierophant’s efforts, which is the first time that they have ever cooperated with Nephilim.

JUNAYD THE SUFI AND RHAZES THE ALCHEMIST IN BAGDAD (910 AD)

A group of Nephilim is active in Bagdad, the capitol of the Muslim World. The Magician, Lover,
and Sun Arcana work together to discover new mystical and magical methods. Lover Nephilim such as Junayd,
develop the Sufi cults of Islamic mysticism, along side magician Nephilim such as Rhazes and other alchemists.
TheSarmoung Brotherhood enjoys a period of resurgence as its texts are again consulted by powerful Nephilim.
In the chaos of the Turkish invasions of the next century, however, the new knowledge is scattered.

GERBERT OF AURILLAC, THE CULT OF THE HEAD ANDHOMONCULI (999AD)

A powerful Order of the Black Star sorcerer, Gerbert of Aurillac, discovers the mystically powerful Brazen
Head and resolves to use his alchemical genius and this artifact to destroy all Nephilim during the Great
Enthronement of 1004. His secret band of human sorcerers, the Cult of the Head, create the first Homunculito use
in the rituals that will subject all Nephilim to the will of Gerbert. The cult is broken up by Nephilim living as catholic
priests. Some Cult members join the Temple Brotherhood and the Brotherhood learns that the Nephilim are more
vulnerable then they thought.

THE PUBLIC EMERGENCE OF THE TEMPLE BROTHERHOOD (1118)

To carry out the Great Plan, the Temple Brotherhood, which to this point has always worked through other Secret
Societies, realizes an opportunity to gain great political power during the Crusades. Members of the Brotherhood
form the Order of the Poor Knights of Christ and the Temple of Solomon. These Knights Templar quickly become
the preeminent military, and more importantly, economic power in Europe. Their commanderies, treasuries, and
castles soon cover all of Europe and the Holy Land, their agents are welcome in all royal courts and they
reassume their ancient power base in Solomon’s Temple.

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Chronology
Chronology of Invisible History : from -400,000 to 2002
-400,000: Foundation of the Heavenly Wheel

-18,000: Foundation of Atlantys

Birth of Kunlun

- 15,000: Birth of Ram, the Perfect Man

- 10,000: Foundation of the Adamantic Block

- 8,000: Fall of Orichalka,

Birth of the Promethean Glaives,

Fall of the Kaim,

Beginning of the collapse of Atlantis,

Beginning of formation of Hades.

Epic of Noah's Ark.

Appearance of the Sons of the Stars, beginning of the research on the Stellar Lights.

Birth of the Boreal Sanctuary of Hyperborea, under the direction of Del and Donimo.

Agony of Kunlun

Dispersion of the people-vestiges under the direction of the Titans, people who will give birth to the Mbutis, the
Ainu, the Berbers, the Basques, the Guanches ...

- 7,300: Creation of the Venice of the Mirrors, at the South Pole. Southern Shrine.

- 7,000: Discovery of Rebis, the Androgynous Perfect by the Nephilim.

Quest for the "Shadow of Rebis"

The Ainu people allied themselves with the Daïdarabochi, the first Shen who arrived on the lands of Japan, under

the direction of Pase Kamui.

- 6,900: End of the Southern Sanctuary.

- 6,700: Disappearance of Rebis

- 6,500: Fall of Eden under the blows of the Promethean Glaives. Resistance and beginning of animal
incarnations by the Zoomorphs, led by Lilith.

- 6,400: Beginning of the Selenim Wars, led by Lilith

- 6,300: The Promethean Glades discover Hades entries in Erin.

They will form the Fir Bolg. They are driven by the Fomors, from the Northern Selenim. Beginning of the quest for
access to Hades by the Promethean Glaives.

- 6 100: The Nephilim seek refuge with the Selenim of Central America, under the tutelage of Shemesh and
Suryo.

- 6,000: Beginning of the erasure of Prometheus and the Titans, end of the Selenim Wars.

Beginning of the Elemental Wars.

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Birth of the notion of Agartha for the Nephilim

Shen's contract with the Rong people

- 5,900: Creation of the First Horn of Concord by Mohenjo Daro by the Green Lion.

- 5 800 Quests of Eden. Foundation of the Tower of Babel in Temen-An-Ki: the World Library. Initiation of
Humans.

End of the First Horn of Concord by Mohenjo Daro. The Green Lion returns with rage in the Elemental Wars.

- 5,500: End of the radiation of Hyperborea. The sanctuary is found empty and devastated.

The Thuatha of Danann dock in Erin. Conflict begins with the Fir Bolg

- 5,300: Appearance of the first clans by spiritual affinities on the concepts of Agartha

- 5 200: The descendants of the Promethean Glaive infiltrate, plunder and destroy Babel.

- 5,000: Dispersion of the last disciples of Noah, end of the initiation to the men by these.

Decline of the Elemental Wars :

Victory of the armies of Morpheus at Rhodes against those of Circe.

End of the conflicts in Erin with the victory of the Thuatha of Danann at the battle of Mag Tured. Beginning of the

Second Age of Erin. Second Battle of Mag Tured, between Thuatha of Danann and Fomors. Victory of the
Thuatha.

The idea of Agartha begins to impose itself on all the immortals.

Foundation of the Temple of Kunlun to protect its sleeping remains.

- 4,000: Prometheus and the Titans end up disappearing in Hades. Epic of the Wings of Lightning.

Arrival of the Celts in Erin . Compromise is established: the Kingdom of Sidh is shared between immortals.

Intense wars around the Compacts and Clans in the Mediterranean Sea.

Leak of Nephilim and Selenim from the Mediterranean to Central and Western Europe:establishment of the
Sunset Sanctuary.

Discovery of the Dragon, the DraKaon of small and big Brittany . Beginning of the Dragon Way, with the Servants
and Guardians. Organized rituals of human sacrifices.

- 3,500: The cults of the Mysteries are implanted in the world.

Birth of the Cities of Mesopotamia

The Providers of Spirit impulse the creation of the City-State, more observers than actors.

- 3,200: Unification of the kingdom of Egypt. Coronation of the first Pharaoh: Menes .

Definition of the Compromise of Egypt. The heirs of the Promethean Glaives became dignitaries of the regime,
choosing the incarnations for the Nephilim before they were re-stashed. Pharaoh is a Nephilim, venerated as a
god. Exhausted by the Elemental Wars, the Nephilim accept this proposal of the Mysteries of the South.

Around the former Guardians of Infinite Sapience, Kaim opposed to Prometheus, immortals hostile to the
Compact meet and try in vain to convince their brothers who see peace as a priority. They become discreet
observers of the Mysteries and intervene secretly.

- 3,000: Prophets announcing the Truth are announced from the Middle East to China: the White Sages, servants
of the King of the World, installed on the highest mountain in Tibet.

- 2 852: Foundation of the sanctuary of Shangri-La.

- 2,700: Construction of the first pyramid of Egypt by Imhotep for the pharaoh Djoser .

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The Mysteries of the South modify the Compromise of Egypt in their favor : the pharaohs are no longer put back
in stasis but embalmed. A company of craftsmen, the Place de la Vérité is founded to conceive the buildings
where the mummies will be prisoners and where the experiments of the Mysteries of the Midi will be
undertaken.Pyrim Imhotep manages to take the lead of the brotherhood. The worst is avoided. The Place of Truth
will remain under the control of the Immortals.

- 2,500: Construction of Stonehenge

- 2,300: Development of civilization in the Indus Valley around the City of Mohenjo-Daro. Second Horn of
Concorde of the Green Lion.

- 2 205: Creation of the first Chinese dynasty by Yu the Great .

Establishment of the Tripod Cauldron Oath with the Rong tribes, guaranteeing the fidelity of this people to the
interests of the Shen.

- 2 188: Appearance of the Star of Sagittarius on the Asian lands behind the simulacrum of the Archer Yu.

- 2 118: Ratification of the Compromise du Tao du Te . The aspiration for peace leads the Shen and the
Promethean Glades to base a pact in an egalitarian aim based on the exchange of knowledge. This Compact
compromise of Tao and Te, particularly successful, attracts many curious.

- 2,000: Mediterranean domination of the Cretan king Minos .

Construction of the Palace of Knossos, famous for its myth of the labyrinth housing the Minotaur.

End of the clan organization of the Nephilim.

The Aïon is born in the Aegean Sea, under the governance of Podarcides .Men govern their domain, the Nephilim
are venerated as gods. Sacrifices are offered to them, in exchange for rites which change them into favors and
favors. Selenim opportunists take advantage of the bargain. The Hydrim lead the Compact of Aïon and clears the
Magic.

- 1900: the Shen decide to chase definitively the external intruders.

- 1 800: Apogee of Babylon. Reign of Hammurabi over all Mesopotamia.

The Selenim refugees in the Ziggurat are more than ever satisfied with the experiences of the Providers of the
Spirit.

Lilith, attracted by the vestiges of the Library-World settled in the region. Hammurabi gains his favors. The
Providers of the Spirit understand the situation only too late, she is the master of the region. She took a liking to
power and will not let go.

- 1,500: The Cretan domination of Knossos ends in the destruction that follows the experiments carried out by the
Podarcides. The Podarcides take refuge in Asia Minor, at Ephesus and Troy. The Atrides of Mount Olympus, led
by the King of the Orage take the Aïon in hand.

The Muses arrive in Ortygia, a wandering island, center of the Cult of Pelagos. Many immortals are fascinated by
Pelagos and the Muses, coming from Hyperborea. The quest for the Perfect Artist and Solar Illumination takes
shape.

The supplications of the inhabitants of Mohenjo-Daro lead to endless tears between mortals and immortals. The
Green Lion, seized with an infinite rage, unleashes his anger and destroys everything.

- 1,450: Domination of the Mediterranean by Mycenae and its leaders, the Atrides : development of Greek culture
and its cortege of myths and legends.

- 1 352: Coronation of the Pharaoh Amenophis IV who, under the name of Akhenaten, is illustrious-by displacing
the capital of Egypt, by opposing the clergy of Amon and by creating the monotheistic religion of Aten the solar
disk .

Akhenaten is opposed to the Mystes, breaks with the Compromise, but also with his brothers terrified by his
heresy. He took refuge with his followers in Akhet-Aton, a new capital built by the Place de la Vérité. Aided by the
Bohemians, Akhenaton accomplished 22 Agartian Quests and creates the Arcana and their Blades. The Atrides
allied themselves with Akhenaten and inherited the Blade of the Pope. Esoteric effervescence is at its height.

It abruptly ceases to hear about the White Sages and the King of the World.

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- 1 350: Orsapich, priest of Aton, completes the creation of Tarosh with the help of the Bohemians.
First legends concerning the existence of the Golden Fleece and birth of Palamede.

- 1,300: Tubalcaan founds the Temple of Life

The Guardians of the Infinite Sapience steal the secrets of the Mystes of Orpheus.Joining the plans of Akhenaton,
they form the base of the House-God.
The Muses and Pelagos gave the Greek culture an incomparable dimension.

- 1 290: Palamedes become Jason disappears and the descendants of Medea take control of Corinth.

- 1,250: Reign of Ramses II in Egypt. Attacks of the Philistines, called the people of the sea

Exodus of the Hebrews, led by Moses, in the desert of Sinai. The Jews, former allies of the Pharaoh Heretic
Akhenaten, were persecuted on the orders of the Myst. Driven by Moses, they manage to flee and take refuge in
the desert of Sinai. They meet there the Guardians of the Rota, custodians of the teaching of Melchizedek -
Nephilim discoverer of the Kabbalah during the Elemental Wars, formerly refused by their ancestors. The Times
have changed. In the name of the Jews, Moses accepts the Ark of the Covenant and the Tables of the Law.

- 1,200: Jews guided by Joshua enter Palestine and found the kingdoms of Judah and Israel.

Emergeance of the Olmec civilization in Central America .


The Selenim of Central America build this powerful civilization isolated from the rest of the world. The servants of
the Olmec shadows are the new masters of the continent.The events related to the flight of Shemesh and the
unreason of Suryo have left deep resentments towards the Nephilim. They are not welcome and the few rash
people who dare try to enter the lands of their cursed curses are tracked mercilessly.
Escape and isolation of the Nephilim in Central America following Suryo's quest for the Continent of Mu and the
retaliation of the Yohualt Tecutlin.

Between Greece and Asia Minor the conflict is preparing. Atrides and Podarcides are preparing for war for the
control of the Aïon.

- 1 190: Beginning of the Immortal Odyssey. Kristos, Korpeliuth and Ulysses vow to find the ten lost fragments of
the heart of Atlantis.

- 1 184: Fall of Troy. The relations between the immortal Mediterranean have degenerated. The Podarcides
removed Helen, a disciple of the Hermes Trismegistus, a faction of the Papacy. They also steal the Pope's
Blade. The Mystes enter the dance: Orient and Occident on the Podarcides side, Septentrion next to the
Atrides. Troy is destroyed, the Compact of Ai'on falls.

- 1 170: Dissolution of the pact of the Odyssey, following the multiple betrayals.

- 1,122: Foundation of the Hsien King, gigantic domain of the Shen over China.

- 1000: Beginning of the First Lie: Gnosis.

The Spirit Providers formed the Emperor . They welcome Shemesh, the former persecuted Yohualt Tecutlin. He
gets Lilith's protection and becomes the Prince of the Sun.

The Innommé, Selenim emissary of Akhenaton gives the Blade of the Arcane-without-Name to Lilith.
Lilith shares the throne in Babylon with Shemesh it is the Age of the Throne of Shadow and Light.

- 970: Death of David. Beginning of the reign of his son Solomon .

Construction of the Temple of Jerusalem . Salomon, initiated into the secrets of Melkisedek by the Guardians of
Rota, arouses the wildest dreams among the Immortals .

Everyone expects incredible revelations and magical works. This is not the case: the king begins by banning
kabbalistic practices and then, in the utmost secrecy, undertakes the construction of the temple with the help of
the architect Hiram.

- 930: The reign of Solomon, Founder of the Synarchy, ends. There is nothing about his memory but
incomprehension and disappointment.

- 900: Beginning of the war against the Temple of Life

- 850: Ahura-Mazda attempts to recreate in Persia a Golden Path based on the searches of the Ar-Ka-Na of the
Spirit Providers.

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- 800: Apogee of the radiation of the Sanctuary of the Sunset . The cohabitation between mortals and immortals is
institutionalized there. The druidism of the island of Môn and the Cult of the Dragon (way of the Dragon).
The Cult of the Dragon installed in Avalon becomes an essential leader of the Sanctuary of the West.The Sunset
Sanctuary attracts many pro-human Nephilims, including Le Bateleur and La Force.

- 780: Theft of the Promethean Flame. This Artifact of the Mysteries of the Orient of Olympia is stolen by Avatars
of the Arcane of the Pope. Their struggles and their leaks will lead to the founding of the Olympic Games by the
cult of Athena.

- 753: Foundation of Rome . Major and Minor Arcana are attracted. Enigmas around Remus and Romulus, their
line of Aeneas, the She-wolf who bred them, the murder of Remus by Romulus ... The myth born.

- 650: Babylon staggers. Baal, an ambitious young Selenim steals the Thirteenth Blade, flees to the West and
founds Carthage.

To the surprise, Lilith does not react and disappears. The sun becomes the sole master of Persia. But the
absence of the Black Lady leaves the field free to many factions - such as the Minor Arcana or Mir-Ka-el, a former
student of Melkisedek, and his Jewish disciples. Little by little, Babylon sank into anarchy .

- 600: Philosophy and laws change the society of the Mediterranean East. Departure for Rome of the Pope's
adoptions.

- 594: Ahriman, a Selenim opposed to Ahura-Mazda, tries to take control of Mazdeism, but is defeated by the
Mairya, the Ahura-Mazda troops, supported by the Emperor's Arcane. During the battle, Zarathustra, an initiate of
Ahura-Mazda, died and his newspaper, the Avesta , disappeared to the great displeasure of the Emperor's
Arcane.

- 580: Birth of Pythagoras, who will become an Illuminated, will discover the Gold Count of the Master-Work and
will start on the World Ship of the Arcane of the Mat.

- 562: The throne of Light of Shemesh eventually collapses in Babylon.

- 550: Croesus, creation of currency

- 504: Beginning of Buddha preaching in India. After a long contemplative quest, Siddharta Gautama, a young
Hindu, becomes Buddha, the Awakened. He preaches and promotes the respect of four noble truths and eight
noble principles. Its notoriety attracts many immortals and humans. His nature remains an enigma. It radiates a
luminous halo blinding the Vision-Ka.

- 487: Ultimate Extinction of Buddha. His message will continue to grow after his death - some deny, thinking he is
now a refugee in a mysterious city, Shangri-La.

- 343: In Macedonia, the Immortals are interested in a child in the promising Ka-Sun:Alexander, son of
King Philip II of Macedonia .

- 330: Initiatory ceremony of Alexander. Awakened to his magical consciousness, he becomes a veritable
monster of solar power. Being mad, he chases the Immortals and destroys the Philosophical Departments, the
headquarters of the Major Arcana

- 350: the union of Major Arcana baptized the Diadoques manages to stop the tyrant Alexander the Great.

- 300: entry of the Mysteries into the underground

- 221: Construction of the Great Wall of China by Emperor Shi Huangdi. The Shen are worried. N Siberia,
Selenim organize and begin to form an important force that is interested in China. To prevent a possible invasion,
the works - both physical and magical - of the Great Wall are launched. At the same time transactions take
place. Finally the Selenim accept the building as a frontier. In return, terrible offerings to the dark cousins, the
workers dead on the site are buried in the construction.

- 146: Destruction of Carthage by the Roman legions of Scipio Emilia n. In Carthage, Nephilim
and Selenim led by Baal, now Prince of the Arcane XIII and Adopted by Temperance Work
together to unravel the secrets of the Black Moon.

This alliance is considered a threat by the Mysteries of the East settled in Rome. Delenda is Carthago: the Sword
decides to strike Carthage. Through the unexpected help of Nephilim hostile to the Selenim, the Sons of the Blue
Moon, the Mysts are victorious. Carthage is destroyed.

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- 100: Decline of the Golden Age of the Atrides Of the Pope in Rome , emergence of the cults of Mithra, Sol
Invictus and Isis Through the Empire.

- 58: The War of the West breaks out between the Roman Mysteries and the Druids Nephilim.The legions of
Caesar and the Sword are founded on Gaul and Great Britain. The Sanctuary is shattered. The Cult of the Dragon
takes refuge in the Picts, in Caledonia.

- 50: Revolution of Caesar

- 44: Apogee of Rome.

Appointment of Caesar dictator perpetuus (in perpetuity) by the Senate

0: Beginning of the Dispersion of the Mysteries

1: Birth of Jesus . Despite Solomon's ban, the Guardians of the Rota secretly pursued their search.Settled in
Essenie on the shores of the Dead Sea, they attracted many mystics, both human and immortal. As the result of
their experiences, the incarnation of a newborn Nephilim in a human fetus gives birth to Jesus.

30 : Incident Jesus . After the initiatory rite of Jesus with the Guardian of the Rota Hydrim Johannan, Jesus
escapes from his creators and lays the foundations of Kabbalah, develops a new esotericism, initiates humans ...
It is the Incident Jesus.

33: Jesus caught up by the secret societies is crucified on Mount Golgotha after a mock trial at Easter. Three
days later, he is seen resurrected by his disciples, then disappears.

The Temple of Life brings together many elements enabling him to envisage the implementation of the Great
Plan.

43: End of the construction of the Hadrian's Wall. La Pax Romana is imposed in Britain.

58 : Temporary reappearance of Buddha, to the surprise of the majority.

79 : Assembly of the White Tiger Hall. Conclave of importance bringing together the different Asian factions to try
to save the remains of the Compact of Tao and Te.

166 : Discrete entry of the Stick on the lands of China.

200: Beginning of the Maya civilization in Central America. The Selenim of Central America noticed that Suryo
and his cousins - enemy cousins of the Elemental Wars - had taken refuge with the Maya.The Nephilim are again
in danger. But one of their brothers, Ocnantapen, interposes. Refugeed at the bottom of a pyramid from which he
never goes out, he forces the Selenim to bow before his magic. The Mayan lands become a sanctuary for the
Nephilim.

Immigration of the Bohemians in the East. Called for help by the Shen, summoned to the court of the King of the
World, invited to Shangri-La by Buddha, hypotheses abound.

300: End of the Gnosis, the First Lie

393 : End of the Olympic Games organized by the Pope's Arcana in Greece.

410: End of the Western Empire. Taking Rome by Alaric the Goth.

Assassination of Emperor Constantine III in Arles.

Many Nephilim engaged in the search for the Sons of the Stars during the Elemental Wars recognized
Akhenaten's message conveyed in The Arcane XVII, the Star. Through the Blade, they built Cosmic
Lighthouses, physical and magical elemental domains around the 12 most powerful Kaim-Glyphs found. They
have little involvement in occult intrigues, yet they attract the attention of the Minor Arcana.Little by little, they seek
to unravel the mystery.

420: The departure of the Romans leaves England of the time, Alba, a prey to chaos. Two factions seek power:
the Dragon Worship and the Force.

438: When Arthur -protected by Merlin, Prince of the Force-ascends to the throne, the situation of the island of
Alba improves but the occult conflicts degenerate. The Strength and Cult of the Dragon violently oppose each
other and the Minor Arcana enters the dance. The Quests of the Knights of the Round Table multiply and
transform this era into legend.

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500: The Stellar Lights are destroyed, with considerable resources deployed by the Minor Arcana.

Beginning of the Templar War against the Myst. End of the dispersion of the Mysteries.

Fall of the School of the Pythagoreans, syncretic structure between the Sword and the Denier.

570: Birth of Muhammad Ibn Abd Allah, says Muhammad

605 : Second Great Wall Contract between the Shen and the Chinese Selenim.

612: Near Mecca, thanks to a plexus, Onirim comes out of stasis and takes for mock Muhammad, a man who
meditates in a cave. The Kabbalist invokes his guide, Gabriel. But an awkwardness plunges him into Shadow and
a peculiarity of the Ka-sun of Muhammad prevents him from going out. Gabriel appears before Muhammad: man
is transfigured. Union of the Nephilim and its simulacrum, illumination of the bearer of Ka-Sun or transfiguration of
Onirim? Even those who join him in his quests will never be able to determine it.

632: Death of Muhammad, says Mohammed.

778 : Azkéel, adopted of the Arcane of the Force incarnated in Roland, Count of the Walk of Brittany, discovers
one of the thirteen Promethean Glaives, Durandal. Having become an enchanter of the Compagnie du Plomb, he
was betrayed by Ganelon, another adopted disciple of Ganesha, who sold him to the Mysteries infiltrated in the
Pyrenees. Refusing to deliver Durandal to the Sword, Azkéel invokes the Archangel Michael who plants the
Promethean Glaive in a rock of the sanctuary of Rocamadour.

800: Victory of the Templars on the Mystes, End of the Western Empire

Beginning of the return of Asia of the Bohemians. Many Immortals taste with them the joys of Wandering,
discover the extent of their occult knowledge and their playful malices.

900: Construction of Angkor-Wat, city temple Cambodia. The Bohemians prepare their return to the West, or
rather most of them. Indeed, Sara Princesse des Mannush, entrusts a mission to a few close relations: to seek in
the East a site in harmony with the Earth and to establish there the foundations of a magic domain to come -
"when the drums of the summits will resonate". According to Sara. The Mannush choose Angkor, Cambodia, and
begin their work, helped by Nephilim and Shen who will enter the legends as Apsaras.

Head of the Toltecs then of the Aztecs, Tezcatlipoca, a terrifying and powerful Selenim becomes master of
Central America. The despot destroys the Mayan civilization. Ocnantapen must ask his brothers to leave
Yucatan. The Nephilim then leave for Europe where they find Shemesh became Prince of the Sun. Only a handful
remains on the American continent, sinking into the underground depths in search of knowledge lost during the
Elemental Wars. The hour is in the Sun of Darkness.

1 000: Beginning of the Romanesque art. This art appears almost suddenly and spreads very quickly throughout
Europe. Nephilim are intrigued. After long observations, they determine the capacities of these buildings:
channeling Religious fervor, calculate astrological conjunctions and possibly even exercise control over magical
fields. This is the beginning of the Time of the Abbeys.

In the year one thousand, the Fourth Major Conclave takes place in Venice. The Glorious Alliage, 5 Immortals
practitioners of an unprecedented Occult Science, takes the opportunity to reveal their secret: Alchemy. To the
question: "Who can build a new world? "The Elected in Venice agree on the answer" Whoever opens up to
Alchemy ". After Magic and Kabbalah, A third way towards the Agartha thus presents itself to the Nephilim.

1 040 : Publication of the Treaty of the Solar Alliances , of the Byzantine Pyrim Synésius, explaining the dogmas
of the Arcanum of the Empress.

1 095: First Crusade preached by Pope Urban II. With the Crusades, the Templars seize an unexpected
opportunity. Travel to Europe, North Africa and the Middle East provides them with excellent coverage to seek
and unify the downward factions of Tubalcaan, the founding father of the Temple of Life. Then they allow them to
set up an incredible economic and military machine and to display themselves in full light. Despite the efforts of
the Nephilim and the other Minor Arcana, nothing seems to stop the Temple ...

1,100: the Nephilim identify the fathers of Romanesque art: the Mathematical Order of the Black Monks. This one
disappears after having sowed the seeds of this architecture.

In the south-west of France, Le Pagad, Prince of the Bateleur, leads the "Occitanie" Project. Based on the
Cathar faith, he aims to create a kingdom of culture and fraternity.

The Temple reacts: the White Coat Simon de Montfort takes the lead of the Albigeoise Crusade.Enraged fanatic,
the knight Destroyed the Cathar citadels one after the other.

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1 140: Appearance of Gothic art. Gothic Art succeeds Romanesque Art. This time, the Nephilim - notably the
Wheel of Fortune - are not caught unprepared and infiltrate the movement. The objective is astounding: reinforce
the framework of the magic fields to limit the fluctuations linked to the conjunctions. The Temple finances the
operation, while the real contractors remain discrete, in the background.

1,200: Beginning of the Second Lie: the revelation of the Rose-Cross.

Beginning of the era of the Cathedral Builders

1 224: Templar emissaries are sent to Genghis khan to propose an alliance and to become together the masters
of the Near and Middle East: this project is baptized The Golden Horde. Nephilim also leave for Mongolia to
defeat this project. They encounter the hostility of the Khan, Selenim of Siberia, unwelcoming towards their
cousins. The Nephilim then turn to the Arcane-sans-Nom.

1 244: Montségur, the last refuge of the Cathars, falls. This is the end of the "Occitanie" plan for the Bateleur. In
extremis, the Pagad takes flight with the mysterious treasure of the Cathars.

1 254: Birth of Marco Polo in Venice

1 265: An adopted of the XIII in Venice, Marco Polo, goes to Asia and manages to prevent the signature of the
treaty with Genghis Khan.

1 294: Never has the Temple been so powerful ... and never has it been so vulnerable: exposing its logistical and
economic system to the open, the Baton takes an ill-considered risk. Surrounded by advisers Adopted by the
Emperor and the Maison-Dieu, the King of France Philippe Le Bel attacks the Templars. He captured the Grand
Master of the time, Jacques de Molay, and began the trial of the Templars.
At the same time, the Baton creates a new baillage, in China, under the direction of John of Montecorvino.

1,300: The Shen founders of Hsien King, the Xingshi, split with their spies too close to humans, who decide to
become an invisible entity known as Shin Tan.

1 314: Jacques de Molay, Grand Master of the Templars was executed during the reign of Philip the Fair. The
Temple disappears from the front of the stage. The Grand Plan, on the point of completion, fails.

1,325: Construction in Central America of Tenochtitlan, capital of the Aztecs

1337: The Templars have not forgiven France for the treason of its King Philip the Bel. Refugee dignitaries in
England took advantage of Franco-British tensions to exercise their vengeance on the Cursed Kings.

1 340: First confrontation of the war of hundred years between France and England, triggered by the
disagreements fanned by the Baton. France soon found itself in serious difficulty.

1 400: The rise of Inca civilization. When Suryo flees the threat of the Sun of Darkness "during the Secret Wars,
some Immortals remain in America. They eventually took refuge in the Andes where they founded the Golden
Cities. The Incas revere them and inspire them for their civilization. This union of fact, mutually satisfactory, lasts
until the arrival of the Conquistadors, mask of the Temple.

The Nephilim enjoy the cultural breath of the Emirate of Granada. The palace of the Alhambra, conceived from
the mystical Arab and Jewish knowledge is a real wonder enchanted by the Nephilim: its doors open on Aresh,
the most unknown Kabbalah World. Granada then becomes a place of pilgrimage and study.

Prague attracts the attention of the Green Lion. The city, built according to the instructions of the Germanic
Emperor Charles IV is indeed endowed with an enormous magical potential. The Green Lion decides to carry out
his Great Work.

From Italy, Europe was won by the Renaissance, an artistic and philosophical movement deployed by the Sword
to recover its past glory and spread to the West.

America was discovered by the Templars, in search of a rear base to recover from their fall. As early as the 14th
century, rumors multiplied. At the beginning of the 15th century, the secret no longer holds.
1 421 : The Shen explore South America and sow many destructions, in line with the thought of the Malodred.

1 453: France finds its salvation thanks to the Nephilim in the war of one hundred years. Joan of Arc, one of their
own, helped them, as well as Selenims like Gilles de Rais, who thus pay the debt contracted during the fall of the
Temple.

1464 : Concordat of Florence. The Adopts of the Lover establish the structure of the Alcoves to isolate the
different periods they stage.

147
1 492: End of the Reconquista. Manipulated by the Templars, the Catholic forces of reconquest of Spain take
Granada and annihilate the magic of the edifice.

Arrival of Christopher Columbus on the island of San Salvador in the Bahamas.


Once well established in Spain, the Baton makes public its knowledge of the new world by making "discover" the
Americas to Christopher Columbus, thanks to their maritime charts. The occult actors had embarked on a search
for the new world. The Templars understand that they must reveal the existence of the continent themselves in
order to retain control.

1,500: Return of the Mysteries, explosion of the Italian Renaissance. Finding its origins in the works and legends
of the past, the Renaissance is a fertile ground for the Immortals.

The Amerindian Immortals - the Wowakan - look with concern at the increasing arrival of white men.Their
brothers from Europe landed and warned them of the danger: the Staff hid among the English while the Sword
was hiding among the French.

Since its creation, the Vatican has been a complex place of power and intrigue. Taking advantage of the fall of
the Temple, the Pope has established himself as a force majeure. But, strong of the protestant movement which
emerges and which destabilizes the catholic church, Baton tries a return in force. The Baton and the Pope thus
began a fierce struggle in the wars of religion.

1520: The Templars divine occult forces concealed behind the peoples of Central America and South
America. Cortes, Alvarado, De Olid, Pizarro, Almagro, Baton mobilizes his best men to destroy this threat. The
conquistadors swept over the Aztecs, the Mayas, the Incas.

1 524: Fall of Tenochtitlan, capital of the Aztecs, before the conquistadors of Cortès

1 531: Apogee of the Italian Renaissance. Publication of the Prince of Machiavelli

1533: The conquistadors, under the control of the Temple, swept over the Inca people. Despite the help of the
European Immortals in the ranks of the invaders, like Velázquez, the struggle is uneven. The ancient civilizations
disappear in the tumultuous stream of events. They then protect the Immortals: the sacrifice of Cuzco, their
capital, serves as a lure to prevent the discovery of the Golden Cities.

1550: Taking control of the Vatican by the Synarchs.

1 551: Inspired by the Arthuriades, Onirim Uriel-incarnated in John Degenerates Queen Elizabeth to her cause
and transforms the court of England into a gigantic round table where live together Immortals and
humans. Harmony reigns until Uriel is approached by a certain Edward Kelley. The Onirim then begins to frequent
the Stuart, allies of the Temple.

1 572: Massacre of Saint Bartholomew in Paris. Highlight of the wars of religion opposing Catholics and
Protestants

1 582: Drowning in madness, Uriel leaves London for Cracow and Prague. The new Camelot did not survive his
departure.

1 583 : the Emperor Rodolphe II advised by the famous Pyrim to the Leonid aspect settles and makes of Prague
the capital of the Alchemy. The Great Work is very close.

1 584 : Walter Raleigh, Nephilim member of the New Camelot, meets the Loas in his explorations of the American
shores.

1,600: Too ambitious, the project of the Gothic Art fails but the participants gained great knowledge on the
elementary energies. The Italian Renaissance imposed itself, and with it, a new sacred architecture.

The wars of religion mark a pause. The Stick and the Pope emerge weakened from the struggle, and some think
that the Denier took advantage of it to settle permanently in the religious apparatus.

1 604: First conquest of North America: installation of the French in Acadia

1612: Rodolphe II sank into madness. Chaos then seizes the city. The dreams of the Green Lion disappear.
PRAGUE

1 614: A thunderclap was heard in 1614 in Cassel, Germany. A book reveals the existence of the fraternity of the
Rose-Croix and its founder Christian Rosencreutz. A second work was published in 1615, and a third in 1616.
The occult actors started on this unexpected trail and brought up many Rosicrucians: Paracelsus, Agrippa,
Cagliostro, Maier, Dante, Descartes, Goethe, etc.

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1 618 : Walter Raleigh, indebted to the Baton, is sent on a mission of infiltration with the Loas. On his return he
fell silent, was shut up in the Tower of London, and was beheaded with an orichalctic ax, especially from
Scotland.

1 638: An occult battle begins around Louis XIV ... and his twin brother! The sun, via the Marquise de Lansac
charged with raising the child and the Devil, via Cardinal Mazarin, who kidnaps the royal twin, are in conflict. The
Minor Arcana mingle in the affair. Even the Bohemians appear openly in the courts of miracles. The death of the
sovereign - or of his twin? - puts an end to intrigues to which many actors themselves do not understand
much. The Fronde is the culmination of this tumult.

1 661: Beginning of the absolute reign of Louis XIV

1 662: The Indian Wars break out. Cleverly, the temple knows how to use its British allies.

1,700: end of the Second Lie, the revelation of the Rose-Cross.

The eighteenth century fascinated the immortals. The Encyclopaedia enthuses the artisans of knowledge, the
Masonic lodges bring together the amateurs of encounters.

1 750: esoteric explosion of the Denier

1 776: Declaration of Independence of the United States of America. War of independence of the Americans,
supported by the French, against the English. The moment is opportune for the Templars who abandon England,
their strategic ally. When independence is declared, the Temple controls the situation.

1 789: French Revolution

The Cup manages to reach the shadow from which it should never have emerged.

Human Rights fascinate humanists. The awakening is brutal. The Immortals understand that these movements
are orchestrated by the Illuminati of Bavaria. For the first time, the Denier appeared and his face - conspiracies
and manipulation - remains a real trauma.

1 812: The Temple continues the Wowakan as far as the West - as much as they guess, in the Indian legends,
the presence of large deposits of orichalque on the other side of the continent. The resistance is organized. The
Indians support the Wowakan and their European brothers in a merciless struggle.The Stick is not mistaken: the
machine of the Templars grinds the Indians.

1 815: The Green Lion joins the Carbonari of Venice, a small group acting to free themselves from the Austrian
occupation. The presence of the Green Lion, the initiation of the Carbonari or the arrival of figures such as Byron
and Shelley plunges Venice into an esoteric bubbling. The famous Pyrim finally believes to hold the place where
to establish his ultimate domain.

1 858 : The Mysteries of the Midi go up the Nile in the hope of finding a mouth of Hades leading to the
Titans. They are outstripped by the Arcane of the House of God, who hastened to hide the cave somewhere near
Lake Victoria.

1 862: Beginning of the colonization of the American West

1 866: As the Austrians leave, a conflict between Selenim and a strange King-Carnival puts Venice to fire and
blood. Desperate, the Green Lion retires.
1 884 : The Arcane of the Emperor establishes a structure to counteract the minor Arcana in America, a secret
structure called the Shadow.

1 888: In London, the Golden Dawn attracts the intellectuals of the high society but also immortals amused by the
initiative. This fun becomes interesting when Aleister Crowley arrives to the esoteric knowledge proven and
perhaps in connection with the Mat. Then the interest changes into fear when they discover the Sphere, a secret
structure within the order. The situation is derailed.

1890 : Without their allies, the Wowakans are lost. The defeat of the Amerindians forced them to abandon the
land. The Temple becomes the omnipotent master of the United States of America.

1 901: Failure of the Golden Dawn in London. Aleister Crowley and the Sphere perform rituals that lead to the
Apocalypse, the era of Revelation.

1 904: Lie Third, establishment of Rosicrucian organizations.

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1 907 : Fall of a strange meteorite at Toungouska, in full steppe Russian, which triggers the appearance of many
Selenim.

1 914 - 1918: First World War . The rancor between Austria-Hungary and Serbia tilts Europe, and then in a more
restricted manner to other continents, in the First World War. The occult actors are on the defensive. Everyone is
convinced that this is a maneuver of the opposing side.

Quite quickly, one observation is necessary: the horror is due only to the folly of men. The most enlightened - or
the most mythomaniac - see it as the sign of the Apocalypse infiltrating consciences.But is not the 666 for
something? The occult world still ignores its existence, which will be felt little by little during the new century, but
already it uses the Black Hand for its plans of extermination ...

1 917 : Death of the abé Béranger Saunière, who would have discovered the treasure of the Templars hidden in
Rennes-le-Château.

1 919: Beginning of the roaring years. US trade has largely benefited from four years of war in Europe.The United
States of America then became the site of a merciless economic confrontation between the temple, the Denier
and the Nephilim - notably the Adopted by the Emperor.

1 920 : Foundation of an antler of the Arcanum of the Emperor to subsidize the search for a new Golden Path, the
Orb of the World.

1 926 : Displacement of the Pacific Palace of the Arcana of Justice in Kingston, Jamaica, leaving the Polish
palace of Wroclaw.

1 929: Wall Street stock market crack . The Denier takes control of the world economy. The stock market crack
marks a stoppage of hostilities. The Templars are hit hard. The Denier and the Emperor are conscious of having
avoided the worst. With more cautious actors, the economic war becomes more hushed.

1 931: In New York, a group of occultists manipulated by several Minor Arcana find a dagger (the Obsidian
Butterfly) linked to Itzlapalotl, a deity of Central America. The object inspires the most crazy speculation:
Itzlapalotl is sometimes a Selenim sometimes a saurian: the weapon is sometimes a kind of stasis, later a focus
to invoke it or even an artifact to control it. Thanks to the alliance of Nephilim and insiders Yaqui Indians, the
threat is dismissed ... but the dagger remains ultimately untraceable.

1 933: Hitler is appointed Chancellor . Berlin becomes the court of European occult intrigues.

1 939 - 1945: Second World War . The Ark of the Covenant, the Grail, the Hollow Land, the extermination of Jews
and Bohemians, on the sidelines of the war, the Third Reich multiplies the esoteric offensives. It is perhaps this
scattering which allows his opponents to make him fall.

1 945: Establishment of the United Nations (UN) . At the end of the Second World War, the United Nations was
founded. Suddenly the specter of the Illuminati of Bavaria - at the origin of the Age of the Enlightenment -
reappears. All see Denier's hand in this project and massively invest the new structure. The struggle for influence
begins: dozens of commissions, cells, offices, are created. Most of the time, the UN, all its internal quarrels, is
almost paralyzed.

1947: With the Cold War, the Union of Soviet Socialist Republicans became the sworn enemy of the United
States of America. Behind this opposition lie harsh opponents of the Templars. The Nephilim try to contact these
unexpected allies but face a violent hostility. In the East, the Nephilim are undesirable.

1 948: Creation of the State of Israel . Thanks to the UN, the State of Israel is created, but efforts to update it
remain unsuccessful. An esoteric agitation animates Jerusalem: the Jewish heritage - and therefore the Kabbalah
- is the object of numerous investigations and even exchanges between opposing factions.

1 950: Invasion of Tibet by China. For strategic reasons, China invades Tibet. This event goes unnoticed by the
occult actors.

1 957: Creation of the European Economic Community (EEC). The constitution of the EEC triggers a new crisis of
paranoia. It seems henceforth that no more supranational structure can emerge without the Minor and Major
Arcanaes seeing the hand of the Denier. Like the UN, the EEC is therefore infiltrated. However, in spite of the
attempts to scuttle, the construction progress inexorably: proof for some that their "conspiratorial" fears are well-
founded!

1 960: In its development of the Elemental Galions-magical ships capable of traveling in the Akasha- the Temple
imagines a crazy project: to test the nave of the Moon on the lunar star itself. The race to the stars begins, the
counter-race too. Researchers are the first victims.

150
Only one Concordat organized by the Arcana of the Pope to try to give a unified structure to their arcane and their
cults.

1 963: Assassination of John Fitzgerald Kennedy, Dallas. He will remain one of the most important victims of the
race to the stars.

Apollo 11: In the race to the stars, the fatal blow comes from the R + C which, in space, destroy Apollo 11.

1 969: A small step for Armstrong a big step for humanity: we walked on the Moon! On Earth, in the studio, the
Temple organizes a masquerade to keep his head high despite the incident of Apollo 11. Armstrong never
trampled the Moon.

1 980: The presence of the Chinese communists in Tibet ended up putting alert the occult actors.Legends that
have been forgotten since the Secret Compacts and even the Elemental Wars -Shangri-La, the White Sages and
the King of the World-are resurfacing and seemingly motivating the Chinese occupation. Despite the efforts of
many immortals from the East and the West, the mysteries of Tibet - if they exist! - remain whole.

1 982: Creation of an Ecumenical Chapel of the Mysteries

1 985: For unknown reasons, the occult masters of Moscow abandon the Soviet regime.

1 987: searches in the holy land become undesirable and a special branch of the Mossad is in charge of
discouraging the unwary. An occult power quickly settled in the cogs of power of the young country.

1 989: Fall of the Berlin Wall. Collapse of the Communist bloc.


Institution by the Arcane XIII of the Pilgrimage, a compulsory visit of the Adopted to the instances of the arcane to
offer a knowledge destined to create a hermetic for Selenim.

1 999: Death of the Great Master as the Temple of Life was about to complete the Great Plan
2 001: Attack of the World Trade Center

2 002: Europe switches to the single currency

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Lexicon
Nephilim: A creature of pure magic made of a combination of five different types of Ka (Fire, Air, Water, Earth, Moon).
The dominant Ka determines a Nephilim’s metamorphosis. Nephilim need Simulacra to wander in human society.

Ka: The magic inherent in the universe. It comes in five main colors (Fire, Air, Water, Earth, Moon) and several other
optional flavors (Solar-Ka, Black Moon Ka, Orikulka). The main Ka is influenced by the planets — Mercury (Air), Venus
(Water), the Moon (Moon), Mars (Fire) and Jupiter (Earth). The five main Ka combine to create a Nephilim.

Metamorphosis: The Nephilim’s true form, as defined by the dominant Ka characteristic. For example, a Nephilim with
a dominant Fire Ka may Metamorphosize into a phoenix over time. The stronger the Ka, the more obvious the Nephilim’s
transformation to human beings.

Simulacrum: The body the Nephilim wears like a fleshsuit. The simulacrum was once a person but now a Nephilim lives
there.

Statis: An object containing the Ka forces of a Nephilim until it incarnates.

Incarnation: The time a Nephilim rides inside a Simulacra. These extend across all human history.

Arcanum: The Nephilim secret societies created by Akhenaton in the 14th Century BC Egypt. The Nephilim have 22
secret societies that encompass all Nephilim philosophy. They are represented by the 22 Major Arcana of the Tarot
deck.

Solar Ka: Ka from the sun and inherent in varying amounts in all humans. The more Solar Ka a human has, the more
powerful its will and the more sensitive it is to magic. Nephilim possess no Solar Ka.

Orikulka: In early pre-history, a Moon of Saturn crashed into the Earth. The remnants of this Moon are called “orikulka.”
Orikulka destroys Ka energies on contact. The remnants of the meeting of Orikulka and Ka is litharge. Orikulka is
considered a type of Ka of its own — a “void” Ka or “negative” Ka.

Selenim: Nephilim made of Black Moon Ka, Ka influenced by the rays of the Dark Side of the Moon. Black Moon Ka
resists Orikulka but at the price of losing contact with the other fields of magic and changing from Nephilim to Selenim.
They can pull Solar-Ka right from the flesh and blood of humans like Ka vampires.

Shouit: When a Nephilim loses control of its Simulacrum and the Simulacrum consciousness re-emerges, the Nephilim
goes into a stasis state within the body.

Narcosis: When a Nephilim loses its Simulacrum and cannot return to its Stasis in time, but the Stasis still exists, it drifts
around in a Ka-ghost state.

Khaiba: When a Nephilim loses control of the Ka forces or fails utterly at a complicated occult ritual, it may fall into
derangement and madness. Khaiba often has a physical transformation component.

Enthronement/Grand Enthronement: A day when the magical fields for a Ka is stronger than any others as
determined by the arcane position of the planets. An Orikulka Enthronement causes all other Ka, including Solar Ka, to
suffer. A Grand Enthronement is when one Ka is ascendant and particularly powerful.

Plexus: A mystical physical node where two lines of the same Ka cross. The Ka in that Plexus is greatly increased. A
plexus appears naturally during the day of the Ka’s enthronement but in random places.

Nexus:A place where all five mystical Ka fields cross. All Ka in the nexus is greatly increased. A new Nephilim may be
born in a Nexus. Orikulku plexi are rare but do occur naturally. They occur randomly and in remote areas of the world.

152
Ka-Vision: Nephilim “spooky vision” which allows the Nephilim to see all the Ka around them. They can see summoned
creatures, other Nephilim, Orikulka, Plexi and Nexi, and other mystical waves in the world around them.

Athanor: The athanor is an alchemical oven containing an egg-shaped glass vessel in a sandbath. It is used for
performing alchemy.

Prometheus: The Nephilim who granted consciousness to mankind. He also learned to create stasis for Nephilim.

Agartha: Nephilim Enlightenment. All Nephilim spend their multiple lives searching for information that opens the way
for them to Agartha. Nephilim in Agartha no longer need Simalcra or Stasis.

The Golden Path: The way to Agartha. Each Nephilim has their own Golden Path.

Elixers: Nephilim in liquid form. Humans have learned to capture Nephilim, dissolve them into their component Ka, put
them in bottles, and use the bottled Ka in their own rituals.

Homunculus: Enslaved Nephilim mystically bound into a vessel and forced to obey the commands of its human master.
A Nephilim in this form is small and twisted and can only be set free though death and reincarnation. A freed Nephilim
from its homonculus state is a very angry Nephilim indeed.

Agartha: ultimate state of Wisdom. Reaching the Agartha must allow the fallen to regain their lost splendor.
Alchemy: Science occult nephilim which allows the manufacture of potions, powders, etc. With dreadful magical effects.

Anamorphic: Occult Science selenim, which is to develop an "anamorphic" a kind of extension to his own body, which
ends up taking a kind of independence. The anamorph usually has a monstrous form that allows its owner to benefit
from formidable armor extensions.

Major Arcana: Secret Societies Nephilim, which have the names of the Tarot of Marseilles Arcana.

Minor Arcana: Human Secret Societies (although ...), which have the symbols of colors Tarot de Marseille (Cup: Rose +
Croix, Stick: Templars, Denier: Synarques and Sword: Mystes). The minor Arcanas generally aim to oppose the
immortals, even to eradicate them.

Ar-Kaim: Immortal recently appeared, and which carries a heart mingling potentially all Ka-Elements (including the Ka-
Ka-Orichalcum and Black Moon), instead of the usual pentacle. They are also called "Revealed". They are related to the
zodiac. Yvan is an Ar-Kaim of Sagittarius.

Magic Field: magic flow from a Ka-element, visible only in Vision-Ka. It is their manipulation that allows magic.
Conspiracy: Occult Science selenim, which allows the evocation of scary creatures with extraordinary powers (it is closer
to the Kabbalah).

Fallen: nickname of the Nephilim, who are "Kaïms Fallen", following the fall of Orichalka.

Eolim: Nephilim whose dominant is Ka-Air.

Faerim: Nephilim whose Ka-Dominating is Earth. Kroenen is a Faerim.

Habit: Curse of the pentacle engraved in the Nephilim. It must have been launched several times, and have performed a
ritual to engrave it thus, which makes it easier to launch.

Hydrim: Nephilim whose dominant is Ka-Water. Rory is a Hydrim.

Kabbalah: Occult Science Nephilim, which can summon creatures from occult worlds.

Ka-dominant: A major element of the pentacle a Nephilim, the one with which it has the most affinity, and defines its
shape-shifter.

Ka-element: Water, Earth, Fire, Moon, Air, Sun, Black Moon and Orichalcum.

Magic: Occult Science Nephilim, to manipulate the magical fields to cast spells, the effect is usually temporary.

Cursed: Nickname of Selenims, which are "Nephilim cursed" by the Black Moon.

Narcosis: When the simulacrum of a Nephilim died, it was expelled, and ends up directly in the Magic Fields.If he does
not quickly find a new simulacrum, he risks "narcoing", ie crystallizing in the Magic Fields, and becoming incapable of
acting, lost in the contemplation of the Fields.

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Necromancy: Occult Science selenim to manipulate the dead (revive etc ...)

Onirim: Nephilim whose Ka-dominant is the Moon. Cleo and Vitek are Onirims.

Orichalcum: deep gray metal, came from Saturn, with a terribly deleterious effect on the Nephilim.Orichalque is to
nephilims what kryptonite is to Superman ... This weakens them, prevents them from using Magic, and can even affect
them with a terrible deformation of the pentacle, the Khaiba.
An orichalcan blade can cut branches of their pentacle (Lilith's ritual), and transform them into Selenims (or kill them).

Promethean: Nephilim following the precepts of Prometheus. Their philosophy preaches the respect of humans, with
which they maintain deep ties (yes, even with their simulacrum, which gives them notable adventures). On the other
hand, Prometheus being considered a traitor to the cause of the Kaïms (he encouraged humans to escape the slavery to
which the Nephilim subjected them on Atlantis), the Prometheans are very badly seen and actively Chased.

Pyrim: Nephilim whose Ka-dominant is the Fire.

Revealed: nickname of Ar-Kaïms, which are immortal recently appeared

Sapience: Magical Knowledge.

Sélénim: Immortal possessing a nucleus of Ka-Lune Noire instead of the usual pentacle, usually former Nephilim
transformed by the ritual of Lilith. The Selenims, whose nucleus still threatens to disintegrate under the force of Entropy,
regenerate their Ka-Black Night by absorbing the human Ka-Sun, via emotions. They are also called "Curses".

Sham: Borrowing body, from the perspective of an immortal.

666: secret society Nephilim extremists, imbued with their person, wanting to enslave humans by force, and, basically,
all who do not agree with their views.

Talent: Power of the Ar-Kaïms, exercisable by drawing magical energy into their own heart.

Vision-Ka: Mode of vision that can see the magical fields and the true nature of the immortals. An immortal in Vision-Ka
begins to tremble, eyes revulsed, a little as if he had an epileptic fit.

Khaïba: The state of degeneration and madness. When the Ka-elements are no longer in harmony within the pentacle,
the Nephilim can make clumsiness. A transformation of his metamorphosis begins and his behavior becomes
unpredictable, approaching the raw forms of the magic fields.

The homunculi: Throughout history, humans have sought to penetrate their secrets. If some have succeeded in
understanding their mechanics, they lack the meaning that allows the Nephilim to master the currents of Ka.
Some secret, power-hungry societies have captured and enslaved Nephilim for use as magical instruments. These
Nephilim became Homunculi.

Aegypta: Paradise of gypsies. They are linked to it by the Mist.

Agartha: State of spiritual, magical and material achievement that Nephilim seeks.
This state brings to the Nephilim a physical and magical power hitherto unknown.
The quest for Nephilim is to become Agarthian.

Aggartha: Mythical city where the adoptees of the arcane XXI, the World live.

Aïon: Compact of the Greek civilization which ended with the Trojan War.

Aïons: ArKaNa of the Heavenly Wheel.

Akasha: Subtle plan, parallel world engendered by the dreams of the men who exist only in the Fields
Magical.

Alhambra: Project of the Angular Stone aiming to open portals with the worlds of Kabbalah.

Amenthès: paradise zone composed of Ka Soleil and being in Hades (the Champs-Elysees).

Anamorphosis: Occult science of Selenim which allows them to activate spectacular mutations.

Anaphé: A key period in the history of the Earth. Ex: Revelation.

Anti-Terres: Subtle shots generated by nightmares and also fueled by the orichalque and the Black Moon. Accessible to
men, Nephilim and cursed creatures.

Apocalypse: current period of history synonymous with Revelation.

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Major Arcanes: Families of Nephilim, numbering 22, coincide with the Tarot Blades. (Assets). A Major Arcan gathers
Nephilim around his conception of the destiny of Invisible History and the occult sciences, a vision of the Agartha and
offers them protection, supports magic and financial, refuge and esoteric knowledge.

Minor Arcana: the four great secret human societies hostile to the Immortals.

Archon of the Aube: ArKaNa of the Celestial Wheel.

Aresh: Kabbalah World of Fury.

Ar-Kaim: name of the Nephilim of the 3 rd generation, the Revealed.

ArKaNa: "Ark of Ka Rassemblante" in Enochéen, antediluvian fraternities of immortals.

Arkhemia: Virgin world of Orichalque and Black Moon hidden in the Magic Fields and built by the
Alchemists completing the Great Work. It is accessible by the Akasha of the Anchor of Arkhemia.

Chtonian Surveyors: ArKaNa of the Heavenly Wheel.

Artifact: magic object.

Astral: Virtual space gathering subtle planes (akasha) and subterranean (anti-land).

Athanor: Alchemical furnace in which the alchemist produces powders for its formulas.

Athanor Celestial : The Earth for Nephilim alchemists.

Atlantide: Original Continent where the Kaims began the Golden Path and swallowed up by Orichalka.

Baphomet: Plot of the magical essence of the first of the Great Masters of the Arcane of the Stick.

Bass Magic: name of the first circle of magic

Harmonic Blessing: ArKaNa of the Heavenly Wheel.

Bianética: Sect that allows the Stick to have an influence on the layman.

Boheim: Culture and mythology of gypsies.

Bohemian: A human initiate allied to the Nephilim, to whom Akhenaten entrusted the secrets of the Major Arcana.

Mist: Essence of the people-memory or the people-church, the gypsies.

Circle: Graduation of occult knowledge. Each occult science has three circles to reach the Agartha.

Magic Field: Invisible and elemental energy transmitted by the 7 celestial bodies influencing or having influenced the
Earth. According to the position of the stars the Magic Fields change place, form and power.

Invisible Knights: Warriors of the Temple of Life in the service of Tubalcaan.

City of Dizziness : Aggartha.

Keys: name of the third circle of Kabbalah.

Conjunction: Position of stars favorable to an element.

Conjuration: Occult Science of Selenim which allows them to call and submit dragon effects of Black Moon.

Coup de éclat: extraordinary success on a roll of die.

Cruxim: Nephilim whose pentacle has only 4 elements. It then has the form of a cross.

Custodians of Ka-ia: ArKaNa of the Heavenly Wheel.

Daïmon: Dragon effect of orichalque hidden in Hades.

Dancers of the Solar Wheel: ArKaNa of the Heavenly Wheel

Fallen: A derogatory name for the Nephilim.

Devolution: period during which the Kaims developed their basaltic metamorph to disperse in the Magic Fields.

Trainers: ArKaNa of the Heavenly Wheel.

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Basaltic Effects: The term Nephilim denotes the consequences of their intimate relationship with the elements in the
immemorial times of Atlantis.

Dragon Effect: Nephilim meaning the emergence of a magical creature from the Magic Fields.

Effect Jesus: term Nephilim designating the reincarnations of the Nephilim.

Effect Mnémos: Term Nephilim designating the memory of epochs of previous incarnations.

Eidos: Virtual and magical space where germs and development of the concepts and the ideas of the humanity.

Enochéen: original language of the Nephilim composed of vibrations of the Magic Fields.

Entity: Dragon Effects of Black Moon.

Eolim: Nephilim of the air.

Eth: Double negative of Ram.

Ethers: Currents of pure elements crisscrossing the cosmos.

Awakening: Output of stasis of Nephilim; Epochs during which the Nephilim reincarnates.

Evolution: Period of the history of the Kaim who saw the first drafts of societies and which ended with the Fall of the
Tutoring of the 4 elements.

Eumenides: Three entities resulting from the fusion of saurians after their destruction by the Kaim.

Sidereal Exodus: Major Arcana Project to leave the Earth aboard a sidereal nave.

Faërim: Nephilim of the Earth.

Fatale Wisdom: ArKaNa of the Heavenly Wheel.

Focus : Written support needed to cast a spell. This focus may be more or less degraded.

Formula : Spell of alchemy.

Graal Primordial : The Earth for the Nephilim Kabbalists.

Great Work : Name of the third circle of alchemy.

Grand Plan : Name of the Temple of Life plot.

Great Awakening: Name of the conspiracy of the Synarchy.

Great Secret: Name of the third circle of magic.

Great Year: Apocalyptic Project of the Sword.

Habitus: magic spell

Hades: Underground world where Orichalka is located.

High Magic: The name of the second circle of magic.

Heralds of the Quintescent Schemma: ArKaNa of the Heavenly Wheel.

Homunculus: Nephilim imprisoned and enslaved by a secret society, used to make magic.

Hydrim: Nephilim of the Water.

Imago: To be ideal and monstrous made of Black Moon built by Anamorph.

Immortal: magical creature that can not die in the sense that Humanity hears it. The Nephilim, the Selenim, Ar-Kaim.

Incarnations: epochs where the Nephilim integrates a new human body.

Summon Kabbalah Spell.

Involution Angélique: Period of the History of Kaïm which lives the birth of ArKaNa and DraKaon.

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Drunkenness Organide: ArKaNa of the Heavenly Wheel.

Iz: Cosmic current that rhythms the universe through its passages.

Ka: The vital force of the Nephilim and Ar-Kaim which allows them to exist; It is also their wisdom and their
Magic power.

Ka-Element: magical constituent of the Nephilim.

Kabbalah: second occult science appeared in Year 0. It allows to invoke a magical creature and to control it.

Ka-Ïa: "Mother of the Ka" in Enochéen the entity Earth-Mother for some Nephilim.

Kaim: Nephilim of the origins, before the Shut of Atlantis and the Incarnation in simulacra.

Khaiba: means instinct, a harmful transformation of the Ka of the Nephilim which leads him to madness.

KLN: abbreviation for the Ka Lune Noire. The element of the Selenim.

Kumpania: Family of gypsies symbolically associated with the Ka element.

Kwisatz Haderach: Bohemian term meaning Perfect Man. A Ka Agarthian being possessing all the Ka elements.

Ley lines: Traces left by the repeated passages of the Magic Fields.

Magic: first occult science dating from the appearance of the Nephilim. It allows to control the Magic Fields by initially
empirical rituals.

Masters Pragmatides: ArKaNa of the Heavenly Wheel.

Clumsiness: terrible failure on a roll of dice.

Malodred: Kaim who ruled Asia and stayed away from the ArKaNa and the Golden Path.

Cursed: Selenim.

Meborack: World of Kabbalah of the Balance.

Metamorph: the humanoid physical form characteristic of an element towards which the Nephilim tends with the
increase of its Ka.

Metamorphosis : Physical change that the Nephilim subjects to his simulacrum at the level of the face, the hands, the
skin, the smell and the voice.

Microserf: Company Screen Stick. (Microsoft and Gill Bates).

Elemental Modellers: ArKaNa of the Celestial Wheel.

Morph: The occult skill of Anamorphosis.

Mysteries: Minor Arcanum of the Sword, the first human secret society. Heiress of Prometheus and having reigned
during Occult Antiquity.

Myste: member of the Mysteries.

Naacal: Language of the Saurians.

Celestial Nautoners: ArKaNa of the Celestial Wheel.

Narcosis: state of the Nephilim when he is obliged to leave his simulacrum and that he can not reintegrate his stasis or
another simulacrum. It corresponds to a deep coma.

Necromancy : occult science of the Selenim which allows them to affect the spirits of the dead.

Nemeth: Anti-Earth sheltering the base of the Prince of the Devil. Arcane XV.

Nephilim: Be magical consisting of Earth, Fire, Air, Water and Moon and incarnating in human bodies throughout
history.

Nexus: crossing the 5 Champs Magiques.

White Work: Name of the second circle of alchemy.

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Dark Work: Name of the first circle of alchemy.

Work in Red: Name of the third circle of alchemy, Great Work.

Solar Umbilic: Aberration of the Sun Ka which connects Epimetheus-Akhenaton to his twin Prometheus.

Shadow: (Shouit) state of the Nephilim when it lost control of the human body in which it incarnates. The shadow occurs
when the Nephilim player gets an Awkwardness using the simulacrum skills. The personality of the human takes over
from that of the Immortal.

Onirim: Nephilim of the Moon.

Orichalka: Meteorite of Orichalque coming from Saturn which fell on the world 8000 years before our era.

Orichalque: Magic fields brought by the meteorite Orichalka which has the property to destroy all the other Magic Fields
with the exception of that of the Black Moon and the Ka Soleil.

Parousia: Name of the Rose + Cross plot.

Pentacle: combination of Ka elements determining the Nephilim; Name of the second circle of Kabbalah.

Subtle Plans: Parallel worlds engendered and fueled by the Ka sun of men, they exist only in the Magic Fields.

Plexus: crossing two rays of the same Magic Fields.

Pierre Angulaire: The first stone of Atlantis, it allowed the stabilization of the Axis Terram.Orichalka destroyed it but the
Angular Stone survived and became aware of its existence in Eidos. It is a conscious entity directing the Denier.

Providers of Spirits: ArKaNa creates on Atlantis.

Primordial : Disciples of Mu.

Nelsense Prophets Opaline: ArKaNa of the Heavenly Wheel.

Pyrim: Nephilim of Fire.

Qiyas: The occult science of the Ka Soleil using the power of the Eidos.

Qiyasim: Practicing Qiyas whether human, Bohemian, Ar-Kaim, Selenim or Nephilim.

Questors of the Primordial Sapience: ArKaNa of the Heavenly Wheel.

Rex Ka: True king of the world, the guide of civilization Nephilim.

Romani: The language of the Bohemians (the Errants).

Cosmic Rose: Ram's Sun Core.

Rose + Croix: Arcane Minor of the Cup, secret society developing psychic techniques for a magic linked to Ka Soleil. Its
real members are called R + C. The Rosicrucians, the Rosicrucians ... are not R + C.

Celestial Wheel: regrouping 20 ArKaNa to fight the Drakaons and then to launch the Golden Path.

Coronational Wisdom : ArKaNa of the Heavenly Wheel.

Saurians : conscious dinosaurs linked to the Moon and the Black Moon that dominated the Earth before the Kaim and
whose prophet was called Mu.

Seals: Name of the first circle of Kabbalah.

Occult Sciences: A set of practical and theoretical magical knowledge of the Immortals.

Selenim: Magic Beings of Black Moon who steal the Sun Ka of humans. Humans have associated them with vampires,
werewolves and ghosts.

Sentier d'Or: Project at the origin of Atlantis that led to the disaster of the Nephilim. It is still active.

Shen: Malodred to the sublimated pentacle (Earth, Fire, Wood, Water, Metal).

Simulacrum: The human body of the incarnation of the Nephilim.

Sohar: World of Kabbalah of Perfection.

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Sort: Effect produced by an occult science.

Spell: magic spell.

Breath: Aura of a Drakaon on the secular world.

Stasis: Artifact, Nephilim prison. In order for it to be released, the stasis must be in contact with a Plexus or Nexus.

Invisible Superiors: Entity of Ka of a single element directing the 4 branches of the Cup.

Synarchy: Arcane Miner of the deniers. Modern secret society seeking material power through techno-science and
conspiracies on a global scale.

Synarch: A member of the Synarchy, this term also refers to any person manipulated by the Synarchy. For the
implementation of its projects, it is written without capitalization.

Teknès : Ritualized magic form of the R + C based on the Ka Soleil.

Temple (of Life): Arcan Miner of the Staff. Secret society of chivalry very violent against the Nephilim who wants to
realize a Great Plan.

Templar: member of the Temple of Life.

Ouranian Titanides: ArKaNa of the Heavenly Wheel.

Titans: The 5 disciples of Prometheus. They rule over the Mysteries since Hades.

Treasure of the Mouvances: ArKaNa de la Roue Céleste.

Tutoring of the 4 elements: Name of the Elementary Tutoring after the banishment of Onirim.

Tutorat Elémentaire: Draft of a Kaïm society during the Evolution, based on the 5 Ka elements and directed by the
Magistes.

Tuatha of Danann : First Nephilim inhabiting Ireland, now reclusive in the Akasha.

Vision-Ka: direct Nephilim perception of the Magic Fields. Although relatively difficult to use in A simulacrum, it allows to
perceive without having to go through the senses of the simulacrum.

Voors: Entity of Ka crossing the Cosmos thanks to the Iz.

Wowakan: Amerindian Nephilim of North America.

Yohual-Tecuhtlin : Selenim Native Americans of South America.

Zakai: The world of Kabbalah of purity.

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Descriptions
According to the game, the universe is run by various magic forces (Ka), which, colliding with each other, made
the world as we know it. Earth is subjected to five main elemental forces: water, fire, earth, air and moon. It was
first the home of KaÏm (union of different elements, with a consciousness) and Saurians (actually the dinosaurs...
except they were ultra-intelligent and mastered the Moon-Ka). The Saurians, in their madness, decided to create
a new Ka, the Black Moon, which threatened the equilibrium of the planet, forcing the Nephilim to plan their
annihilation. Now sole masters of the Earth, some Nephilim reunited in the artificial Island of Atlantis, attempting
to induce consciousness in various animals, and therefore creating the homo sapiens as we know it, through
vicious experiments. Shortly after, a giant meteor filled with an unknown Ka (Orichalka) hit the Earth; this Ka was
so incompatible with the KaÏm's constitution it nearly destroyed them and forced them to possess human bodies
and take over their real owner's consciousness, changing bodies as time passed. Humans, however, had seized
the opportunity to get rid of the KaÏm's tyranny: their secret societies fabricated weapons made of Orichalka,
forcing them to make their existence a secret.

The rest of History is then revealed to be the result of a confusing and ruthless struggle between the Nephilim and
the Humans aware of their existence... Or amongst these two groups, as their secret societies have very different
goals.

Most typically, the player is entitled to play a Nephilim, a wandering magic spirit who has lived many different lives
at various times in History. You can even play as an historical figure, as long as it doesn't contradict the original
background of the game. Most of the scenarios involve the player characters caught in a conflict of interest
between two secret societies (of which they can become a member), interested in investigating an historical
mystery, or dealing with resurfacing figures of their shadowy past. Though most scenarios revolve around 1999
AD, it is possible to play at any historical period.

Tropes in this System:

• Ancient Tomb: While the game was canceled before anything came of it, Chaosium originally intended
for magical artefacts called "sarcophagi" to play an important role in the Selenim's path to Agartha. In
ancient times, Selenim created special sarcophagi to collect Solar-Ka directly and cradle their fragile
Black Moon-Ka, but later found humans to be a much richer source in this regard. The Nephilim used the
principles of the sarcophagi to create the first Stasises; later they crudely duplicated the sarcophagi to
build mastabas and pyramids in alignment with the stars, with massive amounts of Solar-Ka sacrificed at
the Pharaoh's burial, and then used them to progress to Agartha through centuries of silent
contemplation.
• Amulet of Dependency: Each Nephilim possesses an object known as a Stasis, which contain their
soul between incarnations. Without a Stasis, a Nephilim would have nothing to anchor them to the
material world, and they would dissolve into the magical fields. In the French rules, a Nephilim would
instantly suffer Final Death if their stasis was destroyed even if they were in a Simulacrum at the time,
while the English adaptation was more forgiving: a Nephilim without a Stasis would still survive, but
without a Simulacrum it has a chance of dying each hour until it finds a new one. For some reason, a
Stasis cannot be replaced if it is destroyed; however, a Nephilim who knows how to create Stasises
through Philosopher's Stone Alchemy can replace their own stasis if it is destroyed, but only their own.
• Ape Shall Never Kill Ape: The Nephilim are forbidden from harming one another. Subverted in that this
is waived under certain circumstances and that they don't use this to prove they are better than humans.
• Ascend to a Higher Plane of Existence: The Agartha (read: Nirvana) usually happens when a
Nephilim has fulfilled the purpose and meaning he gave to his/her life. He becomes powerful enough to
escape from his prison of flesh. Although there are proofs they aren't actually dead, they do not interfere
very much with material existence, explaining that they "are already very busy" or have found "more
important things to do." The player characters' usual role is to reach Agartha through the gain of power
and the accomplishment of their personal agenda.
o The Selenim, because they have divested themselves of their Ka elements, cannot reach
Agartha. However, they've developed their own form of ascension: the creation of Realms. Within his
Realm, a Selenim is unto a god. Realms are also key to the recreation of the Black Moon that figures
heavily into the plans of the Cult of Lilith.

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• Background Magic Field: The Earth is composed of five elemental fields, ethers from the Sun that
reflect off the planets and into Earth. These provide the energy that makes magic, and indeed allnatural
processes (like tectonic plate movements and the weather), possible. These fields continually travel
across the Earth's surface (manifesting as the magnetic fields of the planet), forming ley lines that can be
charted through astrology. Magical creatures are sustained entirely by these fields and require no other
nourishment to survive, in contrast to plant and animal life (which were originally created by the
interaction of the Solar and Lunar fields a billion years ago).
• Badass Normal: They can't do magic, but you do NOT want to cross Knight Templars or Synarchs. The
other secret human societies could count as well, but these ones actually encourage their members to
learn magic. Compared to the Nephilim, the whole of Humanity is the definition ofBadass Normal,
judging by the way they kicked their asses. It is actually possible to play a plain normal human who can
do well in a fight, though it's not usually done.
• Bilingual Bonus: The names of the six types of Nephilim are portmanteaus of various words (with
letters removed) and the Hebrew suffix -im . These names always relate to their Nephilim's dominant
Ka element.
o Pyrim (Fire-Ka) is derived from the English pyre (any heap or pile of combustibles).
o Eolim (Air-Ka) is derived from the English aeolian (of, or relating to the wind).
o Hydrim (Water-Ka) is derived from the Ancient Greek hydro- (water).
o Faerim (Earth-Ka) is derived from the Old French faerie (the sphere or realm of enchantment,
magic or dream associated with the fae).
o Onirim (Moon-Ka) is derived from the Ancient Greek oneiros (anything which is dreamlike,
unreal, fleeting).
o Selenim (Black Moon-Ka) is derived from the Ancient Greek Selene (the goddess of the
Moon).
• Black Magic: The magic of the Selenim (Nephilim whose Ka have been replaced with Black Moon-Ka).
They can speak with and reanimate the dead, summon things from the Black Moon fields, and create an
idealized "sculpture" of themselves that eventually becomes a pocket universe.
o Also, the Black Elements, opposing counterparts to the regular elements (see Elemental
Powers, below).
• Bowdlerise: Inverted. While Chaosium extensively rewrote the 1st edition of the game when releasing it
in English, the original game was even more vague and confusing. The electronic sales of the English
game, over ten years after the original publication, even earned a copper metal rating. However, a
second opinion is that this was a straight example of Bowdlerization that resulted in the English version
never taking off, while its French predecessor went on to become one of the most popular roleplaying
games in France. YMMV.
o One notable difference was that Chaosium was trying to push the idea that the Nephilim are not
elemental spirits, but actually awakened humans. Back in the late 90's the mailing list had long
discussions between those who couldn't accept the Nephilim as heroes because they had to steal
bodies to survive and those who didn't have a problem with the idea. This change would have
completely changed the outlook of the game, but then again these were also the writers that decided
that non-European Nephilim had to be completely different from European Nephilim even though it
would have rendered the cosmology nonsensical.
• Cargo Cult: Most human practitioners of magic don't understand the principles on which magic works,
simply performing the actions that they've been taught through centuries of tradition. SeeSufficiently
Analyzed Magic, below.
• Character Level: Subverted. You can start with an uber-powerful character with thousands of years of
experience already behind him, as every new level comes with new unpleasant prices. Playing a
powerful character can actually be quite tedious because of their complicated new limitations.
• Creating Life: The whole reason life sucks for the Nephilim is because they created humans.

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• Crystal Spires and Togas: Averted. The Saurians were in fact so advanced at the manipulation of the
magical fields that they never developed conventional technology. Conversely, their culture appeared to
consist mostly of screaming madness and various depravities.
• Dark Is Not Evil: The Onirim (Nephilim with predominant Moon-Ka) and Selenim. Some of them can
actually be quite decent despite their absurdly roguish nature (if Onirim) or extremely morbid tastes (if
Selenim).
• Did You Just Punch Out Cthulhu?: Happens regularly, since Nephilim, especially those of the
Hierophant Arcanum, tend to pose themselves as gods to manipulate humans. However the surviving
Saurians, desperately trying to escape from the voids where they have been confined, fit the trope
better.
• Eldritch Abomination: Pretty much anything from the third circle of Summoning (Kabbalah). Applies to
most products of Black Summoning regardless of power level; Black Moon creatures are weird, and
there's even a category called "strangeness" for creatures that are considered weird even by the
standards of the Black Moon.
o One example of the "strangeness" category are "Larmes" (Tears), which are basically floating
iridescent silver spheres with little application, which sometimes return to Earth solely to watch and
follow their summoner. Another is Les étranges horloges qui décomposent le non-temps (The Strange
Clocks that Deduct the Present), which are Escher/Dali-styled clocks that uncontrollably warp the flow
of time in their immediate vicinity, creating loops and paradoxes in the worst cases.
• Eldritch Location: Selenim are prone to creating their own personal reservoirs of Black Moon-Ka,
known as Imagoes. When an Imago grows to the size of a building, it will fall out of this plane and
become a pocket universe, known as a Realm or Kingdom. The Selenim can then shape the resulting
Realm however they wish, with its own laws of physics and everything, which often reflects their own
personality. Realms can end up being very weird places to visit, if it's even possible for humans to
survive there in the first place. In the 3rd edition of the French game, it is revealed that the creation of a
Realm is but one of many paths to Agartha.
• Elemental Embodiment: While Nephilim consist of all five elements, each favors a particular one that
determines their general nature. A comparison is explicitly drawn with the writings of Paracelsus.
• Elemental Powers: The five main Ka of the Nephilim are Water, Fire, Earth, Air, and Moon; there is also
Sun, found only in humans and animals, which is necessary for reaching Agartha. There are also "black"
counterparts to the elements, which either oppose them like antimatter opposes matter or converts them
into more of itself; only two of these have been detailed: Black Moon and Black Sun (Orichalka).
o Technically, Orichalka is not literally Black Sun-Ka, but simply another Solar-derived Ka.
Because it is not one of the elements making up the Earth, its presence proves to be disharmonious
and ultimately fatal to the other elements. It would be more accurate to call it Anti-Ka.
o The only known criteria of the true Black Elements is that they are "warped" versions of a
normal element, possess close ties to their original element, and can only be formed through artificial
means. For example, the Black Moon was created by the Saurians to expand their experiences, and
the creation of a Black Fire-Ka field is a possible result of one of the adventures in Serpent
Moon (though the implications are left up to the GM).
• Emotion Eater: Selenim must harvest Solar-Ka from humans experiencing heightened emotional states
(a process known as "assuaging"). Most Selenim will deliberately manipulate human beings to engender
the emotions they prefer; the Selenim sourcebook cites Iago as an example of assuaging jealousy.
• Et Tu, Brute?: After the original Atlantean exiles (now the Selenim) heroically sacrificed their magical
potential to save their brethren from destruction, the Nephilim refugees immediately proceeded to
conspire with the humans against them. This allowed the surviving humans to later form secret societies
for the express purpose of destroying the Nephilim.
• Fantastic Racism: Nephilim treat Selenim this way, despite the Selenim being the ones who saved the
Nephilim from destruction at the hands of humans after the Orichalka meteor fell. The Selenim rightly
view them in turn as ungrateful traitors.

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o In fact, the Nephilim widely believe that Selenim actually drink human blood (which they don't)
and sleep in coffins (which is a gross exaggeration of their use of Tombs to hoard Black Moon-Ka).
• Familiar: Selenim can turn humans into familiars by "infecting" them with Black Moon-Ka. This creates a
permanent telepathic connection between them and allows the Selenim to control the human's actions
until the Black Moon-Ka inside them decays completely. Unfortunately, this can happen by accident, and
the infectee will suffer side effects like morbidity, addiction, psychosis, seeing the dead, turning into a
werewolf, and rising from the grave.
• Fish People: When they possess a human, the Hydrim (Nephilim with predominant Water-Ka) begin to
gain fish-like physical characteristics.
• Gaia's Vengeance: The Cult of the Dragon.
• Genius Bruiser: Happens a lot, by default. Intelligent Nephilim study a lot of magic, therefore gaining a
lot of power. This leads them to choose which type of humans they want to possess very easily: they
sometimes go for brawny guys.
• Gods Need Prayer Badly: Selenim can actually feed off of human faith, usually directed at themselves.
Hence why they formed cults and religions around themselves in ancient times, especially for
the Mayincatec. Rites of human (or animal) sacrifice also provide them with Solar-Ka; this is still
practiced by the Cultes des Goules, a secret society dedicated to serving them.
• Gorgeous Gorgon: It's in their nature... Humans are fascinated by them but also repulsed by their
characteristics.
• Grand Theft Me: A rare heroic example, which is also deconstructed. The Nephilim are forced against
their wishes to take over human bodies or else remain trapped in perpetually sleep inside inanimate
objects, and they do not like this arrangement. This parasitic dependency is pretty much the source of
any angst that Nephilim suffer if they aren't falling in love with human beings or feeling sorry over their
Simulacrum's fate, though certain Arcana sidestep the issue: the Hanged Man allows the Simulacrum full
control, while the Moon only incarnates in animals.
o When a Nephilim becomes a Selenim, their current Simulacrum's personality and will is
destroyed by this process for unknown reasons, though the brain retains their memories and skills,
which will begin to slowly degrade afterwards. It is unclear whether this applies to any future Simulacra
that the Selenim assumes (in the rare event that said Selenim has redeveloped the ability to
reincarnate, as they lose this ability after the change), though comments in the
French Selenimsourcebook about some older Selenim keeping "banks of spare bodies" seems to imply
so.
• Hell Fire: Powerful Djinni get their hair replaced by incandescent fire. Meaning that this sort of fire
doesn't need any combustion to be created...
• Heroic Sacrifice: The Atlantean exiles originally became Selenim in order to rescue their fellow
Nephilim from the Orichalka Men. They received only betrayal and persecution in return.
• Human Sacrifice: Subverted. The Mystics sacrifice humans possessed by Nephilim for their magic
rituals... it's hilarious when you learn that they actually are supposed to worship Nephilim. "It brings them
closer to their divine nature," they say.
• Humans Are Bastards: Considering the things they do to their own kind (e.g. the Age of Imperialism,
the Great War, the Holocaust, etc), much less to the Nephilim who are simply trying to survive, the secret
societies follow this trope to a T. While some Nephilim may view humans with great disdain, they don't
go around committing genocide or forcible enslavement.
• Julius Beethoven da Vinci: It's quite possible for a single Nephilim to have been several different
historical figures during its existence.
• Land of Dragons: In the French game, Chinese Nephilim, or Shen, were explained as Atlantean exiles
who used powerful magical rituals to create dramatic changes in the magical nature of China as opposed
to the rest of the world, resulting in them having fundamentally different elements than the Western
Nephilim, though they were still represented with the same rules. The planned English version, which
was being designed without knowledge of the French version, would have explained that the entire

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country had fundamentally different elements, astrological associations, occult sciences, and
worldviews just because.
• Light Is Not Good: If you encounter a secret society with benevolent ideals, be assured that it WILL
become crazily fanatic and WON'T hesitate to wipe everything out of its way. Even other "rival"
benevolent powers. On top of that, Angels have no alignment obligations, just personality guidelines.
• Lizard Folk: Onirim gain reptilian characteristics as their metamorphosis progresses.
• Metaplot: "The Revelation" (read: Y2K) was the driving plot of 2nd edition, primarily through the
published campaign The Chronicles of the Apocalypse. This lead into the revealing of the Ar-KaÏm and
the 3rd edition of the game, which changed the apocalyptic focus to the 2012 predictions.
• Mana: The concept of Ka is almost identical to the original Polynesian definition of Mana, which serves
as a measurement of a Nephilim's willpower and magical potential. In the English
adaptation,Ch'awe (Egyptian for "breath") is the term for magic points.
• Mix-and-Match Critters: Kabbalists (people who summon creatures from another plane) are fond of it.
• Nephilim: Well, yes, since it's the title, but not much to do with the Biblical version. The Nephilim are
reincarnating spirits. Specifically, the players as they make different characters.
• Orichalcum: Here called Orichalka, literally "destroyer of Ka." It's an anti-magical metal from Saturn that
represents Black Sun-Ka, which is anathema to the Ka fields of Earth, especially Nephilim. Only Selenim
are immune, since Black Moon-Ka is also a black element (see Elemental Powers, above).
• Our Dragons Are Different: The Strength Arcanum refers to the influence of the elemental fields, and
especially Khaiba, by the epithet of "the Dragon." In the French 2nd edition, this is because the
elemental fields are inhabited by the DraKaOn, which were originally KaIm who merged their bodies
together in the dozens to create continent-sized monstrosities; a side effect is that they influence the
nature of magic in their location and randomly generate element-based monsters called Dragon-Effects.
o Wyrms are dragon-like manifestations of each elemental field. They only form at certain
locations (natural disasters, plexuses and nexuses), and like other elemental creatures they will rarely
last long after the event that spawned them has ended. Drakes are a similar creature, except that they
are deliberately created by sorcerers to guard a particular place.
o The English mailing list and Chaosium Digest included an article that detailed the Devil
Arcanum's path to Agartha, titled "The Coming of the Dragons."
• Our Ghouls Are Creepier: Selenim thralls, humans infected with Black Moon-Ka, fulfill the "vampiric
ghouls" character type. They also double as werewolves and zombies in some cases.
• Our Ghosts Are Different: The Selenim sourcebook goes into great detail into how ghosts work.
Essentially, human Solar-Ka can sometimes survive the death of the body, retaining its consciousness
until the body finally decays into dust (though with special techniques, the Solar-Ka can be preserved
indefinitely). The resulting ghosts can have a variety of motivations, including unrequited love and
revenge, with the more strong-willed ones manifesting as poltergeists, but a few of them become
insanely evil and even try to eat the other ghosts. Selenim are uniquely able to communicate with and
help these ghosts, and put down the crazy and evil ones. The premise is somewhat similar
to Necroscope, but much less idealistic.
• Our Monsters Are Different: Everything. According to the game, supernatural creatures that are
common in human folklore were inspired by the different species of Nephilim, without actually
understanding their true nature. Applies to: Angels, Elves, Genies, Gorgons, Mermaids, Phoenixes, Sea
Monsters, Vampires, and Werewolves. Amongst others...
• Our Vampires Are Different: Selenim feed on strong emotion, any emotion; they can even develop
preferences for particular emotions, like love or faith. This has caused them to not only inspire stories of
vampires, but also Horny Devils and Gods Need Prayer Badly.
o Selenim can also "contaminate" ordinary humans with Black Moon-Ka, which has some
interesting side-effects. Humans contaminated this way will reanimate if killed, and will remain immortal
(though slowly rotting) as long as they are provided with Black Moon-Ka. Black Moon-Ka is also highly
addictive and can induce various morbid psychoses.

164
• Our Werewolves Are Different: Selenim can develop the ability to shapeshift, inspiring legends of
werewolves. They're by no means limited, as each Selenim can develop their own unique form. This can
be generally anything the Selenim can imagine. Succubi and werewolves are just as likely as dragons
and angels.
o Some humans heavily contaminated with Black Moon-Ka will develop a sensitivity to the Moon
fields, and may become full-blown lycanthropes themselves.
• Personality Powers / Psychoactive Powers: Introduced in Chronicle of the Awakenings, Nephilim
Metamorphoses are controlled by a set of "Personality Traits," a measurement of how much the Nephilim
understands and represents that emotion. Had the Selenim sourcebook been released in English,
Emotional Traits would have applied to Selenim Imago (their version of Metamorphosis), representing
what emotions they preferred to feed upon, which in turn would reflect their own emotional states.
• Phlebotinum Killed the Dinosaurs / The Dinosaurs Had It Coming: The dinosaurs (Saurians) had an
advanced magical civilization, and their last great achievement was to build an artificial "Black Moon" in
order to extend their pleasures. The Black Moon began to choke off the Ka fields of the Earth, which
jolted the fledgling KaÏm into awareness. The KaÏm proceeded to force the Black Moon to explode,
destroying the Saurian civilization, with the survivors marching to the impact sites in order to bask in the
residual energy, where they eventually died.
• Proud Warrior Race Guy: The Djinni and Phoenixes (Nephilim with predominant Fire-Ka) are basically
this. The Air-Predominant Efreeti fits the trope too.
• Puny Earthlings: Without Orichalka to defend themselves any human is pretty much defenseless
against Nephilim possession. Humans however have their own Ka (Sun-Ka) which may allow them to
regain control at times.
• Religion of Evil: The horrifying 666 which sought to free the Saurians from their underground prisons.
Knowing the Saurians, they're pretty bound to change Earth into a battlefield of doom. The Devil
Arcanum (Nephilim should follow the fits of uncontrollable madness they experience when they approach
Orichalka!) and the Cult of the Dragon overlaps with this trope many times too.
o The Xibalbans (Mesoamerican Selenim) formed religions around themselves and convinced
their human subjects to perform mass human sacrifice to help them to collect enough Black Moon-Ka
to slowly rebuild the Black Moon itself. However, their plans were spoiled by Cortez, a Serpent
Nephilim of the Wheel of Fortune Arcanum.
• Reptiles Are Abhorrent:
o The ever-rebellious Cult of the Dragon, hated by most of the other secret societies; they
worship natural forces and powers and let them free without any regard to human life.
o The Onirim, who gain reptilian characteristics, are distrusted by other Nephilim. Generally
because they have a reputation for being insane.
o The Saurians. As creatures of the Moon, they were prone to madness and depravity. The last
straw came when they created the Black Moon, which would have choked off the other fields had it
been left unchecked.
• Riddle Me This: As "Magic" in the game is created through the power of words, it is a common way to
seal/open a place.
• Science Is Wrong: Subverted. Rather than the scientific laws we are familiar with, the universe actually
runs on magical laws that perform the same function and more; humans are unable to perceive (much
less use) elemental Ka and therefore it never figured into natural philosophy. Some prominent truths are
that the dinosaurs had an advanced civilization and human evolution was directed by the KaÏm (which
Charles Darwin discovered and covered up with his theory of evolution). The scientific method, however,
is still completely valid. Nephilim even refer to magic as "occult science" and treat it as an actual science.
• Sealed Evil in a Can: The souls of the dead Saurians still exist in the Black Moon fields. Unlike other
examples, however, this is probably permanent.

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o Unfortunately, the ones that didn't die are still living in the subterranean caverns of the lost
continent Mu. There is also the problem of birds being descended from dinosaurs, but thankfully they
are so debased that their original Moon-Ka has been replaced by Solar-Ka.
• Source Book: Dear God. The amount of overly-complicated supplementary material is enough to give
you asthma. The English adaptation, not so much.
• Space Jews: Inverted. The Nephilim have Kabbalah as one of their occult sciences, were persecuted
by the Nazis, and are continually being hunted down by an Ancient Conspiracy. This is quite possibly the
most bizarre example of Positive Discrimination ever created.
• Starfish Language: Enochian, the language of the Nephilim. The medium it uses is somewhere
between light and electromagnetism.
• Sufficiently Analyzed Magic: Magic is a catch-all term used by ignorant humans; Nephilim refer to
magic as "occult techniques" or "the occult sciences." To Nephilim, magic is not magic: it’s applied
scientific theory to manipulating the cosmos.
• Tarot Motifs: The Major Arcana are used for various orders in Nephilim with the Unnamed (Death)
being the Selenium, The Fool representing Major World Changers and the World Representing those
who reached Argatha.
• The End of the World as We Know It: A few factions have this as one of their goals. The Black
Elements tend to figure heavily into such plots.
• Vampire Refugee: It's mentioned in the Selenim sourcebook that some individuals infected with Black
Moon-Ka, instead of becoming slaves to the Selenim who infected them, may become vampire hunters.
• Vampire Vannabe: The Cultes des Goules is a secret society dedicated to serving the Selenim by,
among other things, performing human sacrifice. They don't seem to really know all that much about the
Selenim, as some of them try to emulate their masters by engaging in acts of cannibalism, whereas
Selenim feed on emotions.
• Weird Moon: The Black Moon. It was the original second satellite of earth, created by the Saurians to
magnify their depravity. It's notable feature is that it's a giant power converter that was in danger of
choking the Earth off from the Sun. It was destroyed sixty-five million years ago by the efforts of the
original KaÏm. Nonetheless, its fragments still exist on Earth, attended to by the Selenim and other
creatures who depend on it to survive.
o The Moon itself. It is the source of madness, duplicity, and dreams, and all reptiles are closely
tied to it (including Dinosaurs and Onirim). Possibly birds too, since Dinosaurs had feathers; one may
even assume birds to be the debased descendants of the surviving Saurians.
• Weird Sun: Saturn, aka the Black Sun. It's the source of Orichalka, which is toxic to Nephilim.

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Systems

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Character Creation
There is a shadowed side to our everyday world, an unwritten reality that has been hidden for millennia. You have
unwittingly encountered this reality, whether you realise it or not. Those who think they know are familiar with the
arts of magic, alchemy, and kabala.

You will discover a twilight world of alchemists creating wonders, of cabbalists tracing their pentacles, of
magicians deciphering their books of spells. This is a world concealed behind the false respectability of wealthy
neighbourhoods, flourishing businesses, and historical monuments. This is a world where secret societies wage
unseen war upon each other. A world of mystery and occult magic, which originates in the characters that you
play: the Nephilim.

Your character is one of the Nephilim, with a past more ancient than man, who uses magical powers and who
helped found the major occult arts. You are but a spirit and since the Deluge, have lost your body and have been
forced to inhabit human bodies during different times in history.

Perhaps you witnessed the sack of Troy; contributed to the fall of Rome; spied upon the crowning of
Charlemagne; initiated Napoleon to the mysteries of the secret society of the Carbonari; or even encouraged the
crimes of Jack the Ripper.

In this third millennium the Nephilim of our city waken. Your character rises, rediscovering the mastery of the
magical forces of fire, air, water, earth, and perhaps even the moon. Your elemental spirit takes possession of a
new human body, whether they are willing or not. You import your own ancient personality and the skills that you
have acquired during previous incarnations and now learn how to use those of your new modern day host. Then
begins the journey you have already lived through many times in the past -- the physical metamorphosis of the
human body and the beginning of the long quest for Agartha.

Agartha is the spiritual and physical fulfilment of the Nephilim. It corresponds to a lost state, where the Nephilim
has no need of a body, where he or she can directly manipulate the five magical forces, or fields, and can guide
other Nephilim in becoming an avatar of the Nephilims' families (the greater arcana). Such a character possesses
a great sum of occult knowledge, and knows many of the great secrets of our world.

Before you can reach this exalted state of accomplishment, each Nephilim must undergo several stages. You
must acquire occult knowledge; must uncover great secrets; accustom yourself to this strange world; and
rediscover old volumes stacked away in museums within which are consigned spells. You must undo the plans
hatched by secret societies that work to both destroy the Nephilim and to seize control of the world. You might
find old companions or members of your family, compute new conjunctions, abandon yourself to rites of magic,
alchemy, or cabbala, -- anything to increase your occult knowledge and skills in order to reach Agartha.

You must endure what humans vulgarly call adventures. Each Nephilim knows the origin of their magical race, but
has learned it during various incarnations, step by step, inscribed on forgotten papyrus or engraved on stone
tablets in forgotten languages. This fragmentation of true history makes understanding it difficult. You must
discover from the past what you need for the future.

One of the first great secrets that the Nephilim learns is that History, as conceived by the majority of humans, is a
lie or more politely, an elaborate fabrication at times. Many terrestrial events have actually been caused by the
magical world of the Nephilim. History books only describe the surface of things, lived by individuals and societies
unable to comprehend their true implications, or maybe simply refusing to face the truth. Furthermore, secret
societies fabricate false historic and scientific truths to protect their influence and activities, and these are taught
later as truth.

Hidden from humans and Nephilim, lost in the substrate of economic, political, military and religious powers,
preserving the occult traditions of the West, secret societies try to thwart the Nephilim and steal their secrets, to
influence the change of the new millennium, even to rule the world.

Secret societies are the prime adversaries of the Nephilim. Their capacities are significant, though limited
because they must keep their efforts hidden. The first secret societies were created during the fall of Atlantis.
Some humans learnt magical secrets, magic that they intended to keep for themselves. They could use these
secrets to make themselves more powerful and give themselves influence over the affairs of the Nephilim and
human alike.

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The more time and care you devote to this game, the more you will enjoy playing your character.

First of all, it is important to know the universe of Nephilim which is explained in the following sections:

The Universe of the Nephilim


The Past Incarnations : past periods when your Nephilim has awakened and it brings knowledge and
knowledge,
The Ka : the magical and intrinsic nature of your character,
The Metamorphosis : physical and spiritual changes in body shell of your character (Metamorphosis),
The Simulacrum : the body in which your character has managed to embody in our time
The Occult Sciences : the powers granted to your character.

1- Choose a name for your character.

2- Determine past incarnations that your character had. The action takes place nowadays but your
character is a millennial being. We must therefore choose a past.
In section the Past Incarnation , several times proposed. If you wish to choose other epochs, ask your GM. The
more detailed and rich your personal story, the more the GM can understand what you expect from the game and
the more you will enjoy interpreting your Nephilim.
Imagine the epochs in which you would have liked him to live, in what simulacrum he incarnated and what
occupations he may have had.
For each epoch, also choose vote stasis, the object in which you were locked up and from where you managed to
go out to embody you again.
As a guide, a number of 4 past incarnations is enough, but you can quite choose more or less.

3- Choose the Ka dominant, favorable neutral unfavorable its neutral, minor and major opposite opposite.
The Ka dominant element will allow you to determine the symbolic physical form to which your character will
tend.

4- From the dominant Ka your character, choose his Metamorphosis, its symbolic shape.
In Section Metamorph you will find a list sorted by dominant element.

5- Your Nephilim must be embodied in a human to oversteer in the real world.


Attention, the simulacrum is only the body shell of the Nephilim. In no case must he supplant the personality of
the Nephilim. So choose your simulacrum, ie the human body where you just managed to incarnate. He has a
name, a first name, a gender, an age, a social level, an education, a profession, a family and possessions. It also
has features and skills, but these will be given to you by your GM depending on the system of rules that it uses.
It is ephemeral, it ages and dies
Do not hesitate, too, to detail the background of your simulacrum, your GM can use it to make you live adventures
all the more interesting that they will be anchored in the daily life of your character.

6- Determine a possible membership of a Major Arcana.


Your Nephilim may belong to a Major Arcana . It is a family of Nephilim gathering immortals who have the same
vision of the quest towards the Agartha.
If he belongs to no arcana (or does not remember it), he is an orphan

7- And then?
You only have to manage the encrypted aspects of your character.

Your Nephilim has just awakened. The Quest for the Agartha begins!

Do not forget that everything is possible and that the only limit is your imagination, so do not hesitate to propose
to your GM a concept of character that would not be in this list.

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Character Creation
Quick Reference - Here are the basic steps for creating a character.

STEP ONE: CONCEPT


Decide on a concept and three Aspirations for your character.

STEP TWO: ANCHORS


Choose a emotional Aspect (and an opposed Trait) for your character.

STEP THREE: ATTRIBUTES


Prioritize categories. You have 5/4/3 dots to assign to the Attributes within each category.

STEP FOUR: SKILLS


Prioritize categories. Distribute 11/7/4 dots among the Skills in the appropriate category.

STEP FIVE: SKILL SPECIALTIES


Choose three Skill Specialties.

STEP SIX: NEPHILIM TEMPLATE


Select your Incarnations
Select your Dominant Element
Select your Metamorphosis
Select your Simulacrum
Select your Major Arcana
1 Dot Ka (Ch’awe 10)
1 Dot on both Ka Attributes
1 Point of Metamorphosis
st
1 Circle Occult Sciences at 3 Dots
6 Occult Sciences

STEP SEVEN: MERITS


Select seven dots of Merits.

STEP EIGHT: ADVANTAGES


Willpower is equal to Resolve + Composure. Balance (Morality Trait) is 7. Size is 5. Health is Size + Stamina.
Speed equals Strength + Dexterity + 5. Initiative Modifier is Dexterity + Composure.
Defense is the lower of Wits or Dexterity, plus Athletics.

Experience Costs
Spend the following amounts of Experiences to improve your character (Most characters start as Bronce Initiate)
Attribute:4 Experiences per dot
Merit:1 Experience per dot
Skill Specialty:1 Experience
Skill:2 Experiences per dot
Integrity:2 Experiences per dot
Ka: 5 Experiences per dot
1st Circle: 2 Experiences per dot
Occult Science : 1 Experience
2nd Circle: 3 Experiences per dot
Occult Science : 2 Experiences
3rd Circle: 4 Experiences per dot
Occult Science : 3 Experiences
Willpower or Ch’awe : 1 Experience per lost dot

Experienced Nephilim
Storytellers may choose to allow players to make more experienced characters to start play. These bonus
Experiences allow characters to start beyond that level. Every 5 Experiences is an extra Incanation.

Rank Bonus Experiences Rank Bonus Experiences


Initiate 5 Mover and shaker 35
Rising star 10 Urban Legend 50
Novice 15 Master 100
Adept 25

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The Immortals
Immortals can identify them with a particular mode of vision, Ka Vision. Their eyes revolt, their bodies spasm of
spasm .... and they can see the Magic Fields, linked to the elements, and everything that is invisible to the eyes of
mortals. Each immortal category has a special shape, more or less visible inVision Ka, regardless borrowed body,
or simulacrum.

The Nephilim
The Nephilims are the Fallen Kaïms. All that remains of them is an assemblage of the five main Ka elements:
Earth, Air, Fire, Water and Moon, organized into a pentacle.
The dominant element (Ka-dominant) is the most visible. It divides the Nephilim into five categories:

• the Pyrim (Ka-Fire) ,


• the Hydrim (K-Water) ,
• the Eolim (Ka-Air) ,
• the Faërim (Ka-Earth) and
• the Onirim (Ka-Moon) .

In addition, the Habitus, or best known spells, are engraved in the Pentacle.

The Nephilim expresses its nature by slightly changing the appearance of itssimulacrum, according to its Ka-
dominant and personality. These are the Metamorphs, which symbolically recall its appearance as
Kaim. Shapeshiftersoften resemble mythical creatures of human legend.

The Nephilim can practice three main occult sciences:


Magic
The Kabbalah
Alchemy

Given the antiquity of their existence and their love convoluted situations, the Nephilim have had ample
opportunity over centuries to organize in secret societies: the Major Arcana. This allows them to oppose the
secret organizations of the initiated humans, who often see very badly those beings who can take possession of
their bodies.

Ka
The Ka is the vital force of the Nephilim. It is a pure energy, mind and matter combined. It is also the measure of
his wisdom, his ability to forge his destiny and his progression towards the Agartha. But the Ka is also the magical
force of the Nephilim. It connects him to the magic fields and allows him to have an action on them.

The Ka is the synthesis of the five elemental magic fields into a coherent force. It is composed of five Ka-
elements: Fire, Air, Earth, Water and Moon.

The Ka increases when the Nephilim progresses on the path of wisdom. He is initiated into the mysteries and
secrets of the universe.
The use of his Ka-elements also enhances his mastery of magical fields.

The Ka can diminish in magical combats or catches by the secret societies. The Orishalque directly destroys the
Ka of the Nephilim. It is a mortal danger. Only Selenim can escape the Orichalcum with the Black Moon.

Ka-vision
A Nephilim can use his Ka to perceive his environment without going through the five human senses. It then
switches to Vision-Ka. This effort causes a kind of trance: the eyes are revulsed, some trembling run through the
body of the simulacrum. The Nephilim sees the magic fields surrounding it and can feel their strength.

It can also speak the original language: the Enochéen. It is a vibration of magic fields from the Ka of the
Nephilim. Since the fall of the meteorite of Orichalque, only low-enocheen is used.

Too use vision-Ka has two risks: the five senses atrophy of the simulacrum and get lost in its vision.

System: Either just spend a point of Cha'we or roll Ka amount of dice and if successfull Ka vision is in effect for
one scene (or if you want to be more stringent one round per success which can be increased by spending more
Cha'we). The Reach of the Ka-Vision is Ka x 50m.

171
Vision-Ka Ka x 3 during a pass, his body shakes a few spasms, his eyes roll and the Nephilim back to her
senses-Ka. In case of normal failure, he may make another attempt one minute later.

Interaction with the physical world


After the first pass, the Nephilim regains control of Semblance and tremors cease. The reflex activities are
paralyzed and any gesture requires an effort of concentration (The GM may request another test under the Ka.):
- Any object manipulation or exercise requiring precision motor suffered a penalty of -1 Dice
- All major exercise (running, swimming, climbing, etc.) incurred a penalty of -2 Dice
- The penalty is -2 Dice for the fighting.

Maintenance in Vision-Ka
It is dangerous for the human body and may atrophy sense of the simulacrum.
After an hour of maintenance, the Nephilim must leave Vision-Ka and rest for an hour.
Selective Vision-Ka (a ka-element in particular): Ka-element

Lower Senegal
This is an impoverished and distorted form of Enochéen, allowing it to be decided by Simulacra . It was originally
a highly symbolic language composed of vibration Magic Fields .
To speak Enochéen: test under Ka -1 (must already be in Vision-Ka)

Ka-Elements
Each Ka-element measures the ability of the Nephilim to manipulate the corresponding magic field.
The Nephilim must choose a Ka-dominant element that will determine its elemental affinity and therefore
its Metamorph .

In the sixteenth century, Agippa prince of magicians, grouped the Nephilim in his book De Occulta Philosophia
Libri tres. He called the Nephilim of the Fire the Pyrim, those of the air, the Eolim, the water the Hydrim, the earth
the Faerim, and the moon the Onirim.

The Pentacle
The five Ka-elements are arranged in pentacles. It can be visualized in Vision-Ka and represents the Ka of the
Nephilim, its vital force.
But the Ka-elements also concentrate in certain parts of the body of the simulacrum and are seen as rays of
bright and transparent colors.

Fire: This is the upper leg, it rises like a flame. The Ka-Fire is located near the heart.

Earth: This is the left central branch. It is horizontal and stable. It is on it that everything rests. The Ka-Earth is
located in the bones.

Air: This is the right central branch. This horizontal branch is stabilized by the first horizontal branch, that of the
Earth. The Ka-Air is located towards the head.

Moon: This is the lower left leg. It is the first descending branch, that of hidden energies. The Ka-Moon is located
on the sex.

Water: This is the lower right leg. It is the second descending branch, it flows like water.Ka-Water circulates in the
blood system.

Structure of the Pentacle


The intensity of the Ka-elements varies harmoniously according to the Ka

The Ka-between as dominant majority in the composition of the Nephilim. It gives the best capacities of magic
and directs its personality.

The two Ka-elements located on the two branches closest to the Ka-dominant are considered neutral. One is
the favorable and one unfavorable neutral.

The two Ka-elements situated on the two branches furthest from the Ka-dominant are considered as the opposite
Ka-elements. One is the opposite minor and the other the opposite major.

The Ka-elements indicate the magical and psychological orientations of the Nephilim.

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Ka-Attributes
When a Nephilim takes possession of the simulacrum, its Ka-elements will influence the characteristics of the
human.

Dominant Element Attribute


Air: Intelligence & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)
Fire: Strength & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)
Earth: Stamina & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)
Water: Dexterity & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)
Moon (Spirit): Presence & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)

Ka-neutral and opposite elements


Once the Ka-element selected Dominant , neutral Ka elements and opposite resulting as indicated below:

Ka Dominant Ka Neutral Ka Opposite


Earth Fire and Moon Air and Water
Fire Earth and Air Fire and Water
Air Fire and Water Earth and Moon
Moon Water and Earth Fire and Air
Water Air and Moon Fire and Earth

Occult Science Occult Science Occult Science


As normal neutral +1 XP Cost opposite +2 XP Cost
favorable neutral -1 Dice opposite minor -3 Dice
unfavorable neutral -2 Dice opposite major -4 Dice

More Ka-Forms
Orichalcum (Void Element): The Orichalka is the killer of Ka. This element was brought to Earth by the
meteorite that caused Atlantis to sink. The fields of Orichalque are linked to Saturn. They do not radiate like other
elementary fields but group together in a compact mass like mercury on a flat surface. Orichalque can be easily
assembled in metals. It does aggravated Damage and negates double Damage Ch’awe. By touch it does one
Lethal damage per turn and negates one Ch’awe.

Ka-Sun (Life Element): It is considered the most powerful element because it allows to directly handle the power
of the Sun. By this power, he first opposes all the elements and then agrees with them. All evolved life forms (and
especially humans) possess Ka-Sun, but it is inactive and can not be awakened (except in exceptional cases).
Only the Nephilim who have reached the Agartha can awaken the Ka-Sun and use it.

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Ka (Advantage)
Ka Attribute/Skill Max Ch’awe Ch’awe of the other Max Circle Metamophosis Aspects
Maximum / per Turn four Elements
1 5 10/1 8/6/4/2 1/0/0 1 1 Emotional
2 5 20/2 16/12/8/4 1/1/0 2 1 Physical
3 5 30/3 24/18/12/6 1/1/1 3 1 Emotional
4 5 40/4 32/24/16/8 1/1/1 4 1 Physical
5 5 50/5 40/30/20/10 2/1/1 5 1 Emotional
6 6 60/6 48/36/24/12 2/2/1 6 1 Physical
7 7 70/7 56/42/28/14 2/2/2 7 1 Emotional
8 8 80/8 64/48/32/16 3/2/2 8 1 Physical
9 9 90/9 72/54/36/18 3/3/2 9 1 Emotional
10 10 100/10 80/60/40/20 3/3/3 10 1 Physical

Regaining Ch'awe: Nephilim normally regain 1 Ch'awe per hour. When engaging in an elementally appropriate
activity, the Nephilim should make a roll using the two Attributes associated with their Dominant Ka. Each success
causes the Nephilim to regain 1 additional point of Ch'awe. Nephilim may make this roll once every 30 minutes
when performing such activities. Examples of such activities are acts of gluttony or hedonism for Satyrs or
intensive study or philosophical discussion for Angels.

Chanelling Ch’awe: When engaging in an meditation near his Dominant element, the Nephilim should make a
roll using the two Attributes associated with their Dominant Ka. Each success causes the Nephilim to channel 1
additional point of Dominant Ch'awe. Nephilim may make this roll once every 30 minutes when performing such
activities.

favorable neutral 2:1 Ch’awe opposite minor 4:1 Ch’awe


unfavorable neutral 3:1 Ch’awe opposite major 5:1 Ch’awe

Mask of the Nephilim


At Ka 1, Nephilim are visible only to one another with active Ka vision
At Ka 3, Nephilim are visible to any human psychic, sensitive, or magician when searching supernatural
At Ka 7, Nephilim are visible to everyone when they use their powers
At Ka 10, Nephilim are visible to everyone constantly

Balance (Morality Trait)


It is the Balance between the Elemental Soul and the Human Soul
Every point over 7 reduces the Ka for the Mask.
Every point under 7 adds to the Ka for the Mask

Metamorphosis
Each Metamorphosis is tied to an element and gives up to Head (Sense), Hands, Feet, Skin (Body), Odor/Voice
(Aura) for Physical Effects, and up to five Emotions. Each Metamorphosis trait will, when manifested, give some
sort of elemental (if martial Metamorph: such as burning Hands, earthy skin, strong Winds around him, etc.) or
mystical bonus (if spiritual Metamorph: such as claws for lethal damage, leathery hide for armor, wings for flight
etc.), Attribute Boni, Dread Powers and Numina are also possible. The max amount of simultaneous activated
metamorphosis traits is limited by Ka. By acting according to your Metamorphosis emotions you will regain
Cha'we or Willpower as chosen by the player. Examples can be found in Chronicle of Awakenings for Nephilim
(this is basically the same or similar to how Vice/Virtue and replenish of WP works in WoD today I just expand the
amount of emotions and what you gain from them).

Simulacra
When a Nephilim attaches to a human host he can tap into some of the Skills of that human and use it but it
comes with a risk. Each time the Nephilim access such a skill and fails there is a chance the human will take over.
Dramatic Failure will lead to the human coming to the surface immediately.

Stasis
This Object holds Ch’awe at halve of the Character has: 5/4/3/2/1. This should be noted on the Character Sheet.

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Incarnations
Nephilim is both the best and worst game you have never heard of. It used everyone’s favorite system BRP in a
tortured and hideous way to bring to life a neat occult game about immortal beings endlessly dying and
reincarnating and fighting over trivial matters. I am in the mood to think about Nephilim because I am in the middle
of Neal Stephenson’s Quicksilver, a very Nephilim novel indeed.
One of the most compelling parts of the old RPG was in the character creation. A player would pick several past
lives in several interesting bits of history and pick skills/stats/magic/thingies gained from that period. This works
much better in the Chronicles of Darkness build than in BRP and using the system for picking Incarnations.

So let’s say you, a Nephilim dude, were around in the French Revolution. Well, you could pick up the aspect of
Revolutionary! but how fun is that? It’s an occult game, after all, with magic and secret societies and rivals who
chase you through multiple lifetimes and secrets of the universe and alchemy that Works Works Works!
There’s a ton of Nephilim background here that I’m not going to fill in right away but just assume that the main
Nephilim secret societies are based on the Tarot and there is sorcery and alchemy and summoning all to master
all the while busy living and turning slowly into some other… thing and having Templars trying to kill you.** And
you, the player, want to define Aspects for that past life.

Instead of one aspect per section, you get two — you are, after all, super old and these might be very weird
aspects (like CENTURION for Ancient Rome or PRIESTESS OF ISIS for Ptolemaic Egypt) that would come into
play in super weird aspects. But for your past lives you pick two out of three: two of [Magic, Past Life, Secret
Society]. For example:

In ANCIENT ROME, you lived as a CENTURION and developed your FIRST CIRCLE SORCERY but you
neglected your contacts with JUSTICE and fell away from your circle.

In a later life you lived in PRE-REVOLUTIONARY FRANCE you schmoozed with ALCHEMISTS of the rankest
order and hung out with the LOVERS (your new society after Justice kicked you to the curb) but you didn’t follow
through on your role as a DRUNKEN ARISTOCRAT… with predictable results.

And so now you end up with this neat and eclectic set of aspects from just two life times. Three lifetimes you have
alone, two lifetimes you have with other players. Ten aspects all which can be invoked at the very strangest times.

This would work for any HIGHLANDER-like game with immortals living the span of time.*** The should have an
eclectic collection of Incarnations.

A Nephilim is an immortal creature whose spiritual essence has crossed ages and eras. At times, a Nephilim
manages to incarnate in a body and to act physically on the world. These moments are important because they
transform the Nephilim into an actor of that time and bring him knowledge and experience that will serve him
later.

It is important to choose periods of incarnation and to detail the life and role of your character at these times. Do
not hesitate to rely on historical events or famous people. The more you detail your character during this period,
the more your GM, and you will have material to support your Nephilim these days.This can be a real pleasure
when creating your character.
There are many history sites that can help you, and your GM will be able to give you the necessary details both in
terms of the skills acquired during this incarnation and elements related to the occult story you might have known
about.

The pentacle is the receptacle of the Ka-elements of the Nephilim. It contains its Sapience, the set of knowledge
assimilated by the immortal over the centuries.
It is his memory.
Unfortunately, every bite of Orichalque, each restoration stasis, makes him lose this millenary knowledge.
During its awakening, the Nephilim finds the fragments of his past incarnations.

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For more information on the impact of periods of incarnation on creating personange, thank you to refer to
page Character Creation and the corresponding rules.

Over the ages, some Nephilim gathered together to accomplish a common goal. Their elemental natures may be
opposed, but they will always be complementary when carrying out their quest. In founding an occult fraternity,
the Nephilim bind and take an oath by mixing a piece of their Ka. This pact is engraved in their pentacle and
resists the wear and tear of time.
When he wakes, a Nephilim will first seek the other members of his brotherhood. Perhaps some clues await
him. The fraternity was able to constitute a refuge serving as a meeting point.
Whatever the epochs, the Nephilim seek to unite in order to realize their dream: to find the Agartha!

Your Nephilim has had several periods of past incarnation. Here is a non-exhaustive list as an example.You can
choose several.
By way of illustration, the Nephilim have, in general, the memory of one to four past incarnations.
For each incarnation, you can choose several simulacra. The advantages given to you by choosing a simulacrum
(knowledge, skills, etc.) will be given to you directly by your Master of the Game.
It is up to you to describe the historical context, the simulacrum (s) in which your Nephilim was able to incarnate
and finally the stasis corresponding to the time.

Not all epochs have yet been described. If you are interested in any of them, contact your GM, they will provide
you with important information.

The Elemental Wars


Period of Great Hunt. It begins with the Fall and extends over the first centuries of human civilization. At that time,
the Kaims became Nephilim, the first "natural" Selenims appeared and the first human societies developed.
For more information on the Key events of this period, you can consult the help of ensuing face .

Noah's ark
World / about -8000 to about -5000
Despite the fall and their own misfortune, the Nephilim heirs of Prometheus decide to support men in the trials
that await them. Conducted by Noah, they help them to survive the submergence of Atlantis and settle on
untouched lands. Hais by their brothers, hunted down by the first hunters of Immortals, they persevere, educating
and relentlessly attending the nascent humanity. Their incessant efforts are at the origin of the age of the
Compacts secrets.

The Sons of the Stars


World / about -8000 to around +500
The Nephilim and the Selenim discover the surviving Kaims in a curious state: a voluntary Narcosis in the form of
a giant glyph. They understand that they are the Sons of the Stars, the exiled marginalized of Atlantis, persuaded
of the existence of a creative extraterrestrial consciousness of the Kaim. Armed with this conviction, the Sons of
Stars have mutated to attract the attention of this power. Some, amazed, then travel the world to find and study
these strange brothers.

The wars selenim


World / about -6400 to about -6000
The Promethean Swords defeat the Nephilim. Witnessing a fortuitous encounter between the terrible hunters and
the "natural" Selenim - undoubtedly the Onirim having tilted involuntarily -, Lilith, a Kaim, realizes that the Black
Moon allows to resist Orichalca. Lilith then conceives rites of transformation and succeeds in convincing some of
her brothers, in spite of the horrified reactions. The first Selenim founded on the Promethean Glades. The
Nephilim are saved.

The Shadow of Rebis


World / about -7000 to about -6700
A strange monster - a single trunk, two heads, two pairs of legs and arms - wanders through the world.All are
fleeing from this horror. Some Nephilim and Selenim dare to make contact. The creature is formed of the same
Elements as the Nephilim: the monster declares to be called Rebis and to be in search of a shadow that visited
him in his palace before the Fall. Curious and fascinated, these Nephilim and Selenim accompany him for some
time, then conclude to his madness and abandon him to his chimeras. Thus, in the Invisible History Rebis, the
most enigmatic master of Alchemy, one of the members of the Glorious Alloy.

The Moon Shield


World / about -6000 to about -5000
The confrontations between Nephilim of Opposite Elements explode. The Onirim, victims of an atavistic taboo, a
legacy of the saurian threat, have become privileged targets. With some companions, Morphée - Onirim whose

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name Kaïm remains present in the memories despite the damage of the Fall - imposes itself as the protector of
his lunar brothers, especially against the Pyrim. Their most celebrated battle opposes them, towards the end of
the elementary Wars, at Circe on the island of Rhodes.

The Clearing House


World / about -6000 to about -5000
At the heart of the elementary confrontations, the Nephilim become aware of their possibility of spiritual
progression. The dream of regaining a state of completeness and fulfillment takes shape: the notion of Agartha
has just been born. Bearers of this hope, they walk the fields of battle to call for peace and communicate their
optimism. Despite the difficulty of their task, they end up being heard. Immortals now have a future.

The Clans
World / about -5300 to -2000
The fratricidal warfare faded gradually and the Nephilim finally learned to meet, to assemble, to exchange. The
groupings are no longer made by elementary resemblance but by spiritual affinities. Clans appeared and a society
of Nephilim emerged. These structures will be at the origin of many secret Compacts and will serve as a basis for
Akhenaton when he will create the occult families of the Immortals, Major Arcana.

The Boreal Sanctuary


Poles / about -8000 to about -5500
In the north, Pelagos - a Hydrim with renowned wisdom - built Hyperborée, a refuge for the last Kaim.The country
becomes the object of innumerable quests. The epics initiating the confines of physical lands and subtle planes
multiply. Then Hyperborea stops radiating. Those who reach the kingdom then report divergent testimonies: from
the haven a prey to internal dissensions to the devastated and abandoned land. The mystery will never really be
lifted.

The Venice of the Mirrors


Poles / about -7300 to about -6900
The seekers of Hyperborea discover the existence of another refuge, created at the South Pole during the
Fall. Some start looking for her and leave for Antarctica. Climatic rigor and geographical data are the first
difficulties. To these natural obstacles are added also chaotic magical disturbances which the Nephilim fail to
understand and which put their essence in danger. The quest for the Southern Sanctuary must stop.

The Promise of Hades


Europe / about -6300
In Erin, present-day Ireland, a group of Promethean Glaive discovers a passage to the chthonian world.They
perceive the magic power of the place and develop rituals to reinforce the power of their Orichalque
weapons. They are spotted and killed by a group of Selenim the Fomors. The worst is avoided but the evil is
done: men will now seek other entrances to Hades to develop their uses of the terrible saturnian metal.

The first age of Erin


Europe / about -5500 to about -5000
Immortals from Hyperborea, the Tuatha de Danann, docked in Erin. The wealth of the magic fields fascinates
them and they decide to settle there. But the occupants of Erin - the Fir Bolg, a human tribe - oppose the
arrival. Masters of the elemental energies of the island, they unleash their anger on the stupefied Immortals. It is
only with the help of clan Fomors, the Selenim, the Tuatha de Danann finally manage to overcome the Fir Bolg.

Enemy cousins
America / about -6100 to about -1200
Nephilim seek refuge in the Selenim of Central America. The first group remained a short time: led by Shemesh, a
hero of the Elementary Wars, plundered the Selenim's knowledge of the Ka-Sun and returned to Europe. The
second group - headed by Suryo, an emblematic figure of the supposedly balanced Ka-elements - lives and
learns peacefully from the Selenim ... until he decides to explore magical accesses to former Saar territories. It is
the conflict between cousins. Few, the Nephilim are forced to hide or flee.

The fall of Eden


Middle East / about -6500
The Custodians, of the Kaim worshipers of Mother Earth, Ka-ia, have left Atlantis. When they arrived in
Mesopotamia, they founded Eden, a kingdom where they live in harmony with humans and animals. But one day,
the Promethean Glaives founded on this paradise, already shaken by the Fall. Some Nephilim escape by
incarnation in animals. Some will now maintain this habit and will later form the Arcana of the Moon.

The Tower of Babel


Middle East / around -5800 to about -5200
Nephilim, fleeing the battles, seek refuge in Eden: they find there only a devastated paradise. Lovers of the
Sapience and convinced of the necessity to educate the man, they conceive the project of the library-world of
Babel. A magic tower built and learning begins. But Babel stirs up covetousness.Initiates, descendants of the
Promethean Glaives, infiltrate, plunder and destroy the edifice: for them a ridiculous booty, for humanity a terrible
loss ...

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The first harbor of Concorde
Asia / about -5900 to about -5800
The crash of fratricidal fights draws the Green Lion, a very old Nephilim, from his pre-alchemical studies.To help
his people, he built a harbor of Concord in the valley of the Indus. In this land of wisdom, he offers them peace
and reconciliation. But the treachery of an Onirim led the santuary to be lost. Furious, the Green Lion launches
body and soul in the elementary Wars. It will take him several centuries to exorcise his rage.

The secret Compacts


This period is symbolized by peace and return to the hold. Immortals and humans agree to coexist. It is the
emergence of the Compact, the most famous of which is Egypt, which leads to the creation of the Major Arcana.

5000 BC - The Thuata Danann


1350 BC - The Thebes of Akhenaten

The failure of the Compacts


The failure of the Compacts sees the disappearance of the Immortals from the front of the occult scene;Their
knowledge becomes secret. Oppositions now take place within the occult groups: the Nephilim against the
Nephilim, the Minor Arcana against the Minor Arcana.

1200 BC - The Fall of Troy


587 BC - Babylon
330 BC - The Empire of Alexander the Great
150 BC - Carthage
50 BC - The War of the Gauls

The secret Wars


With the "Jesus incident", each faction understands the importance of controlling the secular world to achieve its
goals. The formalization of Kabbalah and Alchemy took place at that time. Players who are interested in these
occult sciences must choose this or any later period.

30 AD - Jerusalem
60 AD - The Imperial Rome of Nero
415 AD - The Court of King Arthur
911 AD - The Vikings of Rolon in Rouen
1000 AD - Constantinople
1243 AD - The Fall of Montsegur
1314 AD - The Fall of the Temple
1410 AD - The Prague of Jan Hus
1431 AD - Joan of Arc in Rouen
1534 AD - 1 536 AD - The Siege of Munster

The New Worlds


This is a period of revolutions: cultural, technical, scientific and moral. The Immortals are confronted with the
failure of their occult wars, the Templars and the Mysts are reborn. The Immortals of Europe also discover their
cousins on the other continents.

1492 - The Fall of the Kingdom of Granada


1534 - The Italian Renaissance: The Machiavellian Paradise
1517 - 1,580 AD - Istanbul and the Empire of Soliman the Magnificent
1609 - The London of Shakespeare
1630 - The Paris of the Musketeers
1650 - The Fronde
1793 - Revolutionary Paris
1816 - The Venice of Shelley and Byron
1890 - The Jack the Ripper's London
1873 - 1 901 AD - The Victorian Apogee

The great Revival


The Apocalypse is approaching, and the stakes are high. All factions see their plans shattered by the Great
Revival. The Nephilim and Selenim multiplied; The Arkaims appear. The millenarian prokets of minor Arcana are

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set up ...
For more information on the Key events of this period, you can consult the help of ensuing face .

The Great War


World / 1914-1918
The resentment between Austria-Hungary and Serbia tilted Europe, and then more restricted the other continents, in the First
World War. The occult actors are on the defensive. Everyone is convinced that this is a maneuver from the opposing side. But
soon enough, an observation must be made: the horror is due only to the folly of men. The most enlightened - or the most
mythomaniacs? - see the sign of the Apocalypse infiltrating the consciences.

The Black Years


World / 1933-1945
Hitler was appointed Chancellor. Berlin becomes the court of European occult intrigues. The Ark of the Covenant, the Grail, the
Hollow Land, the extermination of the Jews and Bohemians, on the sidelines of the war, the Third Reich multiplies the esoteric
offensives. It is perhaps even this scattering that allows his opponents to make him fall.

The World Government


World / 1945 to the present
At the end of the Second World War, the United Nations was founded. Suddenly the specter of the Illuminati of Bavaria - at the
origin of the Enlightenment during the New Worlds - reappears. All see Denier's hand in this project and massively invest the
new structure. The struggle for influence begins: dozens of commissions, cells, offices, are created. Most of the time, the UN, all
its internal quarrels, is almost paralyzed.

The Communist Threat


World / 1947 to 1985
With the Cold War, the Union of Soviet Socialist Republics became the sworn enemy of the United States of America. Behind
this opposition lie harsh opponents of the Templars. The Nephilim try to contact these unexpected allies but face a violent
hostility. In the East, the Nephilim are undesirable. Around 1985, for unknown reasons, the occult masters of Moscow
abandoned the Soviet regime. The communist bloc collapsed in the years that followed.

The EEC
Europe / 1957 to today
The constitution of the EEC triggers a new crisis of paranoia. It seems henceforth that no supra-national structure can be
created without the Minor and Major Arcana seeing it as the hand of the Denier. Like the UN, the EEC is therefore
infiltrated. However, in spite of attempts at scuttling, the construction progress inexorably: evidence for some that their
"conspiracy" fears are well-founded!

The promised land


Near and Middle East / 1948 to 1987
Thanks to the United Nations, the State of Israel was created in 1948. But efforts to update it remain unsuccessful. An esoteric
agitation animates Jerusalem: the Jewish heritage - and therefore the Kabbalah - is the object of many investigations and even
unexpected exchanges between opposing factions. The situation changes in 1987: this research becomes undesirable and a
special branch of the Mossad is in charge of discouraging the unwary. An occult power occult installs itself quickly in the wheels
of power of the young country.

The roaring years


America / 1919 to 1929
US trade has largely benefited from four years of war in Europe. The United States of America then became the site of a pitiless
economic confrontation between the Temple, the Denier and the Nephilim - notably the Emperor's Adopts. The stock
market crash of 1929 marks an end to hostilities. The Templars are hit hard. The Denier and the Emperor are conscious of
having avoided the worst. With more cautious actors, the economic war becomes more hushed.

The Obsidian Butterfly


America / 1931
In New York, a group of occultists manipulated by several minor Arcana find a dagger linked to Itzlapalotl, a deity of Central
America. The object inspires the wildest speculation: Itzlapalotl is sometimes a Selenim, sometimes a Saurian; The weapon is
sometimes a sort of stasis, later a focus to invoke it or even an artefact to control it. Thanks to the alliance of Nephilim and
Indian insiders Yaqui, the threat is rejected ... but the dagger remains ultimately untraceable.

The New Frontier


America / 1960-1969
In its development of elementary galleons - magical ships capable of traveling in the Akasha - the Temple imagines a crazy
project: to test the nave of the Moon on the lunar star itself. The race to the stars begins, the counter-race too. From researchers
to President Kennedy, victims are piled up. The fatal blow comes from the R + Cs which in space destroy Apollo 11. On earth, in
the studio, the Temple organizes a masquerade to keep his head high.

The roof of the world


Asia / 1950 to the present
For strategic reasons, China invades Tibet. This event went unnoticed by the occult actors until the early 1980s. Then, legends
forgotten since the Secret Compacts and even the Basic Wars - Shangri-La, the White Sages and the King of the World -
resurface and now seem to motivate The Chinese occupation.Despite the efforts of many immortals from the East and the West,
the mysteries of Tibet - if they exist!- remain whole.

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Ka Dominant
It’s a character’s ur-Aspect, the One Aspect to Rule them All, at least in the context of a character sheet. It’s a job,
it’s a template, it’s a mashup of job and template, it’s a family, it slices and dices. It says what a character is in a
nice concise single title.
Nephilim break down into three concise bits: the Ka, the Metamorphosis and the Arcanum or the splat, the sub-
splat, and a collection of splats into a faction. These aren’t as loose as they are in the Chronicles of Darkness
world. They’re clearly defined and a player needs to pick from menu a, menu b, and menu c to combine into a
High Concept.
Nephilim goes deep into what Ka is on a mystical sense and how Ka plugs into various magical fields in a
pentacle and how it breaks down into the Classical Aristotelean elements. Essentially it’s an ur-splat that defines
personality traits and interesting ways to invoke it as an Aspect (Water for dexterous tasks, Moon for talking to
people, etc.) Ka is an element defined in the discrete set:
Ka => [Fire, Air, Water, Earth, Moon]

Or we can be fancy and use Latin:


Ka => [Pyrim, Eolim, Hydrim, Faerrim, Onirim]
From Now on Moon is the Element Spirit
(Earth = Solid/Land, Water = Liquid/Oceans, Air = Gas/Mountains, Fire = Plasma/Deserts, Spirit =
Aether/Nocturne)
These are largely color but very interesting color. For example, an Earth Gnome Nephilim will slowly take on
brown skin, pointed ears, and speak in the rustling tones of the stones. The slower moving Water Undine
Nephilim is a swampy, scaly killer who embodies the deep sea.

Choosing the Ka Dominant


Be careful, this choice is not insignificant because this Ka-element represents the very essence of the Immortal.
It conditions his perception of the world and the way in which it influences it.
It is therefore necessary to choose his Ka-dominant element that best suits the aspirations of the Nephilim to
create or the one whose Player-Player feels closest.

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The Element of Fire

Your personality as a Fire Nephilim:


You are likely to be one of the original self-starters. Passionate and full of strong feelings and ideals, you do not
need external stimuli to get you moving in new directions. Drama is your mantra. Perceiving life as a game with
high stakes, you are just as passionate when you win as when you lose. In many ways you act and feel as if the
world revolves around you, and sometimes it does. You tend to dominate your sphere, and when you come
across other Fire Nephilim you instantly like or dislike them with no feelings in-between.

You are devoted to your ideals and beliefs, and will play the game of intrigue to the end, displaying your
boundless enthusiasm no matter what the outcome. You despise static, unchanging and unyielding situations,
and will put forth your best efforts to change them. With your courage, energy and dramatic flair, you can be an
effective leader, and will be the first in line to explore uncharted regions.

Your tendency to act first and think later, however, may lead others to accuse you of insensitivity. Learn to be
more aware of others’ feelings. Realize that your actions affect others’ lives in ways that you may not have
considered. Remember to develop sensitivity and appraise situations intellectually before you act with your heart

The Five Traits that define you

There are five traits that all Fire Nephilim possess to varying degrees. You must choose one of these as a
dominant trait in a game session, meaning that is the behaviour you will focus for that particular game. What this
entails is that you can focus your acting energy on a particular personality aspect, and it will help guide you when
you are playing so that you can maintain a reasonably consistent portrayal of a character. You are encouraged to
change traits for sessions, so that you explore different aspects of the elemental personality.

Righteousness
The Fire Nephilim exhibits righteousness. These Nephilim conform to the standard of moral law. They do what is
right and are known for their sense of fair play. They are truthful, straightforward, just, upright and virtuous in their
dealings with other Nephilim

Warriors
The Fire Nephilim are true warriors. They demonstrate courage, fortitude, zeal and pugnacity. They have the
mental and moral strength that enables them to venture into unknown waters and to persevere and withstand
danger. They seldom show fear and are confident in their actions. They have mettle, resolution, and tenacity.
They can face danger or difficulty without flinching or retreating. They will fight for their principles and have a
stubborn persistence that is unwilling to recognize defeat. They have grit, back bone, guts, and are willing to keep
fighting under all odds. They are aggressive and thrive on challenge.

Spiritual
The Fire Nephilim are of a spiritual nature. They have a nature that gives them physical energy, strength and vital
powers. Their essential characteristic qualities are liveliness, energy, ardour, enthusiasm, courage and action.
They have a firm, courageous and assertive disposition that is their most characteristic quality.

Goal Oriented
The emotional nature of the Fire sign is goal oriented. These Nephilim like to win or be the best in anything they
pursue. Their aggressive nature makes them just one big ego. There is nothing more stimulating to them than to
win, and there is nothing more depressing to their ego than to lose. They strive to be the centre of attention and
are at home when showing-off.

Deceit
Deceit is one of the faults of the Fire Nephilim. They are determined, spiteful and revengeful. When angered, they
will go to almost any extreme necessary to get revenge, and that revenge will more often be at the moment of the
anger. When they're mad they want everyone around them to be mad. They are spiteful and will deliberately and
openly do things that irritate someone to the point of anger. They are very short-tempered and anger easily. They
are straightforward and have no reservations about hurting the feelings of others, and they are prone to inflict
physical pain as well as mental pain. Just as the main virtue of this sign is being just and right, its main fault is
deceit.

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Fire
Energy is both creative and destructive, its principle is action. If the Ka-Feu is movement, violence and strength, it
also represents eroticism and artistic inspiration.

Fire is communicative, moods, expansive and excessive.

The Fire is called Nephilim Pyrim. For him, there is only good and bad, white or black.He is often keen in his
decisions and can not bear to waste his time.

Fire Nephilim are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human,
with one or two traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that
waves like flames or eyes that glow when the Genasi is angry.

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The Element of Air

Your personality as an Air Nephilim:


You love to live in your intellect, and excel at organizing, planning, and developing new techniques. Your
strengths are logic, reason and impartiality. Because of your ability to remain detached and objective, you are a
fair-minded judge of most situations. You can see and understand interrelationships that those who are
emotionally or practically oriented find difficult to fathom. You could be a fighter for ideas and ideals, like a
statesman who lives simply, has few material needs, and is held in high regard for his beliefs.
You like to connect people and ideas. Not being much interested in practical experience, you live in a world of
concepts and use social interaction as your medium. Although you are a very social person, you prefer to remain
detached. Emotional displays turn you off and you would rather negotiate. You may be in danger of being cold
and emotionally insensitive to others. Understand that many do not operate in your rarefied atmosphere, and
remember to be charitable if they lead mundane, unimaginative existences.
Your life may have a rootless quality. Although you may not notice it, others may be aware of a lack of stability in
your material, external sense of being. To achieve balance, you may need consciously to stick to projects, put
down roots, and cultivate your emotional life.

The Five Traits that define you

There are five traits that all Air Nephilim possess to varying degrees. You must choose one of them as a dominant
trait in a game session, meaning that is the behaviour you will focus for that particular game. What this entails is
that you can focus your acting energy on a particular personality aspect, and it will help guide you when you are
playing so that you can maintain a reasonably consistent portrayal of a character. You are encouraged to change
traits for sessions, so that you explore different aspects of the elemental personality.

Knowledge
The Air Nephilim possess the virtue of knowledge. This does not mean they are more intelligent than anyone else
but are generally well rounded and informed. They are good communicators. Most have a good grasp of the
language and generally know a little something about everything. They have good personalities and are easy to
get to know.

Seers
The Air Nephilim are what the philosophers call seers or priests. These are mentally inclined people. They
actively acquire knowledge through experience, education and association. In ancient times, the only educated
people were priests, royalty or those who took it upon themselves to acquire knowledge (seers). The Air Nephilim
are curious, have initiative, are original, generally are well-disciplined and are quick thinkers.

Mental
The Air Nephilim have a mental nature and are keen witted. They rationalize by thinking things out rather than
being influenced by emotional or physical factors. They enjoy any type of entertainment where they can use their
intellectual capacity and their ability to think quickly and accurately often gives them the upper hand.

Self-Appraisal
The emotional nature of the Air Nephilim is directed toward self-appraisal. These Nephilim have a tendency to
judge themselves very harshly. They have certain standards they set for themselves such as hygiene, the way
they dress, education, job performance and family. The Air Nephilim are almost as ego-oriented as the Fire
Nephilim.

Trickery
Air Nephilim resort to trickery. These Nephilim are crafty, under handed and ingenious when it comes to evil. They
are also prone to physical violence. Whereas the Fire Nephilim's anger is generally of the moment and soon after
forgotten, the Air Nephilim at their worst are mean. They carry a grudge, and like Fire Nephilim, they are quick to
express their opinion and are very opinionated. The Air Nephilim will not hesitate one moment to express their
anger verbally, but physical violence is not a first choice during that anger.

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Air
Element of knowledge, research and spiritual elevation, Air is the Ka-Element present everywhere but yet
intangible.

The Nephilim Air is called Eolim. He is a perpetual questor who loves to break through the secrets of the world
around him. He can be thoughtful and invested in his quest for knowledge or individualistic and carefree to the
needs of his brothers.

Air Nephilim see themselves as the inheritors of the sky, the wind and the very air of the world. They appear
mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to
their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch.

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The Element of Earth

Your personality as an Earth Nephilim:


You tend to be the soul of practicality and pragmatism. You prefer to deal with tangible things that you can touch,
see or hear, and like to live in a world where things are measurable and there are no abstractions. You also like to
work with the present moment, the here and now, especially if it creates a lasting outcome or is connected to a
past. You may have to guard against a tendency to be overly conservative, cautious or narrow-minded.

Stability is your great strength. You can be counted on when things get crazy around you, because you generally
don’t engage in knee-jerk reactions. Instead, you prefer to allow things to happen, and then you react in your own
time. You initiate matters only when they aren’t proceeding in the direction that you expect. Because you tend to
be passive, you need external stimuli to get you going.

Very fertile, you enjoy producing things of substance. You are not, however, overly nurturing. You generally
prepare the ground, plant the seeds and then walk away until harvest time. If the seed needs continual care and
attention to grow to its fullest potential, you may or may not intervene. If you do offer assistance, it tends to be for
the material, rather than the emotional, needs of whatever you are nurturing.

The Five Traits that define you

There are five traits that all Earth Nephilim possess to varying degrees. You must choose one of these as a
dominant trait in a game session, meaning that is the behaviour you will focus for that particular game. What this
entails is that you can focus your acting energy on a particular personality aspect, and it will help guide you when
you are playing so that you can maintain a reasonably consistent portrayal of a character. You are encouraged to
change traits for sessions, so that you explore different aspects of the elemental personality.

Propriety
The Earth Nephilim show propriety. They are conventional, proper and fitting. They follow what is socially
acceptable in conduct, behaviour and speech. They have excellent manners and are very polite. They are prudent
and have a deep regard for conventional rules of behaviour.

Merchants
The Earth Nephilim by nature are merchants. They are the storekeepers, barterers and traders. They are at their
best when buying or selling material or tangible commodities. Most are very business oriented.

Physical
The Earth Nephilim have a physical nature. They have a characteristic love for the material, tangible things. They
derive pleasure from sensory stimulation such as taste, smell and feel. They surround themselves with tangible
items such as fine furniture, art, and jewellery, and most have a nice home that is expertly decorated. They have
good taste in clothing and most are connoisseurs of food and drink.

Sensory Stimulation
The Earth Nephilim emotions are aroused by sensory stimulation. Each of the five senses can produce an
emotional response. Sight, sound, touch, smell and taste bring joy or depression. Nice surroundings, good music,
the feel of quality materials, the smell and taste of good foods and financial security are the conditions required for
an emotionally happy Earth Nephilim.

Fraud
The Earth Nephilim are normally not prone to physical violence, but as in any situation, there are exceptions.
They are mildly revengeful. Their attitude is 'my time will come” and they do hold a grudge. They will eventually
get their revenge one way or another, more often by hitting a person in his pocketbook. When angered, Earth
Nephilim, similar to the Fire and Air Nephilim, are quick to express that anger verbally though most likely not
physically unless as a last resort.

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Earth
Primary matter, symbol of life and nourishing earth. The Ka-Earth is the element of protection and stability par
excellence.

The Nephilim Earth is called Faërim. It is quiet strength, a calm, altruistic and conservative being. In this world in
motion, it is both a landmark and a rampart. But when her anger explodes, she devastates everything in her
path; We do not stop an earthquake ...

Earth Nephilim are slow to act, ponderous in thought and set in their ways. They appear mostly human, with one
or two traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features or eyes like black
pits.

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The Element of Water

Your personality as a Water Nephilim:


You tend to move forward in life guided primarily by your feelings. Living in a world of emotion and change, you
are extremely sensitive to “vibes.” When you are overwhelmed with feelings, the reality of a situation is of little
consequence, and intellectual abstractions have no meaning for you. You may misunderstand the passions of
others, thinking that such outbursts are real emotional expressions when these people may be just trying to get
your attention.

When you encounter negative emotional situations, it is best to get out immediately, because you tend to mirror
whatever vibrations are occurring around you. Then you react unreasonably and create problems for yourself.
When, instead, you are surrounded by emotionally healthy situations, you become emotionally healthy. A
motherly person, you can be extremely compassionate, empathetic and protective of those in need. This is
because you sense things in an unthinking way. Learn to trust your emotions, intuitions, and psychic ability,
because they are usually correct. Do not, however, trust your fears. You probably have many, but they tend to be
irrational and compulsive. Since you can become irrational when you carry your expression too far, learn to trust
the middle way and not take things to the extreme. Your great strength is your empathy with others. If you heed
the unsaid influences in every situation, this talent will give you an edge in business, love and play.

The Five Traits that define you

There are five traits that all Water Nephilim possess to varying degrees. You must choose one of these as a
dominant trait in a game session, meaning that is the behaviour you will focus for that particular game. What this
entails is that you can focus your acting energy on a particular personality aspect, and it will help guide you when
you are playing so that you can maintain a reasonably consistent portrayal of a character. You are encouraged to
change traits for sessions, so that you explore different aspects of the elemental personality.

Benevolence
The Water Nephilim exhibit benevolence. These Nephilim are charitable, have a kindly disposition and promote
goodwill. They are concerned with the welfare of others. Where other Nephilim are concerned they are kind,
generous and philanthropic. They seldom harbour hostility. They derive pleasure from doing good deeds.

Servers
Water Nephilim are cooperative, companionable, hospitable and social able. They are true humanitarians and are
concerned with the welfare of others. They are called servants or servers because of their unselfishness and
sincere devotion to the welfare of others. They unconditionally come to the aid of the sick and the unfortunate just
as they would for one of their own, and most often ask nothing in return.

Emotional
The Water Nephilim have an emotional nature. They have strong feelings and sensibilities. They tend to make
decisions based on their emotions rather than by reason. Although they are emotional in nature, they do not
outwardly express it. Their feelings are hurt easily but they tend to not let it show.

Others
The Water Nephilim' emotions are directed toward others. They are deeply concerned about the welfare of their
companions. They also care about what others think and say about them. An insensitive remark from someone
can hurt their feelings deeply, although they may not show it. They give of themselves and their material
possessions freely to those less-advantaged to help them gain confidence and stature. They will go all out where
close friends are concerned. It is not easy to make friends with a Water Nephilim because they are sceptical and
naturally shy. They will be generous and kind to a certain point, but when you gain their confidence you will have
an all-weather friend who will stand by you through your struggles.

Falsehood
The Water Nephilim’s fault is being untruthful. They will suppress the truth by words, writing and conduct to do
damage to another. This is not spite. This is their non-violent way of getting their revenge. Milder cases include
stretching the truth a little, not exactly untrue but not the real truth. Water Nephilim are emotional and tend to get
carried away in the heat of a situation. These Nephilim are not prone to physical violence normally, but being of
an emotional nature and having the tendency to let things build up inside them, they can become extremely
abusive

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Water

True Source of Life, Water symbolizes change and adaptation. Whether it is unleashed or slips silently under the
earth, it feeds the world and shapes it, in its image.

The Nephilim Water is called Hydrim. He is curious, skilled and does not suffer any failure. Always positive, he
seeks harmony and does not hesitate to share his feelings and experiences.

Water Nephilim are patient and slow to change, preferring to wear away opposition slowly, but are capable of
great violence in extreme situations. They appear mostly human, with one or two traits reflecting their quasi-
elemental nature, such as lightly-scaled skin, clammy flesh, blue-green skin or hair that waves as if underwater.

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The Element of the Moon

And then there is the Moon…Those of the Element of the Moon are hard to characterise. They change in
personality constantly, becoming difficult to pin down. Most Nephilim perceive the Moon nephilim to be mad, to be
deceivers, illusionists, tricksters, and liars.

The Moon Nephilim always plays a part, like an actor, hiding her true nature. The Moon Nephilim is sensual,
exploiting their human body for its sensations. Its vicarious behaviour is matched only by its viciousness. By
awakening the phantasms within, by dwelling in the dark fears of all beings, the Moon Nephilim has embraced
madness and become what humans would call a psychopath. And yet, all Nephilim admit they are creatures of
the Moon and not the Sun, which is the source of the human spirit. It is from the Moon, from Dream and Desire,
that all Nephilim are ultimately derived. That’s what the Moon Nephilim would have you believe…

Moon

The Moon, the most paradoxical element of all. Despised by some, taboo for others, misunderstood for many, it is
the Disruptive Element. By turns beauty and ugliness, harmony and chaos, the Moon is the seed of illusion that
leaves room for false pretenses, especially as the Black Moon hides in its midst.

The Nephilim of the Moon is called Onirim. He is whimsical, dreamy and unstable, sometimes called mad or
Machiavellian. It is a complex being with multiple faces. We love or hate but we can not remain insensitive to his
overflowing inspiration.

Moon Nephilim tend to be kind, honorable, and proud. They normally live among humans, often becoming heroes
and leaders of their communities as they continuously strive to bring justice and prosperity to their mortal kin.
They have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an "unnaturally"
intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the moon phase or
some other mark significant to spirit or aether.

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Metamorphosis
Nephilim are creatures of pure magic. They aren’t human. They’re ruled by their passions as the Ka expresses
itself. One of the routes to Agartha is by understanding and accepting these emotions as part of their core being.
If Nephilim can understand their Metamorphosis, they can take a step on the Golden Path toward Enlightenment.

A Nephilim consists of five elements of Ka make up a Nephilim, so a Metamorphosis has five core emotions.
While the five elements may always be the same, the five emotions may not: a Fire Ka-based Djinn is a creature
of pure FIREY DESTRUCTION while a similar Fire Ka-based Phoenix is a creature of CREATIVE FIRES. Both
Fire Ka, different applications, and different Metamorphoses.

Whenever a Nephilim revels in their emotions of their Metamorphosis, they physically manifest a sign of their True
Selves. The more of their emotions they are trying to understand, the more they engage their passions and more
of they show their true selves to all around them. Those emotions can easily be carried away, for good or for ill.
And if a Nephilim engages enough of their Metamorphosis, even the least magical of humans around them are
going to notice.

The emotional aspects of a Metamorphosis is raw and pure. Nothing complicates them. They get to the core of
true Nephilim passion.

The Ka have Metamorphosis. Nephilim aren’t people. They reincarnate each life time like a sort of astrological
soul vampire and inhabit a perfectly good human body and destroy the soul inside. Metamorphosis is what a
Nephilim truly is. The source material defines five Metamorphosis that look like a hash:

Metamorphosis=> [Moon (Spirit)=>[Chimera], Metal => [Selenim], Fire => [Solimond], Earth=>[Gnome],
Air=>[Sylph], Water=>[ Undine], Wood => [Ar-Kaim]]

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The Metamorphs
Limitation: The Metamorphosis is conditioned by the Ka-element Dominant .
The Metamorph is chosen by the Nephilim because it reflects the bond that it maintains with its Element. It is the
true personality of the Nephilim. It takes the place of that of the simulacrum which is repressed in the limbo of
oblivion. The Nephilim must mark his Metamorph more and more to reach the Agartha.
This transformation is primarily physical, but also mental. She accompanies the Initiation of Nephilim by
highlighting her personality. Thus, the more the Immortal is Initiated, the more visible his Metamorph.
Each Metamorph has its own morphological modifications.
Before Atlantis, each Nephilim could make a symbolic image of his personality according to his Ka-
dominant. When the humans revolted and annihilated the Atlantean civilization, the Nephilim were obliged to
incarnate themselves in borrowed bodies. They realized that as they progressed towards the Agartha, they
physically transformed the body of the simulacrum. They gave her spiritual but also physical changes the name
of Metamorphosis. The metamorphs became for each Nephilim a means of asserting their personality by
approaching the Agartha. Similarly, certain actions in agreement with their Ka-element reinforced their
metamorphosis. The Ka-dominant element of a Nephilim determines personality. Each element induces behavior,
traits or attitudes called moods. But only the moods of the dominant Ka-element mark the personality of the
Nephilim. Each element is a major feature:

Choleric fire-related field


Phlegmatic linked to the air field
Blood-related water field
Melancholy linked to the earth field
Whimsical lunar related field

For each element, moods fall into two types of behavior: one is primitive, natural and close to the element, while
the other is more spiritual, finer.

The Pyrim is choleric. He behaves in an expeditious, violent, combative manner. He loves action, movement
and asks himself little question. He may even be attracted to destruction. He is part of the armed arm of the
Nephilim. He may turn out to be an absolute seeker, a questor or a passionate artist. Certain Pyrim seek
purification by fire. They then love to be the judges of other Nephilim.

The Eolim is phlegmatic. He has an intellectual behavior. He is a thinker, a researcher and a discoverer of the
mysteries of the universe. But it can also have instinctive and carefree behavior closer to the winds and
storms. Some of them think that the scientific study of the mysteries leads to the Agartha.

Hydrim is blood. He has a behavior of adaptation and curiosity. He is mobile skillful and pragmatic He is a
technician who uses the practices he develops. But it can have a behavior of too great curiosity and then
becomes whimsical, carried away, unpredictable and difficult to control. Some of them think that the Earth's water
should become the devouring water of all life before disappearing.

The Faerim is melancholy. He is calm, altruistic, inactive, reserved, shy and difficult to change his opinion. But it
can turn out to be fertilizers, sensual, very free, violent and even destructive as an earthquake. Many of them are
in love with the Earth and try to preserve it from the misdeeds of each other.

The Onirim is whimsical. He is lost in endless reveries. He is attracted by all forms of deviance and
madness. He can be considered a jester, an unstable, a thief or a liar. But it can turn out to be fantastic, sweet
dreamer or poet. It should be noted that the Onirim are rejected by some Nephilim because of the role of the
Moon in their history.

How the trait is expressed varies four possibilities:

Warm: the Nephilim is extrovert,


Dry: the Nephilim is introverted
Wet: the Nephilim is emotional
Cold: the Nephilim is insensitive.

The metamorph is the true personality of the Nephilim, it takes the place of that of the simulacrum which is
repressed in the limbo of forgetfulness. The Nephilim must score more his shapeshifter to achieve theAgartha .
The metamorphosis modifies the body of the simulacrum, bringing it closer to the forms that the Kaim loved
before the fall. Physical metamorphoses give the Nephilim the feeling that he exists as a real physical being. But
they are dangerous for their survival because the Nephilim can be easily spotted. The metamorphosis transforms
five physical aspects of the simulacrum: the face, the skin, the hands, the smell and the voice. To claim
the Agartha , the Nephilim must achieve complete physical makeover.

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The Pyrim is choleric
He behaves in an expeditious, violent, combative manner. He loves action, movement and asks himself little
question. He may even be attracted to destruction. He is part of the armed arm of the Nephilim.
He may turn out to be an absolute seeker, a questor or a passionate artist. Certain Pyrim seek purification by
fire. They then love to be the judges of other Nephilim.
Fire inspires purity and change, but also justice, strength and power. Fire also has its bad sides, including
destruction, the impossibility of Control and a warm temperament. Fire therefore brings purity full of destruction,
He will advocate justice through the law of the Talion, eye for eye, tooth for tooth. Fire is therefore a Element with
two edges. Fire also represents creation, eroticism and inspiration Artistic.

The Choleric Mood


The Pyrim is a deeply dual being. His vision of the world is very Manichaean. He finds it difficult to qualify his
expressions, and if he learns the principles of common interest and alliance, he always keeps an opposition
between his friends and his enemies. The opinions of a Pyrim are necessarily very clear. This sometimes helps to
make the decision rushed and hasty. But at the same time, a Pyrim is passionate: he is completely to what he
does: he can not imagine hesitating between two activities, between two camps. When circumstances go against
his nature, he prefers to decide, sometimes to acknowledge his error, if he chose the wrong side afterwards.

The Pyrim likes to surround himself with elements in correspondence with his mood. If he feels quite sociable, he
will live in a large industrial center, he will often fumigate and sleep in sand. From an often harsh point of view
because of his always-punching positions, one will appreciate his decision-making spirit, his total absence of
indecision and the firm belief that he carries within him. If it is rather lonely, it will aspire to live near a volcano,
geysers or even in a hot desert. The main difficulties of a Pyrim are to appreciate the nuances of the people
around him and to acknowledge their limit. The quest for truth is often the first step of these beings and according
to the progress of this stage of life, the Pyrim can become Manichaean, disillusioned or circumspect in these
relations. But never credulous. He will always aspire to find others of the universal truths, principles which will
enable him to define his universe and on which he will be able to rely in order to act in the direction he has set
himself. He is martial, sometimes a fanatic of war, violence and conflict and cling to this passion with a fever
never equaled to the spot.

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The Hot Pyrim

It incarnates the falmma, the burning and living Fire. It acts because it is its means of expression. It rarely has
long-term plans and is rather unstable. He delights much more in action itself than in expectancy or
contemplation.Behind him trails a fiery track, but rich in esoteric teachings. He likes contacts with people and
shines. The hot Pyrim can be seen as the crepitating flame, the one that warms and allows life, which disturbs
and jostles to create movement. He embodies passion, putting heart to the work like no other. A fiery warrior, a
bold philosopher, a prodigal inspirer, he sets himself up to be recognized for himself. Never shady, he reacts on a
whim, but calms down very quickly. Waiting and apprehension are unbearable; He prefers to lead several frontal
ations than to risk boredom.

DJINN
The Djinn is a shapeshifter classic a Pyrim whose basic mood angry and hot meets domination Ka-fire on
his pentacle .
The Djinn personifies devouring fire, burning, capable of destroying as to illuminate wisely. Embittered,
the Djinn is pulsed by anger, and proves capable of destroying everything that he created to avoid return
later. Flame crepitante, he is passionate, voluntary, seasoned, demonstrative and above all can not be
defeated. Boredom is impossible for him to live, just as wisely waiting when the answer to his questions is there
somewhere, even on the other side of the world.In the end, he tries to solve the riddle of his existence, he who
always runs forward without ever turning.

The metamorphosis of the Djinn highlight its destructive side: his bright red hair is like a burning ember and will
not tolerate any head covering; His hands terminate in veritable claws; His skin becomes burning to the touch; His
body aches from a burning smell; And his voice crackles like a fire in full swing.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be an erupting volcano.
If I were a metal, I would be steel.
If I were an animal, I would be a lion.
If I were a color, I would be the yellow of the fire.
If I were a mythological being, I would be Thor.
If I were a famous human, I would be Nero.
If I were a human activity, I would be the war.
If I were a work, I would Apocalypse Now by Francis Ford Coppola.
If I were a weapon, I would be a flamethrower.
If I were an object, I would be a gun.

The Cold Pyrim

It is the form of purification. Distant, reserved, the cold Pyrim is always in an attitude that prevents him from
manifesting his emotions to the greatest number. His reaction, when it takes place, is then only brutal and
stronger.If it is too contained, it explodes when pushed to the limit. Otherwise it is all the time biting and hard. The
cold Pyrim does not work for him; He is not individualist and thinks in terms of "whole world", which he wants to
purify and sublimate. This also poses problems for him in his relations with others.Difficult to perceive the interest
of an individuality, he will tend not to have very close friends. However, he will have a lot of knowledge, who will
find him sympathetic if they appreciate his method and self-denial.

PHOENIX
The Phoenix are judges and executioners for the cause of justice. They will always
To be fair and to weigh the weight of each action and each event, but if you are
Judged guilty by a Phoenix and well he will also be your executioner. With a Phoenix one must
Always pay attention to what they say and what they have done, because they are quick to judge and
To make a final judgment.

METAMORPHOSES:
Face: Red Eye. As the Phoenix progresses, the iris and then the rest
Of the eye take a blood red color. At the end of the metamorphosis, the iris becomes
black.
Hands: Black and sharp nails. The nails of the simulacrum begin to grow and
Become sharp and sharp. They take on a very marked black coloring and remain
Despite everything fragile as normal nails. They may nevertheless drill gloves

193
And his pockets.
Skin: Red and red plumage wings. Specific places in the body of the Phoenix,
As the joints, neck, fleshy parts take a red color of
Increasingly pronounced. Small red wings appear in the back of the Phoenix at the end
Of metamorphosis.
Odour: suffering. The Phoenix emits an odor that attacks the senses of its close relations.
This becomes unbearable at the end of the metamorphosis.
Voice rumbling. The Phoenix acquires a hoarse voice. Sometimes his exclamations
Take the form of beatings or roars. He often scolds
When he is upset.

CHINESE PORTRAIT :
If I were a natural phenomenon Lightning
If I were a metal: Iron
If I were an animal: The Golden Eagle
If I were a color: Red blood
If I were a mythological being: I am one!
If I were a famous human: Torquemada
If I were a human activity: Justice
If I were a work: Electric Chairs of Andy Warhol
If I were a weapon: The executioner's ax
If I were an object: Judge hammer

The Dry Pyrim

It is true love; He is patient by design. Like an exploding volcano or lightning struck in the middle of summer,
followed by inexorable lava flows or other flashes, the dry Pyrim seeks to accomplish its mission through the
safest and most optimal path. He is often excluded, all he does. What deviates him from his path is not
necessarily useless; What detracts from it is reprehensible. According to his way of sharing his passion, the Dry
Pyrim will be completely solitary, insensitive to the people around him or he will have a circle of close friends,
welded around the precious flame that he maintains.

HLORANIDE
The Hloranide is a shapeshifter a Pyrim whose basic mood angry and dry answers domination Ka-fire on
his pentacle .
The Hloranide personifies the fire unstable, unpredictable, hitting the equal of lightning, without warning and with
immeasurable violence. This chaos seems to reign in his actions is only a facade as the Hloranide plans his
moves in advance, without ever being caught unprepared, releasing a moment all his anger and violence in a long
meditated and targeted item, To leave him no chance to resist his vow of destruction. Moreover, its apparent
affectivity is only a deep and Machiavellian manipulation to allow it to ever exist, but anyone who pierces this shell
then becomes the object of a violent and annihilating hatred.

The metamorphosis of the Hloranide are close to lightning strikes: his eyes widen and shine a white light and
intense; His fingers lengthen and his nails seem covered with chrome; His skin is zebra of anarchic features with
metallic reflections; His body is surrounded by an odor of molten metal; And his voice becomes dry and brittle,
each word becoming rare but carefully chosen.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be lightning.
If I were a metal, I would be soaked steel.
If I were an animal, I would be a she-wolf.
If I were a color, I would be gray.
If I were a mythological being, I would be Hlora, Thor's mother.
If I were a famous human, I would be Marie Curie.
If I were a human activity, I would be the vendetta.
If I were a work, I'd be The Count of Monte Cristo, by Alexandre Dumas.
If I were a weapon, I would be a wolf trap.
If I were an object, I would be a lightning rod.

The Wet Pyrim

The Wet Pyrim is directed towards others, and exists only in function of its links with others. He is destined to be a
maker of men, a leader who creates movements and maintains them. Passion is the master word of his
personality; She never dies, sticking to people like a tough ghost. For the latter, there is no fear or fear; But of

194
The Wet Pyrim

love, of impulse for their fantastic devotion which pushes beings beyond their limits.
He is necessarily turned towards others. It is impossible for him to be exclusive; There is so much diversity and
magic to play with the hearts of others, seeing pearls of feelings emerge from the raw reactions that men
experience that the damp Pyrim can only surpass themselves. To see a big brute crying sincerely for his victims,
a tear of happiness crashing on a cheek, a toy born from the trembling hands of a ruthless man, or a paragon of
virtue sinking into the delightful honey of pleasure, are The emotions that support a wet Pyrim.

SALAMANDER
The Salamanders are rather the side force and power. They will always want to
Improve what the consequences. They will do everything to
Perfection, even if they have to crowd the world out of their way. Of course they are fair
And will never kill for any reason, but do not push them to ends,
As they are also milk soup.

METAMORPHOSES:
Figure: lizard eyes. The eyes become slightly yellow and the pupil becomes
vertical. The tongue becomes forked and the canines at the top are elongated.
Hands: Crochues. Fingers lengthen and nails become sharper and harder
Like claws.
Skin: Scaly and Warm. The skin becomes hot and scaly and turns red.
Smell: The smell of burning wood. Salamanders have a pleasant odor of wood
Which burns, although pleasant at first, it becomes harassing in the long run for its
entourage.
Voice: Hissante. A hoarse voice, like that of a serpent, with "s"
predominant. The Salamanders speak slowly and clearly.

CHINESE PORTRAITS:
If I were a natural phenomenon: A forest fire
If I were a metal: Magnetite
If I were an animal Komodo
If I were a color: The red hot
If I were a mythological being: A Dragon
If I were a famous human: General Wolfe
If I were a human activity: Acquisition
If I were a work: The miser of Molière
If I were a weapon: A kopesh
If I were an object: A magnet

195
The Eolim is phlegmatic
He has an intellectual behavior. He is a thinker, a researcher and a discoverer of the mysteries of the
universe. But it can also have instinctive and carefree behavior closer to the winds and storms. Some of them
think that the scientific study of the mysteries leads to the Agartha.
The Nephilims of the air are calm and posed beings, they rarely go Lose their calm, but when they lose it, it's a
storm. The air advocates Knowledge and acquisition. The Eolims are guided by a code of Of action very strict,
although not written. They follow it to the letter. He will never mingle That they do not look at them, or that could
change the course of development of a Other, even if it would be important to do so.

The Phlegmatic Mood


The Eolim are among the Nephilm those who seem the most remote in the world. Like all magical beings, they
have, of course, profoundly marked by the influence of their dominant element, and if one were to analyze their
character, two tendencies emerge:

Inspirations are the spirits of the Air as elements of intelligence and knowledge. Reflection is the master word of
these Eolims sometimes methodical and rigorous, but parfos also astonishing and audacious.Remarkable for their
mental suppleness, they are capable of quickly embracing the most diverse patterns of thought and leading the
most effective reasonings. These are often very popular Nephilim in the Major Arcana when it comes to study
such experience or that aspect of the quest ofAgartha , as their faculties of abstraction are rarely put into
default. For them, every adventure is a progress towards enlightenment, on the sole condition that one is able to
understand what it has brought to us. TheseNephilim tend to isolate the information of each of the events they
witness, just really live, be it grand or mystical experiences banalities behind which nothing is hidden.

The Expirations, on the other hand, are the spirits of the Air as elements of freedom and the untouchable. Action
is the master word of these Eolim overlappers of the air currents that these winds are violence or caresses. They
are the breath of life, the breath that animates the world and makes it turn.They need to show that the Air acts on
their universe, and blow as long as they can to affirm their existence. They may seem impulsive, either because
they do not think about the consequences of their actions, or because they are quite aware of them but do not
care. It is this very essence of the Eolim: above all, nothing can reach them, but maled all, their need to express
fact that they are often very involved in their commitments, that they try to live Thoroughly and feel as best they
can.

196
The Hot Eolim

The warm Eolim is characterized especially by its impetuous temperament. It is the squall, the air charged with
the electricity of the storm, or the breath of the storm. It is in any case the wind, wherever it comes and where it
goes, the wind that never stops blowing or moving. It is by far the Eolim who needs the greatest space and
freedom, the one who can not remain in place. It also gives the impression of being distracted, unconcerned
about what it does and the consequences it implies. Yet the hot Eolim knows how to achieve its objectives: it does
not like projects too long term but will do everything possible to achieve its goals that it always chooses close. Any
quest, the Agartha in particular, is for him only a succession of successes, seemingly innocuous, but whose
thread is nevertheless clear in his mind.

SYLPH
The Sylph is a shapeshifter embodying the wind. He is the one who erodes the mountains and carries the pollen,
almost without even worrying. He travels, acts according to his desires and readily follows his whims. Humor
always light, almost casual, he leaves to the others the care of worrying for him. Be careful, however, when the
anger takes, it is better to deviate from its path because nothing can stop this tornado alive.

Metamorphic
Face: totally blue eyes
Hands: cold
Skin: translucent
Odor: ozone
Voice of thunder

Chinese portrait
If I were a natural phenomenon: a storm, of course
If I were a metal: tin
If I were an animal, an eagle
If I were a color: sky blue
If I were a mythological being: Aeolus the god of wind
If I were a famous human: Icarus, but not the end
If I were a human activity: travel
If I were a work: An ode to the storm of Victor Hugo
If I were a weapon: a bow
If I were an object: a plane

The Cold Eolim

It is characterized especially by its impassiveness before any trial. It's aNephilim of great capacity for abstraction,
both mental and physical.Suspicious to carry out the most thorough reflections and to overcome the most
inextricable plans, he is in turn the architect or the military strategist, the theoretician or the mystic, in any case a
rational thinker whose faults Are often only elements of a vast ensemble which he foresees and which escapes
us. Projects made by the cold Eolim are generally great achievements, titanic projects that are not always
intended to be shown to the face of the world. His personal quests often follow tortuous and admirable patterns of
precision, according to a mechanism that can only leave admiration when he comes to reveal it.

EFREET
The Efreet is a shapeshifter classic a Eolim whose basic mood phlegmatic and cold meets domination Ka-Air on
the pentacle .
The Efreet personifies the elevation of the soul and mind, overcoming preconceptions by a spiritual search
beyond concepts that reflect his blue eyes perpetually turned toward infinity. The Efreet is crowned with
a Sapience palpable, but if he is not reluctant to communicate, it will wait for a question he is asked to meet,
provided that the judge sufficiently worthy interlocutor and prepared to perceive All the content. His mind is in
perpetual creation and his designs are grandiose.Each of his plans is a titanic creation, seeking to achieve
gigantic goals and to erect cyclopean mental and physical constructions. It is in perpetual bubbling around its
objectives, each detail belonging to a great machine whose well-oiled mechanisms will enable it to rise higher
than anyone else and to experience the pride of grandeur.

The metamorphosis of the Efreet show his inner vitality struggling to evacuate physically: his head is bald like a
monk; His hands are shaken by spasms of nervousness; Its leaded skin is a barrier to all light; His body exudes
incense odors ideal for reflection; And his voice is chopped, as if words were jostling in his mouth.

CHINESE PORTRAIT

197
If I were a natural phenomenon, I would be a tornado.
If I were a metal, I would be bronze.
If I were an animal, I would be a hawk.
If I were a color, I would be cobalt blue.
If I were a mythological being, I would be the genius of the lamp.
If I were a famous human, I would be Aladdin.
If I were a human activity, I would be trance.
If I were a work, I would Thousand and One Nights.
If I were a weapon, I would be a scimitar.
If I were an object, I would be a flute.

The Dry Eolim

The Eolim Sec is characterized mainly by its disengagement vis-à-vis the world. It is the Air above the clouds, the
one that can neither be seen nor reached, which floats above everything and remains in its heights, far from the
futility of others. Difficult to understand at first, his inner life is not less rich; His passions may be violent, even if
concealed, and beware of his mood swings, for they will not arise until the very last moment, when they can no
longer be stopped. It is difficult to understand what the aspirations of a dry Eolim really are. The aura of mystery
that floats around them seems impassable, which is often attributed to them beyond the understanding.Their
goals may be simple, but they feel that these goals only concern themselves.

ANGEL
The Angel is a shapeshifter classic a Eolim whose basic mood phlegmatic and dry answers domination Ka-Air on
the pentacle .
The Angel personifies the air that floats above the clouds, undetectable, distant and disengaged away from the
Earth's futility. It is for this reason that he is often regarded as a snob, causing those whom he meets to feel that
he considers himself superior to others, as coming from a natural nobility which he does not frankly display, but
He prefers to recall by some well-placed suggestions. For all that, he is not immune to passions and mood
swings, but he conceals them behind an aura of mystery and silence, keeping for him his secret goals to reveal
only what he wants say. He considered other Immortals or humans as much less reliable allies as books, tomes
and other media Sapience it accumulates in search of the elevation of his mind and the perfection of his
knowledge. This makes the unsociable and often gives him the opportunity to disappear for days, locked in a
library, museum or other place teeming with traces of Wisdom andFoci .

The metamorphosis of the Angel put forward his claims to perfection: his hair is a metallic and shiny golden; His
fingers are of cadaveric fineness and whiteness;Its hair turns into a down, or even feathers at the level of the
clavicles and arms; Her body is honeyed with an odor of honey attracting greedy insects; And his voice takes on
the melodious accents of a divine chorus.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be a cloud.
If I were a metal, I would be the platinum.
If I were an animal, I would be a dove.
If I were a color, I would be white.
If I were a mythological being, I would be the archangel Gabriel.
If I were a famous human, I would be Leonardo da Vinci.
If I were a human activity, I would be the philosophy.
If I were a work, I'd Foucault's Pendulum by Umberto Eco or Aleph Borges.
If I were a weapon, I would be a sword.
If I were an object, I would be a book or a pair of crystal glasses.

The Wet Eolim

The Wet Eolim is characterized mainly by the idea of messenger. It is the wind that carries the news, the one who
leads the voice or even the advice and warnings. It is the Air that descends upon the world to show itself, the one
that envelops all its surroundings with its volutes. He is the one who speaks of his experiences and profits those
whom he meets, communicating the immense wealth of the Sapience which he has gathered and cultivated
through his voices and meditations throughout the centuries. For him, any quest is above all a matter of sharing
and complicity. Whether he is gifted or not to listen to others, he is at all times to transmit the entire Essence of
his inner life and reflections. We then listen to him or even follow him, so much what he offers us seems insane
but now accessible.

198
ZEPHYR
Zephyr is a traveler. It carries with it the essence of nomads, all
exotic smells and distant visions. Peerless storyteller, he is not beset by
doubt. Content to travel aimlessly is often surrounded by many young people, the
discover the world. It is both mentor and companion, but never master or
authority. He encourages others to go beyond the beaten track to discover
themselves the truth of the world.

Metamorphoses:
Figure: fathomless eyes. Zephyr often captures attention with a look more and
deeper. This look seems to say during the wanderings of the Nephilim and
sounds like a call to travel to his interlocutors.
Hands: Light. When the Zephyr gives a handshake, it exudes a
impression of extraordinary lightness, whole attitude tends to Zephyr
freedom from gravity. His movements are graceful and more
air.
Skin: Blue. More Zephyr progress in its transformation, the more skin takes a
blue pigmentation. In its advanced stage, even the lips turn blue and emerge,
as highlighted by a subtle makeup.
Smell: Exotic. Zephyr gives off a sweet smell, as carried by a breeze
came from the antipodes. This spicy fragrance can seldom be broken, as if
it was the result of complex mixtures from various origins.
Voice: Claire. Whatever the sound environment, the Zephyr always knows how to
hear and capture attention. In a small circle, his voice is a clear breath
encourages silence and attention. By cons, when it wishes to be heard in the middle
a hubbub, it becomes powerful without losing its clarity.

CHINESE PORTRAIT :
If I were a natural phenomenon : Clouds moving
If I were a metal : Aluminum
If I were an animal : The swallow
If I were a color : Bleu Azur
If I were a mythological being : Hermes
If I were a human famous Marco Polo
If I were a human activity : The Journey
If I were a work : Darwin's Notebooks
If I were a weapon : An arrow
If I were an object : A megaphone

199
Hydrim is blood
He has an adaptive and curious behavior. He is mobile skillful and pragmatic He is a technician who uses the
practices he develops. But it can have a behavior of too great curiosity and then becomes whimsical, carried
away, unpredictable and difficult to control.Some of them think that the Earth's water should become the
devouring water of all life before disappearing.
Water, symbol of change and speed. The Hydrims, Nephilim water, are agile and skilful. Nephilim of this element
are curious, they will seek to observe, go everywhere, like water, to see everything. Water is also a symbol of
freedom and of life. Nephilim of this element will want to live their lives their own way, without at have to follow the
strict rules of others. They are very open sentimental side, they will share them easily with their loved ones, they
will also share their impressions and ideas, they seek harmony and communion. They are interested in
everything, especially the human technology, human advancements and nature. They will always try to surpass,
seeking perfection, purity, like water, will always seek to join the great sea. Water can also show her shyness and
humility by going to hide underground in underground sources.

The Blood Mood


The Nephilim Sanguins are in search of an absolute harmony. They are sensitive to the environment that
surrounds them. Listening to their senses and their emotions, the Hydrim are always looking for a certain balance
between the world and them.

The Pure think that the original harmony is no longer of this world. According to them, only a major change can
restore the golden age. They imagine a magical deluge that would wash the world of Orichalque or hope for a
symbolic tidal wave that would sweep away the errors of history. He believes that nothing can be done but survive
and try to protect the vestiges of the past.

Les Vifs, they do not take pleasure in memories; They try to take advantage of what they have learned to build a
new harmony. They seek to find their place in the world. They adapt constantly to the conditions that life imposes
on them and try to agree with all that surrounds them. They multiply experiences and learn more, in different
fields. Their curiosity is like a race against time.

The Hot Hydrim

Hot Hydrim are the most spontaneous Blood. They let go of their desires and are not afraid to go to the end of
emotions and feelings. They play with life, with theirs as with that of others. Hot Sanguins do not care about
principles: they have their own rules and have no time to waste in apologies or regrets.

200
SIREN
The Siren symbolizes water which sings the waterfall. It is especially with the others that she likes to play. The
Mermaid drives all those who fall into her nets: she keeps them in her wake until she gets tired of them. She
seduces them, rejects them, takes them back, and so on. She is not afraid to lie because for her life is a scene
and sincerity is only a game among others. The past has no interest: the Mermaid is interested only in the
present. She plans nothing but trusts her impulses. Like a whirlwind, she goes where she wants and leaves
herself to her nature, at once carefree and predatory, innocent and cruel.

Metamorphic
Face: sharp teeth
Hands webbed
Skin: scaly
Odor: navy
Voice hauntingly

Chinese portrait
If I were a natural phenomenon: a mirage
If I were a metal: gold
If I were an animal: the sea anemone
If I were a color: aquamarine
If I were a mythological being: so read Homer!
If I were a human famous Maria Calas
If I were a human activity: the disguise
If I were a work: L'Ile aux Trentes coffins of Maurice Leblanc
If I were a weapon: the net
If I were an object: a mirror

The Cold Hydrim

Cold Hydrim are the most devious Blood. They despise what is superficial and take the time to get to the bottom
of things. They know that appearances are misleading, that impulsiveness is a bad counselor. Their calm is often
only a facade. One can never be too careful about the water that sleeps.

TRITON
Triton is a computer, it is cold and distant. It's a predator out pair, but if a fight is against him, he will not hesitate
to flee. The Tritons will show not their emotions, they are enclosed. They always go for another reality,
still get some things deeper, hide a look. They are relentless and Cruel. They use the cunning and devious
are. Tritons are desperate to achieve their goals.

Metamorphoses:
Face: cut ears. The ear loses its human form, because it loses its lobe, extends rearwardly through spikes
growing, is divided and becomes membranous.
Hands: Palmate. Rawhide growths appear between the fingers of each hand.
Skin: Scaly. The skin of Triton is covered with fish scales and becomes tacky and sticky.
Odor: From vase. Unpleasant, this rotten smell from the Triton and the reminder vase or dead fish.
Voice: Crevice. Triton has a voice from beyond the grave, bass and distorted as using a vocal tract.

CHINESE PORTRAIT :
If I were a natural phenomenon: A Tsunami
If I were a metal: Mercury
If I were an animal: Shark
If I were a color: Green foxtail
If I were a mythological being: Poseidon
If I were a famous human: Blackbeard
If I were a human activity: Fishing
If I were a work: The Raft of the Medusa , Gericault
If I were a weapon: Trident
If I were an object: A bathyscaphe

The Dry Hydrim

These are the most secret. They prefer to live apart from others and surround themselves with a certain

201
The Dry Hydrim

mystery. If they stay away from the world, they do not lose interest. Simply they think they can work better without
being disturbed and they do not rely too much on others to help them find answers.

NIXE
The Nixe is a shapeshifter a Hydrim whose basic mood blood and dry answers domination Ka-Eau his pentacle .
The Nixe is the embodiment of creative water, slowly digging through erosion and modeling to perfection things,
much more reliable and scalable than living beings. It is a rather asocial being, passing for an arrogant and
sufficient being, denouncing without hesitation the imperfections and the limits of each one while considering
himself well superior to the others. What is considered a misplaced pride is in fact only a perfect knowledge of its
abilities and a reflex of perfectionism that isolates it a little more.

The metamorphoses of Nixe emphasize his confinement: his face is flattened, loses its reliefs and its eyes sink
by shading; His hands become veritable articulated clamps, kinds of integrated tools; Its skin hardens to
constitute a true chitinous shell; His body aches from a tidal smell, reminiscent of the scents of algae, dead fish
and wet sand; And his voice is slamming and mechanical.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be eroding.
If I were a metal, I would be cobalt.
If I were an animal, I would be a crab.
If I were a color, I would be the orange coral.
If I were a mythological being, I would be Arachné, the embroiderer condemned to take the form of a spider.
If I were a famous human, I would be Vaucanson, creator of automatons.
If I were a human activity, I would be watchmaking.
If I were a work, I would be an egg of Faberge.
If I were a weapon, I would be a time bomb.
If I were an object, I would be a craft tool of precision.

The Wet Hydrim

These are the most sociable. They integrate their best in the modern world and do not hesitate to live among
humans. Their sense of harmony makes them generally very diplomatic and they appreciate the roles of
mediators or counselors, but they like to immerse themselves in all sorts of situations with all sorts of people.

ONDINE
The Ondine is a shapeshifter classic a Hydrim whose basic mood blood and wet meets domination Ka-
Eau his pentacle .
The Ondine personifies the river always moving and refusing to be blocked by any obstacles. She does not like to
be distanced and ignore the progress and the news. It must know everything and follow everything new, refusing
to let the present act without it. His body serves to guarantee that he is always in the front row and the latest
fashion, and his mind does not know the rest when he runs into an oversight on his part. As for the past, it leaves
the other Nephilim , turning towards the future, never backward to always have the last word.

The metamorphoses of Ondine reflect his continuous movement and its desire to be at the heart of this: his hair
take on a shade of dark blue, easily down to the lower back; Its fingers are connected by a thin membrane; Its
skin is particularly smooth, covered with a slight greasy film like that of dolphins, the surface of which is
sometimes disturbed by waves; Its odor reminds one of the salty approaches of the sea shores; And it makes the
L easily roll, to the point of gurgling under the effect of anger.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be foaming.
If I were a metal, I would be the mercury.
If I were an animal, I would be a dolphin.
If I were a color, I would be navy blue.
If I were a mythological being, I would be the siren.
If I were a famous human, I would be the diver Jacques Mayol.
If I were a human activity, I would be trading.
If I were a work, I would be The Birth of Venus by Botticelli.
If I were a weapon, I would be a net.
If I were an object, I would be diving gear.

202
The Faërim is melancholic
He is calm, altruistic, inactive, reserved, shy and difficult to change his opinion. But it can turn out to be fertilizers,
sensual, very free, violent and even destructive as an earthquake. Many of them are in love with the Earth and try
to preserve it from the misdeeds of each other.
The land is both fertility, protection, stability, pleasure and inking in reality. The Faërim are magnets to their
images. They are dedicated to the protection of this in what they believe, from the nature, the drinking or the
nobility. The land Nephilim are very aware of the reality of the present moment; they accept their state of
parasites elementary and they know they need profane body to survive. the Faërims are carried to excess,
making them learned their cause of choice and very often, secular morals. Mother Earth is the basis of their
mentality, regeneration and healing, they are great protectors of all life. But their anger is also a terrible
earthquake.

The Melancholic Humor:


The Faërim have a very fine perception of the world, and of the fragility of its equilibrium. Melancholic, a perfect
adjective to designate the state of mind of these Nephilim. They remain particularly marked by the fall, by the
degradation of the Kaim, living perpetually in the memory of the old golden age.

Conscious that it is vain to seek to regain this state of fusion with the world, they have oriented for the most part
towards another ideal: the preservation of the fragile balance of nature. Alas, in both cases, the Quest is utopian
and the goal inaccessible. This is undoubtedly the quintessence of Melancholy: to pursue tirelessly what has been
lost forever. Tireless stewards and obstinate fighters, in the service of a mother constantly threatened, the Faërim
assume in spite of all this difficult task. They bear a conceptualized symbolism; They are the heralds of the Mater
Spiritua and conceive nature as a mechanism that must be regulated, even for some as a conscious entity to be
protected. They are always measured in their actions, aware that any excess can threaten the balance. Even in
precipitation, they will be able to choose the less definitive measures.

Oh that is not the case for all! Some have turned away. They now live primarily for themselves, like lonely beasts
roaming the plains, and have adopted that egoism which strikes men and animals. These prefer the natural
manifestations of our Element. They are the children of Mater Physica.Individualists, they apply the laws of nature
only to themselves and care for its balance only when their security depends on it. Facing the provocation, they
are promised to explain the "laws of the jungle", showing themselves always stronger and more determined than
their opponent. They will have plenty of time after to worry about the consequences of their gesture!

203
The Hot Faerim

These faerim have an animal character. They are spontaneous and react to instinct, loving to feel life around
them, to cause things, to conquer space.Their universe must teem with life, be perpetually in action. They hate
passivity: nothing horrifies them more than those who are slow to react.Their attitudes are often described as
excessive. They do not hesitate either to resort to violence, either to defend themselves; To dominate or simply to
play.

SATYR
The Satyr is almost instinctive animal. It is territorial, it will often create a territory and reign supreme. He often will
share the bestial side of human, it personifies life itself. The Satyr like to move and does not tolerate inaction. Of
all the Nephilim, it is one of the few to love and almost worship the pleasures of the flesh. Buveurs in time, the
Satyr like to have fun and give.

Metamorphoses:
Figure: Horns. Respectable dimensions of horns growing on the top of the head or on the side of the
forehead. Their shape may be similar to that of a goat, a bull or a ram.
Hands: Three fingers. Satyr of the fingers come together, the ring and little fingers, the index and middle fingers,
to form more than three fingers, thumb that swelled his side. All fingers are covered with a pretty solid horn that
makes them look like hooves.
Skin: Hairy. Body hair grows in a way exaggerate the entire party upper body. The beard and hair grow within
hours.
Odor: Musk. The male scent that exudes the Satyr is that of a predator, both attractive and repulsive to the
Nephilim entourage.
Voice: Low. Rolling the "r" Satyr speaks in a low voice, almost from beyond falls.

CHINESE PORTRAIT :
If I were a natural phenomenon: An earthquake
If I were a metal: Copper
If I were an animal: A goat
If I were a color: Brown ground
If I were a mythological being: Bacchus
If I were a famous human: Angus Young on the cover of Highway to Hell from AC DC
If I were a human activity: Sex
If I were a work: The Kama Sutra
If I were a weapon: the cudgel
If I were an object: A beer

The Cold Faerim

The cold Melancholic follows the slow evolution of the world. Some say it passive: nothing is more false. He acts,
but outside the gaze and, for the rest of the time, he is listening. Adoring to plan his actions, he always knows to
have time at his side. His vision of the world is special and, while being very attentive to what concerns him, he
ignores the rest. The raw and primary materiality of nature does not interest him and prefers the magical
manifestations which are for him the true expression of Ka-ia.

NYMPH
The Nymph is a shapeshifter classic a Faerim whose basic mood melancholy and cold meets domination Ka-
Terre on the pentacle .
Nymph personifies the changing seasons and considers that time flows in perfect working between death and
rebirth, hastening the evolution toward perfection.So she does not hesitate to return to stasis in the winter of his
incarnation to rebound to a new "spring", go in search of Agartha in its "summer" and cultivate its gains before
returning to sleep During the "autumn". Its evolutionary character makes it a companion sometimes difficult to
follow, often fatalistic although the cycles of time does not bring him any feeling of despair. For her, things are and
will always be, it is not useful to feel sorry for them.

The metamorphosis of the nymph express its natural perpetual rebirth: his eyes filled with a golden glow that
almost becomes light; His hands are covered with a chitinous layer giving to his fingers gossamer characters; Its
skin is covered with an amber resinous substance; His body aches with an odor of fresh sap; And his voice recalls
the buzzing, the cracking and the swarming of a cloud of insects.

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CHINESE PORTRAIT
If I were a natural phenomenon, I would be spring.
If I were a metal, I would be gold.
If I were an animal, I would be a butterfly.
If I were a color, I would be amber.
If I were a mythological being, I would be the Mesopotamian god Tammuz.
If I were a famous human, I would be Jesus Christ.
If I were a human activity, I would be transcendental meditation.
If I were a work, I would Geopolitical man, Dali.
If I were a weapon, I would be the poison.
If I were an object, I would be a sarcophagus.

The Dry Faerim

Dry faerim are rocks. As insensible and imperturbable as the stone, they care little for those they meet. Needless
to look for an emotion on their granite face? What surrounds them is put ...

GNOME
The Gnome is an intensive protector, he lives by a code of honor that makes him a be almost chivalrous. The
Gnome in a solid rock will, he will always keep her crying in any situation, it is cold, but not distant to others. It is
neutral and consistent. The Gnome is the image of the stone, it is cold, solid and changes infrequently. A Gnome
is unchangeable or so, when he has an idea he guard, as a habit or style, the Gnome is stable and constant.

Metamorphoses:
Figure: Bald and no mouth. Hair fall to the Gnome As,
receding hairline of the scalp. After metamorphosis, the
Nephilim is totally bald. The finished mouth also disappear to make way for
a simple bump under the nose of the Nephilim.
Hands: Large. The hands of the Nephilim become ridiculously large. Fingers
appear to shrink and enlarged palm.
Skin: From rock. The skin becomes rocky and yellowish. Cracks resembling
wrinkles appear all over the body of the Gnome and after the metamorphosis of the body
Faërim becomes stone.
Odor: From fresh earth. The Gnome a strong odor but pleasant land
freshly plowed. When the Gnome is a long time in the sun, smell
additional fertilizer may appear.
Voice: Grave and rocky. The voice of the Gnome is serious and seems to come from far away, it
is brittle and rocky, like she was jostled by an avalanche.
However, the voice of Nephilim remains beautiful and reassuring.

CHINESE PORTRAIT :
If I were a natural phenomenon: Formation of mountains
If I were a metal: Titanium
If I were an animal: The bear
If I were a color: Dark yellow
If I were a mythological being: Hercules
If I were a famous human: Paladins
If I were a human activity: Chivalry
If I were a work: The Arthurian Romances of Chrétien de Troyes
If I were a weapon: The jousting lance
If I were an object: A shield

The Wet Faerim

Harmony with its environment is the most intense desire of the Moist Melancholic. He remains perpetually open to
others and conceives relationships as a perpetual exchange of emotions. Gifted with great empathy, he also
communicates much and his states of soul have no secret for his entourage. It is said to be altruistic but it is only
the consequence of a larger objective: to enter into symbiosis with the world.

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ELF
The Elf is a shapeshifter classic a Faerim whose basic mood melancholy and wet meets domination Ka-Terre on
the pentacle .
The Elf personifies harmony with nature and the relationship between men, as it was at the time of primitive
societies, where urbanization had not created this separation that Elf feels bitterly. Nevertheless, he does not
spare his wish to remain in symbiosis with the whole world, and has no secrets for his surroundings, towards
which he is sharing perpetual emotions. Altruistic, it is very proud to represent in his perfection of Faerim as rich
emotions that nature.

The metamorphosis of the Elf highlight its link with nature: his ears go on spikes gracefully; Its nails look like
wood; His skin greenish slightly; His body aches with a refreshing humus odor; And his voice evokes the rustling
of the leaves.

CHINESE PORTRAIT
If I was a natural phenomenon, I would be blooming flowers.
If I were a metal, I would be copper.
If I were an animal, I would be a fox.
If I were a color, I would be green.
If I were a mythological being, I would be an Ent.
If I were a famous human, I would be Commander Cousteau.
If I were a human activity, I would be medicine.
If I were a work, I would be The Lord of the Rings JRR Tolkien.
If I were a weapon, I'd be a club.
If I were an object, I'd be a T-shirt Green Peace.

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The Onirim is whimsical
He is lost in endless reveries. He is attracted by all forms of deviance and madness. He can be considered a
jester, an unstable, a thief or a liar. But it can turn out to be fantastic, sweet dreamer or poet. It should be noted
that the Onirim are rejected by some Nephilim because of the role of the Moon in their history.

The Whimsical Humor


The Onirim are often regarded by their Fallen Brothers as twisted, liars, at worst dangerous and at best
unstable. All this is of course true, but it would be enough to touch the surface of things only to stop at these
considerations: to reduce them to this would be to forget that they are above all beings of change and dream, An
"evil" aspect attracts no more than another, a priori. An Onirim is above all a strong personality, extremely
complex and unique. The whimsical mood is almost exhaustive in the behaviors it covers, and that is why we can
not distinguish well-classified expressions. Only the metamorph gives a general orientation, specific inclinations to
each Onirim.

Onirim can be described as subversive, in a sense that is not pejorative: they are often the grain of sand that
makes everything do not go as planned. They are reluctant to do what is asked of them without bringing their
personal touch of marvelous or strange. This may fascinate or shock, but the Onirim are never insignificant.
Depending on the aspects of the moon that he feels the closest to, an Onirim will often be filled with anything that
can bring him new sensations and new ways of expressing himself. This character may pass for particularly
egocentric or on the contrary as an opening mark. The problem is that Onirim's behavior is rarely decipherable
and is often interpretable in several radically opposite ways. Onirim can be found in environments where there is
a form of artistic or spiritual creation, in the deviant or dissenting layers of society, or in the dark and hidden areas
of human activity, whether occult or even criminal. Some Onirim indulge in a desire to explain, at least in
appearance. Most then invoke a pragmatim or hedonism that hardly frames with their actions and frequent
passages a behavior to its opposite. They generally rush to contradict in fact what they have patiently
explained. But if the explanation is bad, is it not because it is finally impossible to completely rationalize beings
who embody change, dream or contradiction? In the end the Onirim remains the one that is never entirely
adapted to the situation but always capable of appropriating it, of diverting it and extracting all the contradictory
aspects, giving a precise reason to its action. To discuss or philosophize with one of them for those who succeed
is an experience of which one never emerges either winner or unscathed.

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SNAKE
Adept lies, the mind games always subtle and ambiguous, the Serpent represents all the whimsical characters
and likes to fool people. If lead to show his hand, it's better to develop in the future. The Serpent never if anything
its own interest not clear winner. He'll want to help others, but to his own good. Finally, the Snake is a usurper
who deceive anyone will not worthy of his trust and respect. Very difficult, Snakes do that surround people worthy
of him and of his talents.

Metamorphoses:
Figure: reptilian eyes. Simulacrum of eyes are longer, the pupil doing the same. The iris is golden and a second
eyelid appeared.
Hands atrophied. The hands of the Snake lose their mobility and the fingers shrink and curl.
Skin: Scaly. Snake skin becomes scaly, but remains soft to the touch. It is prone to molts that occur when the
metamorphosis is accentuated, molts arrive usually the full moon.
Odor: Odorless. The Snake loses any odor, which can destabilize a representative or a predator accustomed to
the presence of an odor.
Voice: Wheezing. Snake accentuates the pronunciation of "S", imitating the hissing snakes.

Chinese portrait
If I were a natural phenomenon aurora borealis
If I were a metal: silver
If I were an animal: the snake
If I were a color: black
If I were a mythological being: Loki
If I were a famous human: Lucrezia Borgia
If I were a human activity: deceit
If I were a work: a painting by MC Escher
If I were a weapon: a poisoned dagger
If I were an object: a false passport

CHIMERA
The Chimera is the expression of the influence of the Moon Dreamlike. Related to dreams, to dream but also to
drug use, the Chimera are beings who live night and seek places of debauchery but also creativity. fascinating
predators, they bring with them those who do not resist the call of the Dream.

Metamorphoses:
Face: white hair and black eyes. The eyes of the Chimera becoming
darker, like smoke filled before becoming completely black. Their
hair are fading before becoming white as raw silk or moonlight.
Hands: Black Claws. The nails of the Chimera lengthen and darken to form
these claws.
Skin: Scaly. The skin of the Chimera paradoxically becomes smooth and rough. We
becomes the form of flakes but they are never completely visible.
Odor: opiate. Chimera continuously off a more or less odor
remarkable opium.
Voice: Hypnotic. Whoever listens to the Chimera is lost in his words and would not
that continue to hear him speak.

CHINESE PORTRAIT :
If I were a natural phenomenon: The dream
If I were a metal: Obsidian
If I were an animal: The Owl
If I were a color: Pale gray
If I were a mythological being: Morpheus
If I were a famous human: Dr. Sigmund Freud
If I were a human activity: Taking drugs
If I were a work: The Cell Tarsem Singh
If I were a weapon syringe gun
If I were an object: A hallucinogenic

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LAMIE
The Lamie's a shapeshifter a Onirim whose basic mood whimsical meets domination Ka-Moon on his pentacle .
The Lamie personifies the fantasy in all its nature and likes to appear as everyone imagines. Thus, it may be
detestable in the eyes of one who has a priori negative towards it, and be pleasing to him who wishes to make
himself an ally of it. His seductive smile and affable behavior is only a screen concealing a strong instability in the
way of being. The Lamie is constantly disguises and even those who feel good to know are still baffled to find that
they only see the side of what they wanted to see in it.

The metamorphosis of the Lamie highlight his desire to seduce and dodge continually: her long black hair with
oily reflections seem waving of themselves; His hands are thin and fleeting, agile and elusive; His skin paled and
covered with tiny scales giving it a complexion of alabaster or carved marble; Its perfume of vanilla embalms
space; And his syncopated voice varies in all tones of the scale.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be a mirage.
If I were a metal, I would be chrome.
If I were an animal, I would be a cobra.
If I were a color, I would be white.
If I were a mythological being, I would be Pandora.
If I were a famous human, I would be Marie Tudor.
If I were a human activity, I would be seduction.
If I were a work, I would Syrinx by Debussy.
If I were a weapon, I would be innocent.
If I were an object, I would be a rattle.

NAGA
The Naga is a shapeshifter classic a Onirim whose elementary Mood whimsical meets domination Ka-Moon on
his Pentacle .
The Naga personifies the Moon in its changing nature, as if it were subjected to the growth and decay of the sun
uncontrollably. At the full moon, he may be particularly absent, as if plunged in a poetic melancholy, shy and
fearful, creating a mixture of pity and attraction to his companions. But as soon as the moon loses its brightness, it
becomes uncontrollable, unpredictable, passing from laughter to tears, until reaching the pinnacle of its
contradictions when the Moon disappears. It is then that he becomes almost dangerous for all his entourage, for
his attitude is often inexplicable and he himself can not translate the path of his mind to this period.

The metamorphosis of the Naga fluctuate with the appearance of the moon and his face wears large black eyes
at the full moon and pearl hair on the new moon;His placid hands and hypnotic gestures under the full moon
become moist and scaly under the new moon; Its sparkling skin under the full lunar star becomes mottled in its
dark phase; Her body absent from the odorous scenery during the full moon takes a scent of powder at the new
moon; And his crystalline voice of the full moon turns into sharp and sharp accents when the moon disappears.

CHINESE PORTRAIT
If I were a natural phenomenon, I would be a lunar cycle.
If I were a metal, I would be sodium.
If I were an animal, I would be a chameleon.
If I were a color, I would be the pearl gray.
If I were a mythological being, I would be Janus.
If I were a famous human, I would be the same Marceau.
If I were a human activity, I would be the theater.
If I were a work, I'd Lucy in the Sky with Diamonds Beatles.
If I were a weapon, I would be a hallucinogenic gas.
If I were an object, I would be a broken mirror.

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The Nephilim Metamorphosis emotional Aspects:
These Metamorphosis builds are from Chronicle of the Awakening. A player can feel free to substitute for
emotional aspects more suitable to their character as long as is in keeping with the flavor and tone of the
Metamorphosis. A new Metamorphosis has an emotion and some physical change. Any Nephilim PC will have
between one and all of these Metamorphosis but it is not required to have them all to make a complete character.

Each Emotional Aspect can give a Skill +2 bonus in a situaltion.

The material Salamander is:


• Destructive, and when he destroys his body turns into a weapon of war and his hands become hooks
and claws;
• Energetic, and when he is full of energy he becomes hot to the touch;
• Proud, and he stands several feet taller than anyone else;
• Rebellious, and his face becomes angular, menacing and hard;
• Reckless, and his hair turns into pure flame.
The spiritual Phoenix is:
• Creative, and those around her gain sudden new insights while she glows;
• Honorable, where she becomes lighter than air and floats above the fray;
• Loyal, where she begins to fade into the background and become like everyone else;
• Reckless, where her skin, lips, joints, and ears become red and her entire eye becomes as dark blood
and her hair turns crimson;
• Stubborn, where her features become hard as stone.
The material Sylph is:
• Calm, and his skin becomes transparent and his hair as white as the air;
• Pragmatic, and he becomes cold to the world and his skin likewise;
• Proud, as his voice becomes as the thunder and the storm;
• Rebellious, where even the winds will no longer obey and whip in a storm around him;
• Trusting, where the weights of the world no longer hold him to the ground.
The spiritual Angel is:
• Calm, and his skin becomes as white as ivory and his hair as gold;
• Creative, and when he has creative thoughts his eyes sparkle and his skin glows;
• Curious, and he will infect everyone around him with boundless curiosity with his golden tongue;
• Honorable, where the lack of lies allows him to grow wings and fly;
• Spiritual, and his joining with the universe allows him to speak in music and he leaves the smell of
honey on the air.
The material Undine is:
• Deceitful, where his pupils narrow to a slit and he smells of old rot;
• Destructive, and his teeth turn into daggers and his nails into sharp claws;
• Pragmatic, and as cold as the waves and as frigid as the icy ocean of the North;
• Private, when it hides in its scaly shell and it oozes like the algae of the deep;
• Unpredictable, as it deforms and grows strange lumps and growths like the deformations of the sea.
The spiritual Nixe is:
• Curious when her eyes light up with blue sparks when something catches her interest;
• Indulgent in her senses of taste, smell and hearing and she it tortured by the smells of the modern-day;
• Pragmatic in her dealings and she hides under the waves where she breathes with gills;
• Prudent which allows her become so indistinct she fades into the background;
• Social and she surfs the relationships of humanity until her skin becomes as silk and her fingers grow
membranes.
The material Gnome is:
• Angry when his face becomes fearsome, horns grow on his head, and his eyes glow with Satanic light;
• Destructive as his hands turn to claws and his feet into hooves;
• Indulgent where he can eat and drink many times more than any human being at a single sitting;
• Unpredictable where he runs like a wild beast, grows hair all over his body, and smells of wood musk.
• Vengeful as he has a horrible aura of terror and menace.

210
The spiritual Elf is:
• Altruistic and everyone around him becomes calm and trusting;
• Joyous and he is physically warm like a Spring day;
• Private as it hides from the world in its hard bark shell;
• Proud and it stands as tall as the trees and its ears become long and thin;
• Stubborn enough its features harden like wood and no emotion flashes on its face.
The material Chimera is:
• Deceitful. When she lies, her skin glows like the moon and her hair turns silver.
• Indulgent. As she indulges, so does everyone around her in an orgy of gluttony.
• Manipulative. She smells of opium.
• Modest. She fades into the background and she is easily forgotten when she doesn’t want to be found.
• Social. And when she talks to people, they love her, and her voice sounds like half-forgotten Dreams.
The spiritual Snake is:
• Cruel and its teeth become pointed and it spits poison;
• Deceitful as its eyes shows its evil as they become the large eyes of the snake;
• Indulgent where the senses overwhelm and it can remember tastes and sensations so well it
occasionally recalls them from previous lives;
• Private when its skin turns to dry, soft scale;
• Unpredictable as it becomes double jointed and is still until it lashes out.

For example…
In the midst of a bar fight on the very bad side of town with the Templars’ paid-for Mafia Thugs, Nemamiah the
Djinn Nephilim gives in to Destruction’s passion. He pays a Ch’awe point to invoke the Aspect of Destruction.
His skin turns to a leathery covering and his hands turn into hooks. He uses the aspect to bump the shift of his
combat roll up by one — from Good to Great, with predictable results. Elijah the Moon (Spirit)
Nephilim negotiates a delicate business deal. The GM compels the aspect of Deceit and Elijah gives in to his true
nature to try to cheat the opposing party. His eyes turn into serpent eyes as the he twists the deal to the
advantage of no one but himself, causing himself trouble later on. The GM gives Elijah a Ch’awe point to use
later.

Create a New Metamorphosis


Creating a new Metamorphosis starts a Ka and a Chinese Portrait. PIck a mythological creature and match it with a Ka. Then
ask:

If I were a natural phenomena, I would be…


If I were a metal, I would be…
If I were an animal, I would be…
If I was a mythological being, I would be…
If I was a famous human being, I would be…
If I was a human activity, I would be…
If I was a work of art, I would be…
If I was a weapon, I would be…
If I was an object, I would be…

Finally, pick five emotional Metamorphosis aspects. Either pick from the main list or add new ones. The main list of emotional
aspects is:

Altruistic, Angry, Calm, Conservative, Creative, Cruel, Curious, Deceitful, Destructive, Energetic, Honorable, Indulgent, Joyous,
Loyal, Manipulative, Misanthropic, Modest, Pragmatic, Private, Proud, Prudent, Rebellious, Reckless, Spiritual, Social,
Stubborn, Suspicious, Trusting, Uncaring, Unpredictable, Vengeful and Warlike.

Pick five physical changes to match the Metamorphosis.

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Personality Trait List
WHAT FOLLOWS is a list of all the personality Traits .
referred to in this book. This is not a complete list of Creative A creative Nephilim enjoys making
emotions in general, for there are as many different per- new things. These could be physical items, new concepts or
sonality Traits as there are Nephilim Metamorphoses. just about anything else which can be created. Some crea-
Players who wish to create their own Metamorphosis tive Nephilim, rather than making things themselves, act as
should consider this list as a simple starting point, noth- sponsors to others. The end result is the same - new
ing more. things are brought into the world.
Each personality Trait listing includes a variety of infor- Directions: a type of creation (poetry), a situation (when in
mation. To start with, there is a short explanation of the great danger), sponsoring a certain type of person (sponsor-
emotion. A section labeled Directions gives a few ideas for ing a homeless person).
how to direct the personality Trait. By no means is it a com- Opposed Raits: Destructive.
plete listing, but rather a short set of ideas. Understanding: creating something truly new, protecting a
The Opposed Emotions section gives an list of personal- unique item from destruction, helping another to under-
ity Traits which might be in opposition to the emotion being stand their creative potential.
described. They are not meant to be direct opposites, and
are only included to give gamemasters and players pointers Cruel Cruel indicates a disregard for the feelings
to particularly inappropriate behavior for the emotion in and needs of others, or a lack of sympathy. In the extreme
question. Note that not all Traits listed as opposed emotions case, a cruel Nephilim can be sadistic and enjoy other's
are included in this personality Trait list. suffering.
Finally, each personality Trait concludes with a section Directions: towards certain things (towards dogs), towards
labeled Understanding. This provides three ideas for actions certain people (towards Templars), at certain times (when
which might cause the gamemaster to award a check in the angry).
Trait. Again, this list is by no means complete, but simply Opposed Traits: Altruistic, Spiritual.
included to provide some small amount of direction. Understanding: being unmoved by the pain of others, go-
ing out of your way to cause another pain, hurting friends
Altruistic Nephilim who are altruistic are will- or family.
ing to do good and help others without expecting any re-
ward. They are often called benevolent, charitable or Curious Curious Nephilim enjoy not only find-
generous. ing new things, but also discovering mysteries of the past.
Directions: towards certain people (towards orphans), at Their god is knowledge, and they seek to know everything
certain times (on holidays), certain types of generosity that ever was, and everything that ever will be. To a curi-
(giving to the poor). ous Nephilim, destroying knowledge is the greatest sin
Opposed IIkaits: Cruel, Misanthropic, Uncaring. possible.
Understanding: doing a good deed for no reward, con- Directions: a science (astronomy), a time-period (ancient
vincing others to help you do good, putting yourself into Egypt), an organization (the Sufi).
danger to help others. Opposed Raits: Stagnant.
Understanding: making an important new discovery, sav-
Angry Mad, embittered or resentful Nephilim ing old knowledge from being destroyed, discovering
might be considered Angry. They usually have a dark view something that you're not supposed to know..
of the world and try and force others to join in their anger.
Angry Nephilim are often violent and destructive. They Deceitful Deceitful means that a Nephilim is
like to make other people unhappy. likely to distort truth. This may be done in an attempt to
Directions: at certain people (at Elves), at certain times (on reach some goal, or simply as a reflexive action. Chroni-
holidays), at some organization (at the government). cally deceitful people are called liars, frauds and cheats.
Opposed Traits: Joyous. Directions: about something (concerning a dark secret of
Understanding: making another sad in a time of joyous- the past), towards certain people (to Justice Arcana), at
ness, provoking your elder for no good reason, destroying certain times (when caught doing something wrong),
something for which you harbor great anger. Opposed Raits: Honest.
Understanding: succeeding at a complex con, deceiving a
Calm Nephilim enjoy simple serenity. They large organization, fooling people concerning your essen-
are composed and collected, even aloof. They prefer no tial nature.
excitement, no surprises and nothing out of the ordinary.
However, this is not to say that calm Nephilim are unwill- Destructive To be destructive is to enjoy
ing to take action. They are able to do so, but try to ap- wanton ruination. It can involve the destruction not only of
proach it in the same way that they do everything else, physical items, but also concepts, ideas and even govem-
with clear and rational thinking, detached from their emo- ments. Destructive Nephilim must constantly restrain their
tions. ruinous tendencies, lest they damn all their brothers to the
Directions: in certain situations (while leading), about cer- scrutiny of the world. In order to do this, they tend to direct
tain things (about death), while with certain people (while their destruction against those who would do harm to the
with trusted friends). Nephilim. The entire Tower Arcana is built upon this con-
Opposed Traits: Reckless, Unpredictable. cept.
Understanding: taking the time to fully comprehend Directions: an organization (the Templars), a type of item
something, helping to calm others, remaining composed in (magical grimoires), a type of person (cultists who have
very upsetting circumstances. bled Nephilim).
Opposed Raits: Creative.
Conservative Nephilim who enjoy living Understanding: successfully destroying a large entity (the
in the past, and are loath to accept the society of the pre- West Coast headquarters of the Templars), destroying
sent, are considered conservative. Conservative Nephilim something personally precious to you, engaging in destruc-
are often nostalgic, introspective and meditative. Some hate tion even when it puts you in grave danger.
and resent the modem world. Others simply yearn for the
golden age of their youth.
Energetic A nephilim who is energetic is vig-
Directions: about certain things (hates technology), about
Ourous, active and decisive. Unable to sit idle, such a
certain people (resents modern-day politicians), with re-
Nephilim must always do something. The Energetic
gard to certain time periods (yearns for predynastic Egypt).
Trait doesn't suggest that something useful is always ac-
Opposed Traits: Rebellious.
complished, simply that something is always being done.
Understanding: convincing people in power that things
Directions: certain actions (fleeing from foes), certain situ-
used to be better, preserving an ancient tradition, staying
ations (while leading), certain times (during the grand en-
with the old ways even when new things are easier or more
thronement of Mars).
efficient.
Opposed Traits: Lazy.

212
Understanding: convincing others to go out and do things Directions: certain people (rapists), certain organizations
despite extreme reluctance, avoiding extremely comfort- (fraternities), at certain times (when depressed).
able traps of sloth (a large stipend to sit and protect a Opposed Traits: Altruistic.
museum), doing something you dislike just to do some- Understanding: destroying some relic important to the hu-
thing. man nations, going out of your way to cause pain and
misery, causing humans to lose faith in themselves.
Honorable For the Nephilim, honor is a
combination of personal dignity, integrity and pride. A Modest Modest Nephilim do not seek excessive
Nephilim who is honorable expects to be shown respect by attention for their deeds. They are willing to quietly do
his fellows, and in return shows them respect as well. All their tasks, and do not seek recognition or glory. Some
honorable Nephilim have a specific code of ethics which modest Nephilim are called humble, reserved, even shy.
they follow. This code may vary from one Nephilim to Nephilim who are modest sometimes fear that unwarranted
another, but it usually centers around questions of fairness, attention will destroy their carefully laid plans.
propriety and justice. Directions: about certain things (about deeds of valor),
Directions: to someone (to friends), in certain circum- around certain people (around elder Nephilim), at certain
stances (while at great gatherings of Nephilim), certain as- times (at gatherings of Nephilim).
pects of honor (acts justly to foes). Opposed Traits: Proud.
Opposed Traits: Dishonorable. Understanding: letting another take credit for your ac-
Understanding: acting honorable even if doing so will complishments, doing great things in secrecy to prevent
cause you future problems, helping one who has been attention, being unmoved by others proudly declaring
wronged to regain their honor, protecting the honor of your themselves better than you.
Arcana.
Pragmatic Pragmatists are very practical.
Indulgent Nephilim who are indulgent revel They undentand the inevitsble, and are willing to bow to it.
in the joys of the human body. They are sensual. They eat This I\ not to say that pragmatic Nephilim can not be rebel-
and drink, acting either the glutton or the gourmet. They lious, or that they always bow to power. However, they do
are unafraid to explore the sexual side of their human exist- understand when a cause is lost, and do not continue joust-
ence. It is the Indulgent Nephilim who are the closest to the ing at windmills when it is clear that doing so is useless.
Simulacrum that they inhabit. Directions: about certain things (about death), towards cer-
Directions: certain items (alcohol), at certain times (during tain people (towards the Tower Arcana), in certain situ-
grand enthronments), when with certain people (around ations (when dealing with the SRC).
young humans). Opposed Traits: Stubborn.
Opposed 'haits: Spiritual, Temperate. Understanding: giving up when a goal becomes impossi-
Understanding: massively overindulging, eating an ex- ble, convincing others that their goals are impractical, be-
pensive delicacy, experiencing a new sensation. traying something (an ideal, an organization) due to practi-
cality.
Joyous Joyous Nephilim are unmoved by the mis-
Eries of the world. They manage to find a good side to Private Private Nephilim prefer to keep their own
every disaster, and are able to spread their happiness to council. They usually abhor social situations. They believe
others. Joyous Nephilim often help out others who are un- that they can find the path to Agartha within themselves.
happy. While private Nephilim are willing to interact with others,
Directions: about certain things (about the new blooms of they will usually choose a small group of friends and be
spring), around certain people (around current lover), at unwilling to make new acquaintances beyond that group.
certain times (at dawn). Directions: about certain things (concerning Agartha),
Opposed Traits: Angry. around certain people (around the Justice Arcana), at cer-
Understanding: helping another to find joy in times of tain times (before voting).
sadness, finding some new aspect of personal happiness, Opposed Traits: Social.
doing something that makes a number of people happy. Understanding: avoiding situations involving lots of peo-
ple, avoiding talking about yourself during an inquisition,
Loyal Nephilim who place a great respect in friend- helping to protect another’s privacy.
ship, and in the reqponsibilitiec aswciated with such bonds
are considered loyal. They lire devoted and faithful, and Proud Proud Nephilim know their greatness and
would often rather die than betray the object of their loyal- Enjoy going at length on this point. They are proud to be
ties. Nephilim. They enjoy boasting their deeds and flaunting.
Directions: to a person (to the Nephilim ruler of a city), to their power. This may involve deeds as mundane as driving
an organization (to the High Priestess Arcana), in certain expensive cars, or as exceptional as openly casting spells in
circumstances (when with loyal friends). the middle of a crowded city.
Opposed Traits: Rebellious. Directions: a possession (car), an aspect of yourself
Understanding: risking your life to protect a friend, refus- (physical prowess), around a certain type of people (around
ing to betray your loyalty despite threats or coercion, plac- powerful Nephilim).
ing a friend's goals above your own due to your loyalty. Opposed Traits: Modest.
Understanding: openly exhibiting your power among hu-
Manipulative Nephilim who enjoy con- mans, bragging about yourself when it is dangerous to do
trolling others are called manipulative. They use people so, spending time and resources to make yourself look bet-
like tool\. They are not utterly uncaring of those they use, ter.
for losing them would probably set back their plans.
Nephilim who are manipulative are often called machiavel- Prudent Prudent means that a Nephilim gives
lian, mercenary or scheming. The ends justify the means. thought to what it does before it acts. Such a character is
Directions: of certain people (of old and corrupt politi- cautious. It often avoids problems so that it may learn of
cians), using certain methods (using threats), at certain the opponents’ true nature before actually attacking.
times (when a victim is down on their luck). Directions: in certain situations (when meeting new peo-
Opposed Emotions: Malleable. ple), about certain things (Concerning Orichalka weapons),
Understanding: gaining a hold on a powerful politician, when with certain people (when with wounded Nephilim).
convincing someone to do something that they really do Opposed Traits: Reckless, Unpredictable.
not want to, tricking an enemy into doing your bidding. Understanding: doing research on a problem before con-
fronting it, fleeing bad odds even when a situation is im-
Misanthopic A Nephilim who feels portant to you, trying to bargain with a hated foe before
misanthropy has developed a hatred for all of humankind. engaging in combat.
They are antisocial, selfish and cynical. They see humans
as cattle, and enjoy causing them pain and misery. Some Rebellious The rebels of the Nephilim have
Nephilim have refined the art of misanthropy, and simply no respect for authority. Some hold it in contempt, believ-
hate Men rather than all of mankind. ing that they can mnkc btttcr dwisions themselves, while

213
others openly defy it, preaching anarchy. Many rebels act without considering at all that it might be false are trusting.
in a way contrary to anything preached by authorities sim- They do not try to second-guess people, or look for false-
ply as a gut reaction. Some rebels have no respect for order hood in every truth, but simply accept things as they are.
of any type, while others require authority to prove its va- People who would take advantage of trusting people con-
lidity and worth before acquiescing. sider them gullible.
Directions: to certain people (to respected and powerful Directions: of certain people (of friends), concerning cer-
Nephilim), at certain times (when impressing new people), tain things (concerning matters of extreme importance), in
around certain people (when with old friends) certain places (when at home).
Opposed Traits: Conservative, Loyal. Opposed Traits: Suspicious.
Understanding: speaking directly against one of your bet- Understanding: trusting another with your Stasis without
ters, openly defying the orders of your superior, going regret, believing another despite evidence to the contrary,
against the desires of your Arcana. telling others your deepest secrets.

Reckless A Reckless Nephilim acts before it Uncaring Nephilim who are uncaring are not
thinks, without concern for the consequences of its actions. truly cruel. Rather, they fail to feel any emotions for others.
An extremely reckless Nephilim might be called careless, They consider people to be tools, and never stop to think
or a hot head. Often, reckless people find themselves (and about how those people might be effected by their actions.
their friends) in big trouble because of their actions. Reck- Uncaring Nephilim fail to respond to not only the pain and
less Nephilim often have no fear of death. grief of others, but also their happiness and joy.
Directions: in certain situations (in combat), about certain Directions: with regard to certain emotions (ioy), with re-
things (concerning the health and welfare of others), when gard to certain people (to orphans), at certain times (during
with certain people (when with powerful Djinn). War).
Opposed Traits: Calm, Prudent. Opposed Traits: Altruistic.
Understanding: rushing into life-threatening situations, Understanding: being unmoved by the pain of your
making promises without thinking, reacting quickly to dan- friends, purposefully putting others into danger to move
gerous commands. your agenda forward, ignoring pleas for help.

Spiritual Those Nephilim who seek some in- Unpredictable Unpredictability is


ner truth in the univcrse. one that is greater than them, and closely tied to the other emotions of a Nephilim. As it
greater than the entire society, are spiritual. They often look increases, a Nephilim will be more likely to randomly fly
to the stars and seek answers in meditation. They believe first in one direction, and then in another, depending on
that they can only find Agartha by ascending above them- how the muses strike it. Nephilim who are unpredictable
selves. are usually violent in the expression of their emotions, and
Directions: a certain religion (Zen), in certain circum- nearby people can never tell which emotion might cause
stances (when facing death), around certain people (around them to rage next. Unpredictable people are often wild,
Satyrs). uncontrolled, chaotic and reckless.
Opposed Traits: Cruel, Indulgent. Directions: a certain situation (at parties), a certain emo-
Understanding: finding solace in spiritualism, introducing tion (destructive), around certain people (around humans).
others to spiritualism, understanding a new spiritual lesson. Opposed Traits: Calm, Prudent.
Understanding: expressing your emotions in a surprising
Social Social Nephilim enjoy interacting with manner, acting wildly and uncontrolled, rushing into situ-
other people, both Nephilim and humans. Some seek ations without thinking about them.
Agartha through these interactions, believing that only by
understanding others can they reach spiritual fulfillment. Vengeful Vengeil indicates a Nephilim's pro-
Others simply enjoy the uncertainties that social interac- pensity to seek revenge, perhaps petty, but possibly sweep-
tions can bring to life. ing and grandiose, for wrong\ done or imagined done to it.
Directions: a certain type of person (upper-class humans), This Trait also includes spitefulness.
a certain type of situation (raves), a certain place (the San Directions: about certain things (personal insults), towards
Francisco scene). certain people (towards Tritons), towards an organization
Opposed Traits: Private. (towards the Discordians).
Understanding: holding a tremendous gathering, learning Opposed Traits: Forgiving.
something new due to social interactions, attending a very Understanding: taking vengeance upon someone who has
exclusive gathering (the Presidential inauguration party). wronged you, helping another to take vengeance, convinc-
ing another that vengeance is necessary.
Stubborn Stubborn Nephilim are those who
refuse to change their ideas or views under any circum- Warlike Nephilim who are warlike enjoy con-
stances. They make poor followers, for they often develop queqt and the power that it brings them. They are often
their own interpretations of situations. Even when they are aggrec\i\re, and territonal. Sometimes they actively lead
proven wrong, stubborn Nephilim are reluctant to admit it. their forces into battle, while other times they are more
Directions: about certain things (about weapon designs), in subtle, and through manipulation, convince their enemies
certain situations (while debating), around certain people to slay each other.
(around lesser Nephilim). Directions: against certain people (against the Black Star),
Opposed Traits: Pragmatic. when leading certain people (when leading the Tower Ar-
Understanding: holding to a principle even when in the cana), under certain conditions (when righting a wrong).
smallest minority, adhering to your beliefs despite extreme Opposed Paits: Peaceful.
persecution, bringing others over to your way of thinking Understanding: entering a battle despite overwhelming
through continual work. odds, defeating an old enemy, gaining territorial expansion.

Suspicious Suspicious indicates that a


Nephilim tends to not believe things unless it sees concrete
evidence. Extremely suspicious people tend to be called
skeptics or doubters. At the extreme level, a suspicious
person might even be paranoid
Directions: of certain people (of Justice Arcana), concem-
ing certain things (concerning other people's motives), in
certain places (in the good side of town).
Opposed Paits: Trusting.
Understanding: withholding secrets even when under du-
ress, refusing to reveal your plans even when it could be
beneficial to do so, rejecting gifts from an alleged friend.

Trusting Nephilim wh believe information

214
The Nephilim Metamorphosis physical Aspects:
Each pysical Aspect can give a physical Attribut +1 bonus and following powers per level.

The Fire:
• Sense of Fire, can see in darkness
• Hands of Fire, do +1 Fire Damage with Brawl
• Legs of Fire, can Jump double so far and heigh
• Body of Fire, halve Fire damage / +1 Health
• Aura of Fire, armor 1 and fire damage 1 per round in brawl

The Air:
• Sense of Air, can hear like an Owl
• Hands if Air, do +1 Cold Damage with Brawl
• Legs of Air, can levitate with halve walking speed
• Body of Air, halve Cold damage / +1 Health
• Aura of Air, armor 1 and cold damage 1 per round in brawl

The Water:
• Sense of Water, can sense like a shark
• Hands of Water, get +2 on grapple Brawl attack
• Legs of Water, double swimming speed
• Body of Water, halve Suffocation damage / +1 Health
• Aura of Water, armor 1 and suffocation bashing damage 2 per round in brawl

The Earth:
• Sense of Earth, can track by smell like a dog
• Hands of Earth, do +2 bashing Damage with Brawl
• Legs of Earth, can burrow with halve walking speed
• Body of Earth, halve falling damage / +1 Health
• Aura of Earth, armor 2

The Moon (Spirit):


• Sense of Spirit, can feel when Spirits or Wraith are nearby
• Hands of Spirit, ignore 1 Armor with brawl
• Legs of Spirit, can teleport to a point in line of sight in walking distance;
• Body of Spirit, halve Numina damage from spirits and wraiths / +1 Health
• Aura of Spirit, armor 1 and armor 1 against magical damage

215
Simulacrum
During the great disaster of Atlantis, the fallen Kaim had few options to continue living and seeking the
Agartha. They became Nephilim, magical entities that had to learn to possess the physical bodies of the beings
they had elevated to the rank of thinkers: humans.

Wounded by the Orishalque, the Nephilim had become spirits without energy or ability to move. Their Ka-
elements were scattered in the magical fields. They had found a "vehicle" means a physical body: a
simulacrum in which to incarnate.

The Nephilim understood that this incarnation would never be a fusion. Indeed, humans possess in them a piece
of Ka-Sun. This piece of magic screening, the Nephilim had to accept a significant loss of their magical abilities.
On the other hand, the human body brings them important advantages: the ability to act on the outside world
through speech, gesture and movement. The Nephilim realized that they could learn from humans, copy their
acquired experience.
Finally, the death of the simulacrum does not entail inevitable consequences for the Nephilim. At the sacrifice of
his Ka, he can reincarnate into a new body. Each new incarnation takes them away from the Agartha because
they lose some of their knowledge, but each new experience is a way to approach it.This is how the Nephilim
went through the ages.

The Nephilim have to change the physical appearance of their body to create a semblance of what they could
have been before Atlantis.

The Nephilim incarnate in a simulacre perceives the reality through it. He can see, feel, hear, touch and taste. For
this he must get accustomed to his new body for a few days. The human being loses consciousness and finds
himself in a state close to coma. The human mind perceives the environment very distantly. When the body is
wounded or when the skills of the simulacrum are used, the Nephilim can feel the human mind reacting. It is at
these moments that the human can regain control of his body.This situation is called a Shadow (or Shouit below
enocheen)

Sekmet

A Nephilim whose Simulacrum reaches 1 or fewer wounds left may attempt an Ka roll to avoid falling into a
special coma called Sekmet. which In Egyptian means "becoming weak." This coma is distinct from the
unconsciousness suffered by a Simulacrum. Succeeding in this roll, the Nephilim may keep active inddinitdy ifits
Simulacrum has at least one hit point remaining; or for CON rounds if zero or fewer hit points remain (after which
the Nephilim passes into Sekmet and the Simulacrum dies). Failing the roll, the Nephilim enters Sekmet
immediately. In Sekmet, the approach of death triggers a unique reflex in which the Ka-elements join in the center
of the Simulacrum, waiting for reincarnation. Reincarnation can only happen when the Simulacrum reaches 0 hit
points, remains so for a number of round equal to here CON, and dies. If the Simulacrum is healed and brought
back to 1 hit point or more, Sekmet is canceled and the Nephilim revives.

The Death of the Simulacrum

When the simulacrum exceeds the level of fatally injured health and any resuscitation hope failed, the Nephilim
passes Chakra phenomenon (the pentacle beats at a different pace than usual and it is placed in the body of
center) and is obliged To leave the body in which he was incarnated.

The Disembodiment: The Effect-Jesus

A Nephilim can not prevent this effect. (this separation is sometimes visible to humans who have a Ka-sun> 15)
Nephilim all within 500 meters are notified of the occurrence of an effect close-Jesus (that lasts as many passes
as the Ka Of the Nephilim). Similarly, any Nephilim present within a radius of 1 km tests his vision-ka to feel the
event.

When the Nephilim leaves his simulacrum, it retains all his skills acquired in past incarnations and those stolen
from his Simulacre by experience. He gained even a culture of the twentieth century of its own whose base score
is EDUcation its simulacrum. However, he can only use his magical skills and is therefore very vulnerable. In
addition, the Dummy loses all traces of Metamorphosis

An Effect Jesus causes a permanent loss of 2 point Ch’awe in all Elements and temporary amnesia resulting
in an incarnation. This loss of Ka causes a disappearance of knowledge (5 Expieriences): memories of an era,
percentage of a skill or a spell, etc ...

216
The Nephilim may seek to embody a new Simulacrum, unless forced to return to his stasis or succumbing to the
effects of narcosis.

Reinstatement of the Stasis

If the stasis of the Nephilim is not full at the time of Jesus effect, it can suck the Nephilim of the pentacle to keep it
in captivity. At the time of separation, a roll 100 - the number of points of Ka-elements contained in the
stasis is made. If successful, the Nephilim is drawn into his stasis.

This perspective can be avoided at the sacrifice of a permanent Ch’awe point. If, however, he returned to
his stasis, it must be recharged by being placed inmagical fields powerful such as Plexus . As soon as
1 stasis recovers its max (100 points), the Nephilim may attempt to reincarnate again.

Reincarnation

The search for a new simulacrum: the death of the simulacrum, the spirit of the Nephilim rises into the air.

If no human is near the place to provide a possible Simulacre, the fallen must pass to move by creating a link with
a magical field that will cost him the sacrifice of two permanent points of Ch’awe. This done, it will be able to
move about 5 Km / hour.

The anguish of this displacement and research can cause upheaval heralding the Khaïba . The latter perceives
his environment by vision-ka (only the Ka-sun is visible but a roll with Ka succeeded in probing a human spirit).

To successfully integrate a body, it must defeat the Ka-Sun of its target through its Ka. In case of failure, it can try
with its other Ka-elements. In case of failure or abandonment, another simulacrum must be found.

Narcosis: if the stasis is full and the Nephilim can not find Simulacre within 24 hours, it can get in Narcose (deep
sleep where he fossilize, he puts his Ka dormant). To avoid Narcose, it must make a Ka x 3 every 24 hours
without Dummy.

New Merit: Job (Profession) XP Cost 1-5


O Prequisite: Skill at 1 + Speciality, Skill at 1 & Attribute at 1 =
Monthly Income $750 to pay your Lifestyle
OO Prequisite: Skill at 2 + Speciality, Skill at 2 & Attribute at 2 =
Monthly Income $1.500 to pay your Lifestyle
OOO Prequisite: Skill at 3 + Speciality, Skill at 3 & Attribute at 3 =
Monthly Income $3.000 to pay your Lifestyle
OOOO Prequisite: Skill at 4 + Speciality, Skill at 4 & Attribute at 4 =
Monthly Income $15.000 to pay your Lifestyle
OOOOO Prequisite: Skill at 5 + Speciality, Skill at 5 & Attribute at 5 =
Monthly Income $75.000 to pay your Lifestyle

Poor Lifestyle: Small apartment, cheap car, cheap food, cheap cloth
Costs $500
Middle Class Lifestyle Apartment or small house, car, normal food, standard cloth
Costs $1.000
Well-To-Do Lifestyle: Big house, good car, good food, good cloth
Costs $2.000
Wealthy Lifestyle: Villa, Sports car or Limosine, best food, Luxus cloth
Costs $10.000
Rich Lifestyle: Big Villa, Sports car and Stretch Limosine, Luxus foods, Designer Cloth
Costs $50.000

(No Profession = -1 Dot, if the Player have the skills of the Job)

Worktimes:
You must work 40-50 hours per week to earn this money (Job points = Job Contact and Job Allies).
A half-time Job (20-25 hours per week) gives you halved money (Job points halved = Job Contact and Job Allies).
A full-time Job (60-75 hours per week) gives you money x1,5 (Job points x1,5 = Job Contact and Job Allies).

217
The possible 25 Jobs (Professions) sind:
Academic (Academic, Science), Artist (Crafts, Expression), Athlete (Athletics, Brawl), Cop (Streetwise, Firearms),
Criminal (Larceny, Streetwise) , Detective (Empathy, Investigation), Doctor (Medicine, Academic), Driver (Drive,
Streetwise), Engineer (Crafts, Science), Executive (Politics, Subterfuge), Fighter (Intimidation, Weaponry), Hacker
(Computer, Science), Hit Man (Firearms, Stealth), Journalist (Expression, Investigation), Laborer (Athletics,
Crafts), Occultist (Investigation, Occult), Outdoorsman (Survival, Animal Ken), Professional (Academics,
Persuation), Religious Leader (Academics, Occult), Salesman (Persuation, Subterfuge), Scientist (Investigation,
Science), Socialite (Politics, Socialize), Soldier (Firearms, Survival), Technican (Crafts, Investigation), Vagrant
(Streetwise, Survival).

(You can buy the merit professional training extra, if you wish)

Character Professions – Concepts: Body, Mind or Soul


No Profession (Concept: Mind)
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics , Computer , Crafts , Investigation , Medicine, Occult, Politics, Science
Physical Skills (4): Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry
Social Skills (7): Animal Ken, Empathy, Expression, Intimidation, Persuation, Socialize, Streetwise, Subterfuge
Skill Specialties (choose 3 Specialties): for 3 Skills
Merits (7): Choose Merits for 7 Dots (or Resources 3, Choose Merits for 4 Dots)
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

No Profession (Concept: Body)


Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics , Computer , Crafts , Investigation , Medicine, Occult, Politics, Science
Physical Skills (11): Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry
Social Skills (4): Animal Ken, Empathy, Expression, Intimidation, Persuation, Socialize, Streetwise, Subterfuge
Skill Specialties (choose 3 Specialties): for 3 Skills
Merits (7): Choose Merits for 7 Dots (or Resources 3, Choose Merits for 4 Dots)
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

No Profession (Concept: Soul)


Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics , Computer , Crafts , Investigation , Medicine, Occult, Politics, Science
Physical Skills (4): Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry
Social Skills (11): Animal Ken, Empathy, Expression, Intimidation, Persuation, Socialize, Streetwise, Subterfuge
Skill Specialties (choose 3 Specialties): for 3 Skills
Merits (7): Choose Merits for 7 Dots (or Resources 3, Choose Merits for 4 Dots)
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

Academic (Concept: Mind)


Examples: Gelehrter, Experte, Historiker
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 3, Computer 2, Crafts 1, Investigation 2, Science 3
Physical Skills (4): Athletics 1, Brawl 1, Drive 2
Social Skills (7): Expression 1, Persuation 2, Socialize 2, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Academics, Science and one other Skill
Merits (7): Job (Academic) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Artist (Concept: Soul)


Examples: Musiker, Bildhauer, Zeichner
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics 2, Crafts 3, Occult 1, Politics 1
Physical Skills (4): Athletics 1, Brawl 1, Drive 2
Social Skills (11): Empathy 2, Expression 3, Persuation 2, Socialize 2, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Crafts, Expression and one other Skill
Merits (7): Job (Artist) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

218
Athlete (Concept: Body)
Examples: Leistungssportler, Stuntman, Kampfsportler
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 2, Computer 1, Crafts 1, Investigation 1, Medicine 1,Politics 1
Physical Skills (11): Athletics 3, Brawl 3, Drive 2, Stealth 2, Survival 1
Social Skills (4): Expression 2, Intimidation 2
Skill Specialties (choose 3 Specialties): for Athletics, Brawl and one other Skill
Merits (7): Job (Athlete) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Cop (Concept: Body)


Examples: Polizist, Security, Leibwächter
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 2, Computer 1, Investigation 2, Medicine 1, Politics 1
Physical Skills (11): Athletics 2, Brawl 2, Drive 2, Firearms 3, Weaponry 2
Social Skills (4): Intimidation 1, Streetwise 3
Skill Specialties (choose 3 Specialties): for Firearms, Streetwise and one other Skill
Merits (7): Job (Cop) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Criminal (Concept: Body)


Examples: Betrüger, Taschendieb, Einbrecher
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Computer 2, Crafts 1, Investigation 2, Medicine 1
Physical Skills (11): Brawl 1, Drive 2, Firearms 2, Larceny 3, Stealth 2, Weaponry 1
Social Skills (4): Streetwise 3, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Larceny, Streetwise and one other Skill
Merits (7): Job (Criminal) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Detective (Concept: Mind)


Examples: Ermittler, Kopfgeldjäger, Privatdetektiv
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 2, Computer 2, Investigation 3 , Medicine 1, Politics 1, Science 2
Physical Skills (4): Brawl 1, Drive 2, Firearms 1
Social Skills (7): Empathy 3, Intimidation 1, Persuation 1, Streetwise 1, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Investigation, Empathy and one other Skill
Merits (7): Job (Detective) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Doctor (Concept: Mind)


Examples: Arzt, Heilpraktiker, Medizinmann
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 3, Computer 2, Investigation 1, Medicine 3, Science 2
Physical Skills (4): Athletics 1, Brawl 1, Drive 2
Social Skills (7): Animal Ken 1, Empathy 2, Persuation 2, Socialize 1, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Academics, Medicine and one other Skill
Merits (7): Job (Doctor) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Driver (Concept: Body)


Examples: Fernfahrer, Buschpilot, Skipper
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Computer 1, Crafts 2, Investigation 2, Medicine 1
Physical Skills (11): Athletics 2, Brawl 2, Drive 3, Firearms 1, Larceny 1, Survival 1, Weaponry 1
Social Skills (4): Streetwise 3, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Drive, Streetwise and one other Skill
Merits (7): Job (Driver) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

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Engineer (Concept: Mind)
Examples: Ingenieur, Chemiker, Architekt
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 2, Computer 2, Crafts 3 , Investigation 1, Science 3
Physical Skills (4): Athletics 1, Brawl 1, Drive 2
Social Skills (7): Expression 2, Persuation 2, Socialize 1, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Crafts, Science and one other Skill
Merits (7): Job (Engineer) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Executive (Concept: Soul)


Examples: Konzerner, Beamter, Vermittler
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics 3, Investigation 1, Politics 3
Physical Skills (4): Athletics 1, Brawl 1, Drive 1, Larceny 1
Social Skills (11): Empathy 2, Persuation 2, Intimidation 1, Socialize 2, Expression 1, Subterfuge 3
Skill Specialties (choose 3 Specialties): for Politics, Subterfuge and one other Skill
Merits (7): Job (Executive) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

Fighter (Concept: Body)


Examples: Straßenkämpfer, Gladiator, Einzelkämpfer
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Crafts 2, Investigation 2, Medicine 2
Physical Skills (11): Athletics 2, Brawl 2, Drive 2, Firearms 2, Weaponry 3
Social Skills (4): Empathy 1, Intimidation 3
Skill Specialties (choose 3 Specialties): for Weaponry, Intimidation and one other Skill
Merits (7): Job (Fighter) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Hacker (Concept: Mind)


Examples: Programmierer, Operator, Datendieb
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 2, Computer 3, Crafts 1, Investigation 2, Science 3
Physical Skills (4): Brawl 1, Drive 1, Larceny 2
Social Skills (7): Expression 2, Intimidation 1, Streetwise 2, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Computer, Science and one other Skill
Merits (7): Job (Hacker) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Hit Man (Concept: Body)


Examples: Sniper, Killer, Jäger
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Computer 1, Crafts 2, Investigation 2, Medicine 1,
Physical Skills (11): Athletics 1, Brawl 1, Drive 1, Firearms 3, Stealth 3, Weaponry 1, Larceny 1
Social Skills (4): Empathy 1, Intimidation 1, Streetwise 1, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Firearms, Stealth and one other Skill
Merits (7): Job (Hit Man) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Journalist (Concept: Soul)


Examples: Schriftsteller, Kritiker, Reporter
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics 2, Computer 2, Investigation 3
Physical Skills (4): Brawl 1, Drive 1, Larceny 1, Stealth 1
Social Skills (11): Empathy 2, Expression 3, Persuation 2, Socialize 1, Streetwise 1, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Investigation, Expression and one other Skill
Merits (7): Job (Journalist) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

220
Laborer (Concept: Body)
Examples: Zimmermann, Gärtner, Maurer
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Crafts 3, Investigation 1, Medicine 1, Science 1
Physical Skills (11): Athletics 3, Brawl 2, Drive 2, Survival 2, Weaponry 2
Social Skills (4): Expression 1, Intimidation 1, Persuation 1, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Crafts, Athletics and one other Skill
Merits (7): Job (Laborer) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Occultist (Concept: Mind)


Examples: Wahrsager, Geisterjäger, New Age Heide
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 2, Crafts 1, Investigation 3 , Medicine 1, Occult 3, Science 1
Physical Skills (4): Brawl 1, Drive 1, Larceny 1, Stealth 1
Social Skills (7): Empathy 1, Expression 1, Intimidation 1, Persuation 2, Socialize 1, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Investigation, Occult and one other Skill
Merits (7): Job (Occultist) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Outdoorsman (Concept: Body)


Examples: Ranger, Trapper, Überlebenskünstler
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Crafts 2, Investigation 1, Medicine 2, Science 1
Physical Skills (11): Athletics 2, Brawl 1, Drive 1, Firearms 1, Stealth 2, Survival 3, Weaponry 1
Social Skills (4): Animal Ken 3, Intimidation 1
Skill Specialties (choose 3 Specialties): for Survival, Animal Ken and one other Skill
Merits (7): Job (Outdoorsman) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Professional (Concept: Mind)


Examples: Anwalt, Manager, Angestellter
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 3, Computer 2, Crafts 1, Investigation 2, Politics 1, Science 2
Physical Skills (4): Athletics 1, Brawl 1, Drive 2
Social Skills (7): Persuation 3, Socialize 2, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Academics, Persuation and one other Skill
Merits (7): Job (Professional) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Religious Leader (Concept: Soul)


Examples: Priester, Druide, Sekten Guru
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics 3, Investigation 1, Occult 3
Physical Skills (4): Athletics 1, Braw 1, Drive 2
Social Skills (11): Empathy 2, Expression 2, Intimidation 1, Persuation 2, Socialize 2, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Academics, Occult and one other Skill
Merits (7): Job (Religious Leader) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

Salesman (Concept: Soul)


Examples: Verkäufer, Hehler, Dealer
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics 2, Computer 2, Investigation 2, Politics 1
Physical Skills (4): Athletics 1, Brawl 1, Drive 1, Larceny 1
Social Skills (11): Empathy 2, Persuation 3, Socialize 2, Streetwise 1, Subterfuge 3
Skill Specialties (choose 3 Specialties): for Persuation, Subterfuge and one other Skill
Merits (7): Job (Salesman) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

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Scientist (Concept: Mind)
Examples: Wissenschaftler, Erfinder, Entwickler
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 2, Computer 2, Crafts 1, Investigation 3, Science 3
Physical Skills (4): Athletics 1, Brawl 1, Drive 2,
Social Skills (7): Expression 2, Persuation 2, Socialize 1, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Investigation, Science and one other Skill
Merits (7): Job (Scientist) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Socialite (Concept: Soul)


Examples: Politiker, Adlige, Spione
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (8): Presence 3, Manipulation 3, Composure 2
Mental Skills (7): Academics 2, Investigation 2, Politics 3
Physical Skills (4): Athletics 1, Brawl 1, Drive 1, Larceny 1,
Social Skills (11): Empathy 2, Intimidation 2, Persuation 2, Socialize 3, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Politics, Socialize and one other Skill
Merits (7): Job (Socialite) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 4, Morality 7, Size 5, Speed 9, Willpower 5

Soldier (Concept: Body)


Examples: Soldat, Söldner, Terrorist
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Computer 1, Crafts 1 , Investigation 1, Medicine 1, Politics 2
Physical Skills (11): Athletics 1, Brawl 1, Drive 1, Firearms 3, Stealth 1, Survival 3, Weaponry 1
Social Skills (4): Empathy 2, Intimidation 2
Skill Specialties (choose 3 Specialties): for Firearms, Survival and one other Skill
Merits (7): Job (Soldier) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

Technican (Concept: Mind)


Examples: Mechaniker, Elektriker, Maschinist
Mental Attributes (8): Intelligence 3, Wits 3, Resolve 2
Physical Attributes (6): Strength 2, Dexterity 2, Stamina 2
Social Attributes (7): Presence 2, Manipulation 2, Composure 3
Mental Skills (11): Academics 2, Computer 1, Crafts 3 , Investigation 3 , Science 2
Physical Skills (4): Athletics 1, Brawl 1, Drive 1, Larceny 1,
Social Skills (7): Expression 2, Persuation 2, Socialize 1, Subterfuge 2
Skill Specialties (choose 3 Specialties): for Crafts, Investigation and one other Skill
Merits (7): Job (Technican) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 9, Willpower 5

Vagrant (Concept: Body)


Examples: Zigeuner, Stadtnomade, Gangmitglied
Mental Attributes (7): Intelligence 2, Wits 2, Resolve 3
Physical Attributes (8): Strength 3, Dexterity 3, Stamina 2
Social Attributes (6): Presence 2, Manipulation 2, Composure 2
Mental Skills (7): Academics 1, Crafts 1, Investigation 2, Medicine 1, Occult 1, Politics 1
Physical Skills (11): Athletics 1, Brawl 1, Drive 1, Larceny 2, Stealth 2, Survival 3, Weaponry 1
Social Skills (4): Streetwise 3, Subterfuge 1
Skill Specialties (choose 3 Specialties): for Survival, Streetwise and one other Skill
Merits (7): Job (Vagrant) 3, Choose Merits for 4 Dots
Defence 2, Health 7, Initiative 5, Morality 7, Size 5, Speed 11, Willpower 5

222
Stellar
Under the eighteenth dynasty, the pharaoh Akhenaten accomplishes 22 quests in which he engraved 22 tablets
of power called the Mystics Blades. They were Nephilim guide to the Agartha .The Major Arcana were born.
These Arcanes gathered Nephilim sharing a common vision of fate and magic.

When created, Akhenaten conjured great magical forces that were strongly influenced by the astrological
houses. He invented magical symbols, stellar, he engraved in each arcane. Since these stellar represent each
family. During the ritual of adoption, it is magically inscribed in the center of elemental pentacle of Nephilim.

Then Akhenaten opened the tombs of the pharaohs fell asleep and allowed the Nephilim to reincarnate.He gave
each mystic artefact to a different Nephilim. Thus a Prince ruled each Major Arcanum.

The Arcanes offer the Nephilim protection, magical and financial support and a place for learning occult
knowledge. The Arcane asks its members to join their efforts to continue the quest for their Mystical Blade and to
act according to the aspects of the arcane.

The Nephilim who belong to no arcane are called Orphans.

Here is the list of the twenty-two Major Arcana with a brief description.
If you want your character to be part of a Major Arcana, you must accept your GM. In this case, it will give you
more information about the possibilities that this opens you or the personalities that you could know.

The Arcanum, or the Nephilim’s secret society tribe. These map to Major Arcana, but not all of them and each
have their own properties and rules and governing bodies.

Arcanum=>[Magician, High Priestess, Emperor, Empress, Chariot, Hierophant, Lovers, Chariot, Strength, Hermit,
Wheel of Fortune, Justice, Hanged Man, Temperance, Devil, Tower, Star, Moon, Sun, Judgment]

Creating a Nephilim means picking from list A (Dominant Ka), list B (Metamorphosis) and then finally list C (Major
Arcana) and it creates a surprisingly expressive Nephilim concept:

A Fire Solimond Nephilim of Justice who hunts Fallen Nephilim and destroys them.
A Moon (Spirit) Snake Nephilim of Lovers who seeks through lives the most hedonistic of all lifestyles.
A Air Sylph Nephilim of the High Priestess who practices secret true alchemy.
The Moon does have a pair, but these are the “evil dudes” of Nephilim, the Selenium. From Now on the Element
Metal.

Fascinatingly, because Nephilim are inhuman creatures who lives immortal lives by corrupting human hosts and
attempt to subjugate the world through their spells and search for Enlightenment, they fit neatly into the mold of
villains.

New Merit: Arcane Status XP Cost 1-5


Get free Arcane Lore Skill (1-5)
Activate Merit dots from Major Arcanum (1-5)
Learn the Arcane Techniques from your Arcanum (1-5)

The Stellar – The Major Arcana


Arcane 0: the Matte
The Nephilim of this arcana are prophets who seek to spiritually elevate humanity.

Arcane 1: The Bateleur


The Nephilim of this arcane seek to initiate certain humans to the mysteries of the magic Nephilim.

Arcane 2: the Papacy


The Nephilim of this arcane seek to compile the occult Nephilim information like spells, pentacles or alchemical
operations.

Arcane 3: The Empress


The Nephilim of this arcane seek to control the emotions and feelings that animate humans in order to better
pursue the occult goals of Nephilim.

223
Arcane 4: The Emperor
The Nephilim of this arcane seek to obtain a very important material power. Their goal is to use the financial,
military and political means to direct the Earth.

Arcane 5: the Pope


The Nephilim of this arcane make people believe that they are gods. They use the memories of ancient
mythologies to dominate the human mind

Arcane 6: The Lover


The Nephilim of this arcana have a preference for the epoch of a past incarnation. They do everything to relive
this moment of their history (clothes, foods, languages). They are struggling to adapt to the new world. They are
Romantic Nephilim.

Arcane 7: the Chariot


The Nephilim of this arcane seek to master perfectly their simulacrum and their new environment.

Arcane 8: Justice
The Nephilim of this arcane are the guardians of the magical laws of the other Major Arcana. They judge and
execute the sentence for all the failings of the Nephilim or humans with regard to the cosmic order.

Arcane 9: the Hermit


The Nephilim of this arcane think that one must have no contact with the world of humans.
These Nephilim seek Agartha through inner mediation. They are Nephilim hermits.

Arcane 10: The Wheel of Fortune


The Nephilim of this arcane devote their lives to the study of magical fields, cycles of planets and ether.

Arcane 11: The Force


The Nephilim of this arcane specialize in the fight against any form of degeneration of the Ka and the Ka-
elements. They are fierce enemies of Arcanum 15, the Devil.

Arcane 12: The Hanged Man


The Nephilim of this arcane choose to live like the simulacrum in which they incarnated themselves. They put in a
state of Shadow voluntary.

Arcane 13: The Unnamed Arcane


Arcanum nameless is the arcane of Selenim .

Arcane 14: The Temperance


The Nephilim of this Arcanum seek to heal the sick or Nephilim they regard as such: Khaïba , shade and even
some Selenim. They have developed many methods of healing.

Arcane 15: The Devil


The Nephilim this arcane think their true nature is in the transformation entailed the Khaïba .
They are regarded by other Nephilim as dangerous beings.

Arcane 16: the House of God


The Nephilim of this arcane devote themselves to the destruction of all occult objects that can harm the Nephilim.

Arcane 17: The Star


The Nephilim of this arcane think that they are not from the magic fields that bathe the Earth but manipulations of
a very old alien race on the decline.
They search for traces of these extraterrestrials and are preparing actively for this return.

Arcane 18: the Moon


The Nephilim of this arcane have developed a special ritual of reincarnation. They have chosen animals as a
sham because they see humans as a bad choice.

Arcane 19: the Sun


The Nephilim of this arcane study the powers of the Sun. They are the most mystical. They try to use the magic
field of the sixth Ka: the Ka-Sun.

Arcane 20: The Judgment


The Nephilim of this arcane think that the world is moving towards a close end since the fall of the meteorite of
Orichalque, coming from Saturn, on Atlantis.

Arcane 21: the World


The missing arcana, the unknown family.
The World is a mystery to the Nephilim. No Immortal has claimed this arcane.

224
Pentacle
The heart of Ka
A Nephilim is a simulacrum or intangible, all his knowledge, personality and symbolism that embodies gathered in
his Pentacle. The Pentacle consists of the assembly of the five elements. Every aspect of the Nephilim is
registered in this mixture: skills acquired over the centuries, his Wisdom, his character. Not the Ka-elements in it
that define the Nephilim, but the richness of interlace that they form when they move within the Pentacle.

The cardinal arrangement


The arrangement is the cardinal value thresholds Ka-elements within the Pentacle. If the Ka-element is
subtracted, it will tend to return, and if the Ka-element is added to it, it will tend to dissipate. This exchange of Ka-
element with Magic Fields ambient is at the rate of 1 point per week per item. Some places, and events such
as Plexus or Nexus , this increases the Pentacle repair speed. Other places, poor Champs Magic , slower. The
point of equilibrium is called Cardinal. The Cardinal Ka-dominant element (the one that determines the nature of
the Nephilim) is equal to the value of the characteristic Ka. The cardinal of the favorable neutral is 80% of the Ka,
and so on: 60% for the unfavorable neutral, 40% for the minor opposite, and 20% for the major opposite (rounded
to the nearest). These ideal values for the Cardinal are called the Cardinal Thresholds.

The alterations of the Pentacle


The Pentacle is the essence of the Nephilim. Centuries of experience have enabled Nephilim understand how to
dedicate part of their essence to one aspect of Magic Fields . These very peculiar fractions of their Pentacles are
seen, for they have simpler reliefs than the rest of the Pentacle, which possesses all the complexity of a living
being. The aspects engraved in the Pentacle become powers that are an integral part of the Nephilim, such as
reflexes.

The Arcane Stellar


When Nephilim is initiated at a Major Arcana , is taught how to fly a particular relief, Stellar. It develops within
its Ka and can house other alterations, as spells. A Nephilim may decide to amputate his Pentacle from this
Stellar, thus leaving the Arcana that adopted it. This operation is simple and requires only a few hours. The
political consequences may be greater.

Powers
You can use her as Pentacle Focus for the Occult Sciences. Giving a symbolic form to the desired effect even
within his pentacle, a Nephilim is used as aFocus , which concentrates the Magic Fields in a given form. There
are other equivalent markings, such as some tattoos, which appear on the simulacrum.The engraving of a spell is
a delicate operation, which involves the transformation of the Pentacle. The Nephilim loses a point of Ka after
passing a jet of the corresponding circle and a jet of adequate Ka (the magical effect does not occur).

The Being-Ka

Effect Mnémos
The Pentacle is not only the seat of the personality of the Nephilim, but also that of his memory. When a Nephilim
changes from Simulacrum, he retains only the skills he has acquired within his Pentacle: even the simplest
memories are inaccessible to him. That is why the knowledge of the Nephilim is always fragmentary, and they can
perfectly remember certain things and have forgotten other very similar ones. It happens more than a part of the
Pentacle is destroyed, but the memories of that part survive elsewhere, like shadows of what they
were. Analogies, putting in particular situations, can revive these memories and reintegrate them into the
Pentacle. This is the Mnémos effect .

The Oaths-Ka
The peculiar bonds which unite the Nephilim who have made common quest surpass what humans call
friendship. From this energy that transcends their Pentacle came the Oath-Ka. There are a multitude of rituals
linking the Pentacle of several Nephilim. The best known is a simple oath which is pronounced in two: each of the
Nephilim gives a small part of his dominant power. In the course of the Quest that follows, the Nephilim who act in
synergy see this quantity of Ka-element return very quickly, in the space of twenty-four hours. But as soon as the
synergy stops and one of the Nephilim gives up the initially fixed goal, he loses half the power of his Ka-dominant,
and the other member of the oath is immediately warned and released of the oath . If both give up at the same
time, or diverge on the interpretation of the oath, they both suffer the penalty.

The wounds
The Pentacle is also subject to magical damage and deviance: Switching , Khaiba , Orichalcum, Narcose, Shouit
(Shadow) , etc.

225
Khaiba
A Nephilim, as five warring elements of magic, occasionally falls apart and drops into a state of temporary emotional madness,
or Khaiba. When this happens, the Nephilim goes into a state of mania — he fights, he takes drugs, he screams, he yells, he
buys shoes. Sometimes his physical Metamorphosis runs amok and his Simulacrum exhibits all the physical changes at once,
making him obvious as non-human to the most casual observer.

Nephilim fear and loathe Khaiba. It hangs over their heads like a knife. It distracts from their research, it makes them targets to
Secret Societies dedicated to killing them, and it ruins perfectly good suits of clothes.

Mechanically, Khaiba is a meter much like a wounds meter of Ten Boxes.

This progression reflects the Nephilim possessing higher levels of control over their emotions — but, at the same time, having
more opportunities to move down the track toward madness.

Every time the GM compels a Metamorphosis Aspect, the player receives a Khaiba Point and checks off a box on the Khaiba
Meter. When the GM compels over the end of the Khaiba Meter, the Nephilim enters Khaiba for a length “dramatically
necessary,” to the end of the scene at shortest and the end of the session at most. After entering Khaiba, the player resets the
Khaiba Meter to start over.

Example:
Bob the Djinn Nephilim has only one Metamorphosis Aspect, Destruction. Twice the GM compels the Aspect to allow Bob’s
Destructive Aspect to run amok and cause some small-scale destruction. Each time, Bob ticks off a box on his Khaiba Meter.
The third time, the GM notices Bob is low on Fate points and offers to compel the Destructive Aspect one more time — in return
for going into Khaiba. Bob decides he wants the Fate point so he agrees and the GM compels Bob’s Destructive Aspect. Bob
goes absolutely berserk destroying the building he is in and lighting a few cars on fire outside. He is a handful to his compatriots
for the rest of the session. Next session, Bob resets his Khaiba Meter and his character has learned another lesson about
pushing Destruction too far on the way to Agartha.

When Bob gets an opportunity to buy a new Aspect, he buys the Metamorphosis Aspect Reckless. Now his Khaiba Meter goes
to four and the GM will need to compel his emotional Metamorphosis Aspects five times for Bob to reenter Khaiba.

The risks of the Khaiba

Whenever the Nephilim wipes a critical failure by using a Competence Occult Science or in a KA or Ka-
element GMsecretly notes that the Nephilimgains 1 in Khaïba.

When the Nephilim who owns a percentage Khaïba is in a great conjunction opposite its dominant ka-
element and has a modifier Astrological > or = 10, Mj may ask the Nephilim to perform Ka roll.

There are 3 stages of Khaiba:


Infection
The Khaiba and
dissolution

During the status phase, the Metamorphosis denatures to move towards its degenerate form (2-3 days) = one of
four basic forms:

Etheralism, dwarfism, elementary or gigantism coupled with a perverted form of aspects.

226
Another of the manifestations is magical:
it will take 3 to 4 weeks to use the Magic .
After the psychological shock, the Nephilim through the denial phase, rejection, sadness, grief and acceptance
(with the deviations we know!).

However magic turned violent, uncontrolled (landfill Ka pure) not to create new spells and heavy penalties. The
Kabbalists practically no longer have contact with creatures under contract.

The effects of Khaiba are terrifying for Nephilim.The Physical characteristics of the Simulacrum alter very rapidly,
inducing a physical degeneration.The Nephilim's behavior becomes wild and unpredictable, growing closer to the
behavior of the rawest forms of the magic fields. The Khaiba tranformation is visible to everyone, human And
Nephilim alike, without the need for Ka-vision roll. There are five possible Khaiba types. The Khaiba type is
determined

Draconism (elemental Beast)


The Dominant Ka is transformed to an Elementar Creature of Myth. The rest of his Elements Ch’awe form his Lair
or Nest.

Gigantism (raging Element)


The grows rapidly in a few minutes, doubling or even tripling in size. The body grows gnarled and twisted, the skin
hardens, and the face becomes monstrous. The Kraken is a typical case of gigantism.

Elementarism (elemental Landscape)


The Nephilim transforms to resample the natural element related to each field. Earth Nephilim grow roots and
change into monstrous trees; Fire Nephilim become elemental fire and race from treetop to treetop or flicker
across flammable objects. Wind Nephilim become light and airy, whirling away in a localized tornado. Water
Nephilim rum liquid, flowing down to a low spot in which to rest. Moon Nephilim become dark and murky, lurking
in dim shadows ftom which they scare the unwary.

Etherism (Twilight Element)


The Nephilim loses its physical substance and becomes a kind ectoplasm, a spirit without strength. unable to
materialize or affect the physical world. They are forced to lurk, ghost-like, haunting the area where their Khaiba
occurred.

Dwarfism (elemental Whisp)


The Nephilim shrinks and develops childlike reactions, growing whimsical and mischievous. Leprechauns and
sprites are cases of dwarfism among the Nephilim.

Ka Duration
Per 1-10 1 Day

Reducing Khaiba Total


Whenever a Nephilim experiences Khaiba and then exits it, its Khaiba total is reduced by 1d10. Likewise, a result
of 5 successes with the Nephilim's Ka-element roll when casting magic reducing Khaiba total by one, since the
Nephilim has mastered the magial elements.

227
Shouit, Mnemos and the Switch
Shouit

Shadow (also called Shouit) refers to the state of the Nephilim's Ka when it loses control of its Simulacrum. In this
case, the Nephilim is as fainting and the human takes over. The latter regains the memory while making a
blockage on the events that lived under the control of the Nephilim. He wakes up traumatized and disoriented,
haunted by inner voices. To determine the duration of the Shadow, one must know the Ka-Sun of the Simulacrum
and the day on which it happens.

Shadow cases occur when the Nephilim is a critical failure by using a skill of its simulacrum. When this is the
case, the player launches a roll of Willpower -2. If the check fails, the Nephilim share in shadow. The Mj then
takes control of the character of the player for a duration calculated by the table p.107 of the base book

Mnemos

During the existence of the character, potential points Mnémos were noted in consecutive called
into stasis premature. They represent part of Sapience repressed by the trauma of an injury by Orichalcum or
another. The memories and experience of the Nephilim are veiled by the effect Mnémos.

To regain his memories: the player: a test in Ka for its latest incarnation, Ka -1, Ka -2 ...

• If successful, he remembers appropriate experience and can tap into the potential of points Mnémos
of Incarnation and to assign a 1 gain in Experience accessible to its simulacrum of the time for one
scene (Skill, Merit, etc.)
• If unsuccessful, the Nephilim is in Shouit State.

The Switch
Mostly attacked by Selenim Occult Siences or using the Sorcery Sacrifice Ritual.

Whenever they get a critical failure by launching a Spell Moon or Sorcery Sacrifice Ritual, they earn 1 point
Black Moon.

When the POT reaches 10, it begins to act of itself and to attack the ka-elements of the Nephilim.

Pot tackles Ka opposite major (jet POT / Ka-element):


-element and Black Moon of + 1-pt Pot,
pot loss of 2 pts.

If it falls below 10 => temporary remission.

If successful, the Pot attack the opposite minor 1d5 months. It alternates until they are reduced to half their
initial value.
It will attack the unfavorable neutral and then the neutral neutral and this for 1d5 weeks. If they are themselves
halved, the infection again attacks the opposing elements and reduces them to nothing.
If it does, the spells associated with these ka-elements are lost as are the bonuses.

Attack neutral ka elements to a rate of 1 every 1d5 days.


Qd they are reduced to 0, the Nephilim is no more than a shapeless mass of Ka-moon. It can let it slide into
oblivion by becoming Khaïba . Ms most intuitively understand how to operate the Moon / Black Moon conversion

228
Narcosis
Development of rules for Narcosis

The article below appears in the Hermes Trismegiste n ° 3, the author is none other than Stephane Adamiak. In
the original article, there was only the powers of water and fire. The others are creations of Lews Therin and
Oraclus active members of the forum Nephilim. Rule conversions are the result of Io the blind

Reminder and Interrogations

From a technical point of view, the current rules regarding Narcosis are slim compared to the role play
possibilities offered by this phenomenon. This article therefore aims to present proposals entirely optional can be
used occasionally, eg in a scenario involving a Nephilim in narcosis.

Before developing this aspect of destiny Nephilim, it is worth recalling this brief point of rules. So when a
character loses his Simulacre and passes later time without being able to return a human body, it must make
a Ka roll every 24 hours without Dummy.
If it fails, it becomes a Narcosis.

However, there are still outstanding questions, what happens, are there magic procedures to draw a Nephilim
from the narcosis, and many more ...

The notion of anchoring

The phenomenon at the origin of Narcosis is called anchoring by specialists. So when Nephilim stays too long
disembodied, the Magic Fields make up that begin to lose their cohesion and blend into the surrounding
fields. According to Ka-Dominating the Nephilim , it speaks of dissolution, crystallization, dispersion, etc ...
In Vision-Ka , it is possible to distinguish the silhouette of the Nephilim unfortunate blend gradually into the
surrounding fields. From then on, it becomes more and more difficult for him to leave the Narcosis
voluntarily. From a technical standpoint, the rule to avoid the anchor is amended as follows to reflect this
enkystement the Pentacle of the Nephilim :

The Anchor POT starts at 1.


At each period (day, week, month, season, year, chandelier, decade, generation, century), is an increase in
Anchorage 2 points. Beyond. This accounts for the encystment of [Nephilim-> art120, which is of great importance
in the extraction of [Nephilim-> art120 by a magic ritual.

Over the POT Anchor, the higher the Nephilim is close to dissolution.

Of the nature of the Narcoses

Unfortunately if the Nephilim did not manage to overcome the inertia that earns its Pentacle , it falls Narcose , his
spirit is diluted in the environment and is no longer able to act voluntarily. However, the Nephilim continues to
influence the site of his "fall" and occurrences for the less strange to human eyes may occur. Thus, the cases of
obsession are very often indications of Narcosis ...

However, such a phenomenon is always unique and corresponds, in fact, to the moods of the Nephilim. So even
if a Nephilim is a prisoner of Magical fields that surround it, it manifests itself in agreement with his mood. The
initiated witnesses then speak of angry, melancholic phenomena, etc ...

Specifically, a Narcose choleric will be aggressive and will tend to use his powers to harm those who creep into
his domain. Melancholic Narcases, on the contrary, are more subtle in their manifestations and integrate well into
their environment, which they modify in a substantial way. The "intruders" who enter such a territory can be struck
by the strangeness of the places and a kind of empathic link can be made. The Nephilim of Air and Water are
more focused on communication and adaptation. Finally Narcosis lunatics, as their name suggests, are the most
unpredictable and occur chaotically, ranging from the deepest melancholy and the most destructive anger ... With
this simple categorization, Narcosis take another Dimension, more interesting to make in play.

From this base "characterological" each Narcose can differentiate itself by its different modes of expression,
themselves related to the Ka-dominant element of the Nephilim behind the Narcose .

229
Mystique of the Site

If by happy chance, a Nephilim "falls" on the site of a Nexus , its fate may be significantly affected. First, it can use
either the five elements but above all it can hope to enjoy a kind of fountain of youth within the Magic Fields and
emerge stronger ... Depending on the organization and purity of Magic fields, the power of Narcose may vary.

We must therefore determine the mystique of the site on which the Nephilimis Narcose. Here are a few
guidelines:
Scattered Magic Fields = Mystic Pitch: 80 - 100
Organized magic fields = Little mystic: 61 - 80
Powerful magic fields = Quite mystical: 41 - 60
Plexus = ... mystic: 21 - 40
Powerful Plexus / Nexus = Very Mystical: 01-20

Events

Being immersed in magical fields, the Nephilim in narcosis can continue more or less intuitively to use "powers" of
a magical nature. An example of what a narcosis can do is in the "The Veil Surveys" scenario of the "The Breath
of the Dragon" campaign.

Once prisoner of the magic fields, the Nephilim evidently no longer the same freedom that being incarnated. The
use of his magical skills is no longer possible ... On the other hand, the victim of narcosis may, according to his
degree of consciousness, use more or less voluntarily, the magic potential of the place of his fall. These magical
effects are relatively raw and not very elaborate and close in some ways to sorcery spells. However, unlike the
occult sciences, no skill is required for the effect to be implemented. Instead, narcosis draws from a reservoir of
Ka chips, proportional to the mystic level of the site where it is fixed and its own Ka score.

Ci against a small table allowing to know the level of powerful of a narcosé Nephilim.

KA Not mystical Little mystic Quite mystical ... mystical Very mystical

Not initiated Not powerful Not powerful Little Power Little Power Somewhat powerful

Little initiated Not powerful Little Power Little Power Fairly powerful Fairly powerful

Inspired enough Little Power Little Power Fairly powerful Fairly powerful ... powerful

... initiated Little Power Fairly powerful Fairly powerful ... powerful ... powerful

Very initiated Fairly powerful Fairly powerful ... powerful ... powerful Very powerful

At each level of powerful corresponds a number of Ch’awe of KA usable for the powers of narcosis: Not powerful
= 10 Ch’awe, Little powerful = 20 Ch’awe, Somewhat powerful = 30 Ch’awe ... powerful = 40 Ch’awe, Very
powerful = 50 Ch’awe

Extension of the territory: a narcosis can affect a more or less important zone according to its potential. So. The
most powerful narcoses can extend their territory over an entire region (see Hermes n 2. La Bieria) From a
technical point of view, the table opposite can be adopted to account for this phenomenon of extension.

Powerful Distance

Not powerful 50m

Little Power 300m

Fairly powerful 500m

230
... powerful 800m

Very powerful + 1km

Powers of Narcosis

* Coleric Powers

* Heat: by spending 1 chip of his reserve, the narcosis can increase the ambient temperature of his domain by
one degree for one hour. This almost insignificant power at low level can become terrifying in the hands of
powerful narcosis ...

* Fires Follets: close to dragon effects, these almost autonomous manifestations resemble dancing globes of light
that can go as far as attacking the intruders. Each Fire Follet requires 3 chips and does not dematerialize until
after one hour. Level of murderer = level of power, damage 4

* Lightning: this devastating effect is long to manifest. For 5 turns, the narcosis spends a flea from its reserve /
tower. This done, the lightning falls in the chosen zone and contains a fairly high vertical object such as a tree, a
pole, an antenna, a tower or ... an agitated wielding a sword. Level of Murderer = Powerful level, damage 20 (-3
per meter away from the center)

* Blood Powers

* Back to basics: This power affects one person per 3 Ka chips spent. The target is then touched by a great
quietude close to the feeling of the child within the belly of the Mother and sets in fetal position. Any activity
ceases, especially if it is aggressive. It is necessary to succeed a little initiate jet to get out of this condition under
pain of being blissful for another hour.

* Water control: thanks to this power, narcosis can agitate or calm water surfaces or cause or dissipate rainfall. A
chip spent can shake the water of some very aesthetic wrinkles, two fleas to make ripples, 3 and one switches to
a wave of honest dimension, 5 and it's unleashing! That said power only lasts a minute.

* Gel: by spending 1 chip of its reserve, the narcosis can decrease the ambient temperature of its domain by one
degree for one hour. This almost insignificant power at low level can become terrifying in the hands of powerful
narcosis ...

* Melancholy Powers

* Vegetal growth: This event allows to control the evolution of the plants on its territory. Narcosis can cause them
to age (grow) or die proportionally to the power of Narcosis.

Power \ Expense 1pipe 3pcs 5pcs

Not powerful 1 month 1 year 5 years

Little Power 1 year 5 years 10 years

Fairly powerful 5 years 10 years 50 years

... powerful 10 years 50 years 100 years

Very powerful 50 years 100 years 500 years

* Harmony: This manifestation allows to inhibit any disagreement in the zone of effect and to replace it with a
feeling of harmony. A chip expense proportional to the power of the Narcosis makes it possible to pass a palllier
(from Hostile to Hostile, then from Pas Friend to Very Friendly). Not powerful = 5puces, Not very powerful =
4puces etc ...

231
* Vegetal control: This demonstration allows the Narcosis to control one or more plants in its zone of effect. It can
modify their form by an expense of Ka chips and direct them as limbs. For 1 chip spent control lasts 1 minute, for
3puces 1 hour, for 5puces a day. Examples: seize with branches of ivy, grind with roots, make fall branches, bury
something ...

* Whimsical Powers

* Illusions: This event creates false impressions in the minds of people present in the territory of the
Narcosis. Impressions may concern one or more senses (spending of Ka chips in each direction). Their basic
credibility depends on the power of the Narcosis, ie Very powerful = Very credible, Fairly powerful = Somewhat
credible, etc. The complexity of a hallucination (for example, a compound odor, a movement is more Complex
than a simple odor or a stationary shape) reduces the credibility of illusion, but the level of credibility can be
enhanced by additional chip expense. The victims resist on a Ka Sun roll against the Credibility level.

* Songes: This event makes it possible to feel a human being dreams on the territory of the Narcosis. If the dream
is normal, the Narcosis can see the dream (degree of accuracy fixed by the power level of the Narcosis) and
change it by an expense of Ka chips.
(Minor modification = 1puce, major modification = 3puces, other dream = 5puces). If the human was in a Subtle
Plan, Narcosis can catch its Ka Sun to follow the human in the Akasha. He will be present in the Ka Soleil of his
vehicle, as if he was conscious during a Shadow. He may, however, force his host to undertake an action by a
Chip Expense.

* Sleep: Simply the possibility of sleeping someone strength. The duration of sleep depends on the spending of
fleas and the level of the Narcosis. The expense can be renewed for a "Belle au Bois Dormant" effect (My version
of the tale: We put a girl to sleep, and we wait for a Nephilim to be attracted by the rumor to get me out of this
shit!)

Power \ Expense 1pipe 3pcs 5pcs

Not powerful 1 hour 1 day 1 year

Little Power 1 day 1 year 5 years

Fairly powerful 1 year 5 years 10 years

... powerful 5 years 10 years 50 years

Very powerful 10 years 50 years 100 years

* Phlegmatic powers

* Poltergeist: This effect allows the Narcosis to reveal a ghostly version in Vision Ka of its non-occult metamorphic
and direct it on its territory. For a layman, the Poltergeist is perceptible only as a zone of colder air whose
pressure is superior. The poltergeist can not interact with the physical or magical world (it moves the lips, but no
sound comes out), and on the other hand it can not pass through hermetic objects, air. This manifestation
requires a flea expenditure whenever a duration n (variable according to the level of the Narcosis) elapses. Not
powerful = 1s, Little powerful = 1min, Powerful enough = 10min, ... Powerful = 1h, Very powerful = 1 day

* Communication: This effect allows the Narcosis to modulate the magic fields to emit snippets of enocheen. The
Narcosis must spend a chip every n words (n depends on the potential of the Narcosis). Powerful = 1 word,
Powerful = 3 words, Fairly powerful = 1 sentence, ... powerful = 3 sentences, Very powerful = 1 sonnet (12
sentences)

* Control of air currents: This effect allows the Narcosis to control the air currents in its territory. It can accelerate
them and slow them down (spending chips for each layer adds / remove) and possibly modulate them to emit
inarticulate sounds for an additional expense of chips. For 1 puce the narcosis changes by 10km / h, for 3 chips of
50km / h and for 5 chips of 100km / h. It only lasts a minute.

232
Exit from Narcose

The Nephilim Adopted by Temperance and grouped within the Narcosis Hospice have access to powerful rituals
and spells, but difficult to implement, allowing a narcosis to be reintegrated into its stasis. The process, slow and
painful for the Nephilim is not free from danger and the Nephilim that escapes the anchor does not always come
out integral in its essence ...

Those of Temperance are, moreover, reluctant to accomplish this task and the nephilim to be saved must be
"worthwhile" or that his companions agree to pay a non-negligible "price". Once the Adopted of the Arcane
convinced, the first task to be carried out is to recover the stasis of the unfortunate.This done, the next step is to
delimit the zone of influence of the narcosis and then to mark it by magic markers. The latter are five in number
and are arranged in pentacles in order to circumscribe the magic influences of the following ritual. The ritual can
of course only be realized as the lord of a great conjunction of the narcotic Nephilim element. The master of the
ritual can then sing his main invocation, which has the effect of making the magic fields vibrate. Thus, the
Nephilim in narcosis which has already undergone the effects of the anchorage becomes more sensitive to the
next phase intended to sift the fields. This phase is the most delicate because some of the Ka-elements of the
narcosis can remain fixed to the fields. Finally, the result of this ritual is captured and condensed towards
stasis. From then on, the Nephilim was torn from the narcosis with more or less breakage. In the same way, the
more the narcosis is extended, the more difficult it is to recover everything ...

So for every Ka chip "anchored" in the fields, it is necessary to pass a fairly difficult throw of dominant Ka. In case
of failure, this same chip remains fixed to the currents of Ka surrounding the narcosis and the Nephilim reaches in
its substance is attributed two fleas of Khaiba ...

Example: a nephilim in narcosis has failed 6 times in his desperate attempts to get out of narcosis. Fortunately for
him, the Adopts of Temperance come to the rescue with the aim of snatching it from the currents of Ka in which it
is inexorably melting. The invoker of the ritual must therefore test 6 times in succession a jet of Ka. Unfortunately,
he fails twice and the Nephilim is reinstated in his stasis with two Ka chips and four additional Khaiba chips.

We do not make omelettes without breaking the eggs say humans ...

As we have just seen, leaving the narcosis is not at rest and can traumatize a Nephilim. According to some
documents, there are other methods of extraction but more hazardous to results and especially longer.

The obstacles on the way to the Agartha are not lacking and we will certainly be led to describe more fully the
adventures of reincarnation and Khaiba among others. Meanwhile, let's hope that these rules will give more soul
and scope to the narcoses that your Nephilim will be brought to meet or even live ...

Extract from a communication Kail, Nephilim Adopted the Arcane XIV décatit trainees Hospice Narcosis.

"We, Nephilim , magical beings known immortal, chained in an imperfect body, are not at least exposed to the
dangers of a dangerous existence. Moreover, by our nature, we are exposed to the dangers to our very essence.
so off periods of Shadow , the shackles of stasis , loss of Semblance may be a considerable obstacle to the
pursuit of Agartha ... the risks are well Narcose mentioned with fear and dislike our Brothers When the tongues
unfold, one begins to speak of one who has spent many anguished hours in finding a simulacrum in the middle of
a deep forest.That said, one will evoke another who did not have this Lucky and which has since haunted the
ruins of a chapel in the midst of a swamp in the Poitevin. There is no shortage of testimonies but narcosis remains
a very nebulous phenomenon which must be illuminated in a new light so that everyone Become aware of the
risks and how to approach the problem ... "

233
Stasis
Nephilim aren’t human. They aren’t even human-like. They are Aristotelean creatures born from the fluctuations of
mystical fields. When the mystical field grows big enough, out pops a Nephilim, sort of like magic-focused muon
out of a super collider. Except even a sentient mystical field of pure force doesn’t exist for long. It needs a vessel.
Luckily, the planet is crawling with walking, talking fleshy meatbags.

The fleshy meatbag solution works only until the meatbag wears out and dies. Sure, the Nephilim can keep it
going for far beyond its sell-by date, but meatbags are ultimately made of meat, and they wear out. Theoretically a
Nephilim can surf meatbags like a sort of meatbag slurry but that’s not always possible. The Nephilim needs to go
somewhere while it waits for the next meatbag to come along. The solution is a stasis. The Nephilim binds itself
to this object and, when its meatbag wears out, it pops into the stasis like a mystical freezer and it waits for the
mystical fields of its particular kind to rise enough so it can pop out again long enough to take over a new
meatbag until that one wears out. Rinse and repeat. Sometimes things got real interesting, the stars would align,
and a huge number of Nephilim would all pop out of their stasis all at once and then things got weird.*

And if the stasis was destroyed, so was the Nephilim. For reasons utterly unclear and covered in handwaving, the
Nephilim only got one shot at this stasis-binding thing.

The original BRP rules for stasis were hilariously bad. During the first incarnation, usually during some dismal
point in Egypt’s far past, in a past that the great New Kingdom Pharoahs called “the ancient times,” the Nephilim
would die for the first time and bind to a stasis. The problem was when the player rolled on the stasis object table
and found it included such helpful things as ARCHITECTURE. It’s unclear what that meant except it was big and
heavy and likely ended up buried under 20
ensuing millennia. Or a random piece of parchment.

Stasis rules are simple:

The stasis may be invoked to make the Nephilim’s life incredibly complicated.
The stasis should reflect the character’s first incarnation.
The stasis should make sense for the character and the game.
The stasis should be able to survive the millennia in a passably logical manner.
The stasis should also have a bit of fun color.
The stasis may be destroyed.

Should a Nephilim’s Simulacrum die before the Nephilim replaces its stasis, the Nephilim will die. The stasis may
be replaced via sufficiently interesting ritual magic using the collision of Orichalka and Ka, called litharge.
When a Nephilim incarnates, it should be somewhere that makes sense. Since Nephilim have a short duration
once they leave their stasis, they are not going to travel the globe to find themselves a meatbag. They will
incarnate in the body of the PC where the game is set. If the game is set in a major metropolitan area, the stasis
could be in a museum or a private collection. Or buried underground. Or just unearthed from a famous dig and is
now sitting in a university lab. It probably doesn’t make sense for the stasis to be an ancient Chinese military
rampart if the game is set in Rome. But an ancient Chinese vase from Beijing would make sense in Rome — if it
was recently stolen in a heist and now being sold on the black market!

234
For Example…

Elijah the Moon Serpent, who lived during the reign of Ahkenaten and worshiped the great Sun Disc and learned
the way of the Solar Ka has the stasis of a small scarab with the Aten disc. And the stasis is currently in the
Egyptian collection in a local museum in a dusty corner where no one looks at it. It was buried since Early
Christian times, but now our friend the Moon Serpent is free to go take over a curator and his first order of
business is figuring out how to swipe the stasis…

I personally believe a destroyed stasis can be replaced but only after a great adventure and some serious ritual
magick. I can find no reason it cannot be except to drive some player motivation to “keep it secret keep it safe.”
But a big adventure to replace a destroyed stasis while the Nephilim clings to its meatbag body is much more
interesting.
I have received several very interesting comments! I am working on only talking about 1 topic/post right now but
everything I see goes into the hopper of MY MIND. Thanks!

Since the fall of Atlantis, the Nephilim have gone through the ages. To incarnate in human beings, they must be
freed from their stasis.

Stasis is an artifact shaped by secret societies.


It anchors the Nephilim in our material reality and encloses it. It can take several forms (a parchment, a compass,
a vase, an oil lamp ...). Even if this magical object is very resistant, it can be destroyed which causes the
dispersion of the Nephilim in the magic fields.

The stasis makes it possible to enclose the soul of the Nephilim, its Ka, like a magic prison. It can also absorb the
surrounding magical energy. When the capacity of stasis is full, the Nephilim is released: he awakens.
It is for this reason that the secret societies have placed the stases out of reach of the magic fields. But at the
dawn of the twentieth century, an upheaval of the magic fields took place and the Nephilim began to awaken en
masse.

The Nephilim can also use his stasis as a reservoir of magical energy to transcend his practice of the occult
sciences.
The more a stasis becomes empty, the more it tends to become a prison again in case of reincarnation.

When a Nephilim is released from his stasis, or must reincarnate after the death of his host, he floats in the magic
fields. He finds furtively the sensation of freedom that he knew when he was a Kaim but the bite of the Orichalque
makes itself felt. The Magic Fields are defiled by the presence of the destructive element. To protect himself from
his darkness, the Nephilim must take refuge in the light of the solar element. He must find a human being in which
to incarnate: a simulacrum .

The Nephilim must repress the spirit of the simulacrum to take possession of his body. He then has access to the
knowledge of his host.

Too much solicitation of the physical or psychic skills of the simulacrum can see the spirit of the human being re-
emerge. In this case, the conscience of the Nephilim is repressed. The simulacrum of the Ka-Soleil plunges the
Nephilim in the Shadow. This state is reflected in the word énochéen Shouït.
This situation is temporary and can last from a few seconds to several days, depending on the astrological
conjunctions.

When a Nephilim is disembodied, because he has just emerged from his stasis or his simulacrum dies, he floats
in the magic fields.
If he does not find a simulacrum to reincarnate and can not return to his stasis (for it is full in magic energy or too
far away), the Nephilim fixes himself in the last place he visited. After 24 hours, the risk of falling into a deep sleep
which is called the Narcose.
His perception of time is altered (a century corresponds to a human hour) and it influences the external
environment by transforming it (a millennial tree, crazy fires, batting spirits ...).
Narcosis is feared because it crystallizes the Ka of the Nephilim in the magic fields.

235
The Stase

The obligation to incarnate is not the only obstacle imposed on us by our status as Fallen. When the swords
Promethean realized that we could possess human bodies to survive, they sought to imprison us and built for this
purpose various objects they encrusted with rare earths . When Immortal was nearby such an artifact, its essence
was related to him, was drawn by the rare earths . He was then cut off from the Magic Fields, as if asleep, in
stasis, which gave their name to these objects of misfortune. Fortunately, the rare earth can not hold captive a
certain amount of Ka-elements, and at the whim of wanderings of these prisons and the Champs movements,
sometimes they are placed on a Plexus or Nexus . They fill up with new energies until they reach saturation and
the captive Nephilim is driven out. He then embarked on the quest for a new Dummy .

A special relation which the Promethean swords had not foreseen, however, unites the Stasis and his prisoner:
even when he is freed from it, they remain united by a bond that the Nephilim can feel, and through which he can
draw Ka-elements contained in the Stase to temporarily strengthen his own. The other side of the coin is,
however, gloomy. When the immortal undergoes Effect Jesus , this same link can bring it inside his
prison. Moreover, and that which makes this object so precious, to destroy the Stasis of a Nephilim, is to
condemn it irrevocably to immediate dissolution in the magic fields wherever it may be found.

Location of a stasis

Distance from the stasis.


<1 Km ..................... Ka x 5
5 Km ......................... Ka x 4
20 Km ....................... Ka x 3
50 Km ....................... Ka x 2
100 Km ..................... Ka x 1

A roll can be tried every hour.

Stasis ritual when casting

The Nephilim can tap into its reserves of stasis in the second operation of Magic: It uses points Ka-element of his
stasis to strengthen its pentacle points before using the multiplier (± bonus / malus Astrological)

Reinstatement of stasis

Upon the death of a simulacrum , if the stasis of the Nephilim is not full at the time of the effect Jesus , it can suck
the Nephilim of the pentacle to keep it in captivity. At the moment of separation, a jet of 100 - the number of points
of Ka-elements contained in the stasis is made. If successful, the Nephilim is sucked into its stasis. This
perspective can be avoided at the sacrifice of a permanent Ka point. If, however, he reinstated his Stasis, it must
be recharged by being placed in powerful magic fields such as plexuses.As soon as 1 Stase regains its max
charge (100 points), the Nephilim may attempt to reincarnate again.

The Stasis Ritual

Stasis is more than just a receptacle for the Nephilim. It is a magic resource that can be expended in magic
opentions. When the Nephilim awakens, its Stasis has been randomly filled by one or more magic fields. These
points can be used by the Nephilim to increase its chance of succeeding in a Ka.-element roil. When casting a
spell, it can expend points of Ka.-elements from its Stasis. These points are temporarily added to its own
corresponding Ka.-element, for the single purpose of determining its chances of success on the Ka-dement
roll. To use this ritual, the Nephilim must be within Kavision distance (dominant-Ka x5 meters) of its stasis object.
Using points from lhe Stasis object increases the casting time of the spell by one action for each Ka.-element
point expended. The points in a Nephilim's Stasis object an also be used in the same way to bolster its chances of
resisting a magical spell See -Magic Resistance,~above. It is important to note thai this ritual, although very use·
ful, rapidly empties the Stasis. A Stasis can only be recharged in a Plexus or Nexus (see Grand Enthronements,
page 130), and an emptied Stasis dr.lmatically increases the chances that :a Nephilim will be imprisoned in its
Stasis when its Simulaaum dies. A maximum of 100 points of Ka·e!ements can be placedin a Stasis, in any
combination.

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Agartha
The Agartha is the highest mystery that must reach the Nephilim. It is the ultimate goal, the quest that he must
fulfill in order to become himself again. The Agartha is also a place, an inner symbolic state that the Nephilim
must find to know the illumination. The Immortal follows a long path of learning the mystery. He must increase his
knowledge of occultism and progress towards ultimate wisdom. When he reaches Agartha, the Nephilim enters
into another dimension of understanding. The Earth reverts to its Primordial Grail. He travels through the subtle
planes, the Akasha, through time and space. He can once again master elementary powers. He accomplished
his shapeshifter , ie it returns to the state of original purity, perfection, the ultimate knowledge of the secrets of the
universe. Technically this means that he must have reached the perfect and maximum state in each aspect of his
metamorphosis ... Depending on the rules your GM uses, he can tell you more ... if he wants to Of course, the
Agartha is too mysterious to be unveiled here! The goal of every immortal is to reach Agartha .

There are several levels of progress.


- The Ka: the vital and mystical energy of Nephilim
- The Metamorph: the symbolic aspect to which the Nephilim aspires.
- Sapience: the occult knowledge that the Immortal will gather through the ages.
- Occult Sciences: The path to the third circle is long and perilous.
- The Major Arcana: the quest begun by Akhenaten must be pursued by his heirs.

The Contemporary Occult World is vast and there are many ways to pace before reaching Aggartha, the city of
the Vertiges!

Agartha, Progression or Regression


There are 3 areas that the Nephilim must evolve: Integrity (Ka and Metamorphosis) Mastery (Occult Science)
Sapience (Traditional Competence)

We can advance the integrity by:

• The test: following the critical success of a Ka-element


• Revelation: Following the understanding of an occult revelation (eg, discovering a magic artefact and
understanding its operation, discovering an Akasha, defeating a Dragon Effect, etc.)
• One can increase his Metamorphosis points by the Role Play of his character (good interpretation), by
the way he dresses, feeds, lives and invests in his personality to be magical.

We can advance the Masters by:

• Exercise: Following the critical success of an Occult Science skill (2%)


• Learning: finding a master to refine his mystical practice
• Revelation: following the understanding of a revelation linked to the mastery (eg, discovering a Focus,
meeting an initiate, understanding symbols related to an occult science, discovering secrets ...)
• One can increase his Masters points by his character's Role Play during magical operations, especially
the Kabbalah ceremonies.

Sapience can advance by:

• The study: following the esoteric research in the works


• Learning: finding a master to refine his esoteric knowledge
• Revelation: following the understanding of a revelation linked to the Sapience (eg, discovering the
Templar implantation in a region, accessing documents from a new secret society, understanding the
occult involvement of an historical event. .)

The donations of Ka point are final as well as their losses due to an injury of Orichalque. Burning a spell in its
pentacle, creating a spell, artifact, or focus requires a final spending of Ka points. An Effect Jesus did lose 2 Ka.

To reach the Agartha, we must reach: Reaching Agartha has this Advantages:
10 in Balance No Stasis needed, regenerate in suptle Plans
10 in Ka Sun Ka = Willpower x 10 in Ch’awe for all Magic
5 in all 3rd Circle of Occult Science can wander the suptle Plans at will (Willpower)

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Nephilim FAQ
>What are the Nephilim “Species”?

Nephilim: children of the elements, Nephilim are made from Fire, Earth, Air, Water and Moon. They are Immortal and
Immaterial, forced to reincarnate in a human body to stay alive.
Nephilim are masters of the occult arts of Magic (a fluid open ended system using words to construct magic phrases, à
la Ars Magica), Kabbala (summoning creatures from the elemental realms) and Alchemy (transmutating materia to make
magical substances).

Selenim: cursed, the Selenim are Nephilim that turned to the element of Black Moon to escape discorporation. They are
unable to leave their human body but the black moon make it immrotal, as long as they can feed on the emotions of
mortals. Selenim master the sciences of Anamorphosis (constructing your dark half, giving it unhuman apparences such
as gills, claws, fangs and then assuming those organs on your human body), Summoning (summoning the creatures of
madness from the dark side) and necromancy (everything dealing with the human soul and life after death).

Ar-Kaims are third generation Nephilim, Nephilim born since the pure elemental-Ka from the first age were corrupted by
Black Moon Ka and Orichalcum. These nephilim can only reincarnate in the bodies of their descendants. They get all 8
elements in their "Heart" and are linked to an astrological sign (all 12 zodiacal signs + Serpentarius). Ar Kaim get
powers. 8 powers exists for each of the zodiacal signs and Ar Kaim can learn them all (from temporal running to
Damocles sword, regeneration). Ar Kaim are unstable and prone to anger.

>What are Basaltic, Symbolic and Astrological Nephilim?

At the beginning they were Basaltic and elemental : So a Faerim could become a giant tree while a Pyrim was a lava
golem. Basaltic Nephilim are heirs to the first Kaïm, they are still emulating lava and inferno, lead and gold. The others
Nephilim think them brutish, a reminder of more barbaric times.

Then they became Symbolic and more refined: The Angel; The Phoenix; The Medusa; The Satyr; The Siren... Symbolic
Nephilim are heirs to the Golden Path. They don't see the physical sides of the elements but their symbolic side. Fire
purifies, fire is pure and renews itself so I am a Phoenix. Nature is savage, boutinful and ecstatic, so I am a Satyr.

Astrological Nephilim are not Nephilim at all, they are Ar-Kaïm and they are fully developped in 3rd edition. Basically
they are awakened humans containing all Ka. However some characters like Lancelot, Gallaad or Gwener were possibly
Ar-Kaïm even in 2nd edition

>How about the corrupting effects of Black Moon, then? Can a PC Nephilim "fall" >and become a Selenim in
game?

Every nephilim gets a "Cursed" score (from Not Cursed at the beginning, barring Flaws, to Very Cursed). This score can
get higher with exposure to black moon Ka. Under some circmstances, the Black moon Ka attacks other Ka, beginning
with the opposites of Moon Ka to "eat them".
At the end, it consumes the Moon Ka and the Nephilim turns into a Selenim.
There are also rituals from the XIII Arcana or the Cult of Lilith, using “Shadow Knives" that allows to turn a Nephilim into
a Selenim. This rituals allow non-Moon nephilim to retain more of their power during the conversion.

>Another question: How are Selenim organized? Are they the 13th Arcanum?
>Does the Cult of Lilith still exist in Nephilim 3rd?

Most Selenim are solitaries but there are still two groups: the XIII Arcana and the Cult of Lilith. Both are at war with each
other. the Arcana is more for "free Selenim" wanting to live by themselves. The Cult is ruled by very old Selenim who
have become like gods through Anamorphosis (and have turned their Imago, dark half, into a living world).

>I've got a few more questions: Is the backstory of Nephilim roughly the same >like in previous editions (Kaim,
the coming of Orichalcum, the Orichalcum men, >the elemental wars, etc ...)?

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The backstory is the same, but a few things have been added. Notably, the Apocalypse has come in 1999. Akhenathon,
the Nephilim prophet, the Kwitzatz Aderach, came back from the dead and took Arcana XXI out of shadows. The
templars grand plan failed and all major Arcana met to deal with a number of subjects (what is the 4th occult art, naming
the XIII Arcana,...). Shaitan and Arcana XV has declared war ont he Agarthians and the 7 riders of the Apocalyps have
been loosed upon the world.
The era for Nephilim is now the Wars of the Apocalyps (to last until 2012).

> Is it possible to play Nephilim in another time period, not in the present time?

Yes. there is already a sourcebook for playing in the 5th century, at the court of king Arthur (with a campaign spanning
all the Arthurian saga) and an edition called Nephilim Secrets is being wrtitten to play in the Secret War of the Middle
Ages (from the 5 th century to the 15th century) in Europe.
Anyway you get all the info in the corebook for the incarnation eras for Nephilim, from the elemental wars to the
revelation in 1999.

>How does Agartha work for Selenim and Ar-Kaim? Is there a way for those >species to reach Agartha or a
similar higher state?

Yes, inf act Agartha as told in the rulebook is a lie. You can reach Agartha without being very Initiated and master in an
occult art, for Neph, Sel and Ar-k. Agartha comes from an understanding and the conclusion of a quest. Every Occult art
has its quest (such as walking the Tree of Life all the way to its top and meeting the One for Kabbala), but there are
others such as the quest for the holy grail, the quest of the Minor Arkanas (every major Arkana also has its quest). Every
quest described is very beautiful and quite hard to achieve.

> How does feeding from emotions work for Selenim?

The Nephilim must make a human feel something very strongly (laughter, fear, despair, love) and then makes an
opposition between is Black Moon ka and the Solar Ka of the human. If he wins, he drains solar Ka from the human (the
amount depending on the intensity of the emotion). They can drain more by making emotions to many people at once
(which lead to some Selenim becoming rock stars or artists).
Every Selenim is attuned to an emotion which he can drain more easily (often fear as it is the easiest emotion to cause).
If the Selenim botches his Black Moon Ka roll, he looses some Black Moon Ka and infects the human, him becoming an
undead, a form of ghoul.

>Which of the Arcana are playable? Can you play a Moon (a Nephilim incarnated >into an animal), a Hanged
Man or a Devil? How about the World Arcanum?

Every Arcana is playable except 0, the Fool (which has no adopted). You can play a Devil, if you do not mind being
consumed by the khaiba or a hanged man if you want to play a mortal using the powers of his Nephilim at some times.
In fact I have both among my players (with a member of the Strength and a member of the Lovers). Moon arcana is
playable. And interesting in fact.
You can't play a World Nephilim, as they are all Agarthians, but if you finish the Apocalyps campaign, you become a
rider of the Apocalyps, herald of the world which gives you some interesting powers .

Please note that French Arcana are not the same as US-ones. I read the Chaosium sourcebook Major Arcana, which
was quite good. There are lot of differences. The Justice is not a police force (with an emerald badge), Lovers are more
akashic sailors than sensualists,...

>Oh, yes: in the old edition, if a Nephilim was incarnated into a simulacrum, he >boosted some traits through Ka
- Fire Ka boosted Strength, Air Ka boosted >Intelligence, etc. How does this work in Nephilim third? Can
Selenim boost their >abilities with Black Moon Ka? How about Ar-Kaïm?

Ar-Kaim get the same meta abilities than Nephilims. Selenim don't get them, but they can curse people, thus giving them
an equivalent malus to all actions.

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>Do certain powers of the Nephilim cost Ka?

Yes. Powerful summonings from the Kabbalah often ask permanent Ka points for their services.

>In the English version of Nephilim, there was a trait called "Ch'awe", and each >use of magic costed a certain
amount of Ch'awe points. I didn't see Ch'awe >anywhere on the Nephilim 3rd sheet.

It doesn't exists. There never were "magic points" in the french nephilim.

>I guess that Selenim need to expend Black Moon Ka puces to use their powers. >How about the Ar-Kaïm? Do
they have a similar power pool?

Selenim get BlackMoon Ka points. they have a permanent rating and a temporary pool. (2 X their permanent rating).
Every day, at midnight, one point in the temporary rating disappears, consumed by entropy. Every spell of a Selenim
costs 1 to 3 points (1 for each circle of the spell). When a Selenim doesn't have temporary points, entropy consumes its
permanent pool.
Each solar Ka point consumed add 1 to the Selenim temporary pool.

Ar Kaim get a pool but they have a different problem: thei pool charges itself very fast and they risk exploding,
surcharging, if they don't decharge their powers.

>How are the various kinds of Ka for Nephilim / Black Moon Ka for Selenim raised? >By paying experience
points? By studying occult lore?

By XP mainly. Although certain occult encounters give 1 point of Ka freely (a rare occurence such as eating one of the
golden apples of knowledge in Atalanta's garden).

>How does Ka-Vision work for the different species?

Neph can see all 5 Ka element, Solar Ka as a blur and black moon and Orichalka as an absence, a hole in the elements.
Selenim can see black moon Ka and Solar Ka clearly, Moon Ka faintly and all other elements as a grey mass, without
distinction. They also ear the song of Black Moon Ka, the Pavane, the words of the dead (they talk to ghosts).
ArKaim can see all Ka in their heart clearly.

>Is magic still influenced by the flow of the magical fields? In Nephilim 1st, >different kinds of magic was easier
to do at different week days and months.

Yep, still there.

>This is, sadly, true. I've been told, however, that specifically Nephilim: >Révélation's mood departs a bit from
previous French editions in that it's more >Indiana Jones than Foucault's Pendulum.

I'd have trouble answering that since I played Neph since first ed in 1991 and I didn't change my worldview much by
translating it to 3rd ed (which is, trust me, much better). I think that most of the change comes from the ArKaim, whose
powers are much more super-heroic than Nephilim/selenim spells. It doesn't bother me since they have this "mutant
attitude" (we're different, all you immrotlas cannot comprehend that we're the next stage of evolution,...).

> Ooh. What's it like to play one of the Moon? Please elaborate.

Moon Nephilim are incarnated in animals to explore bestiality. They have a higher chance of going to shadow (shouit,
loss of control of the Simulacrum) and have trouble handling summoning circles and alchemy materials. Their
metamorphic traits turn into abilities for the animal body (fire claws, ...).
If they follow the quest of the Moon, they learn how to tune the knowledge of akashic legends to turn their bodies into a
legendary animal body. (chimera). All along the quest they must fight their bestiality, incarned as the devourer.

>Is this cursing power part of one of the three magical techniques of the Selenim >or something altogether

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different?

No, it is different. Just like Nephilim can boost their abilities through their Ka, Selenim can curse with the Black Moon.

>By the way, what's Anamorphosis and Summoning like for the Selenim? How do >these powers work,
mechanically? I guess that the creatures Selenim summon >from the Black Moon fields must be quite
cthulhuesque.

Anamorphosis is the dark half. The selenim attune its Ka and then paitn carefully a picture of its dark half. By doing this,
he shapes the informous Black Moon ka and gives it "parts". Spells in anamorphosis (called "morphs") are grouped in
"arms", "face", "legs". For exemple, I could give my Imago serpents eyes (power to hypnotise), elongated arms with
claws, a beautiful face (bonus ti Charming ability), bat wings and mechanical legs. Then I could call all or some of these
morphs on my real body and get its power.

Summoning is the power of the Pavane, the song of the Dead and of the Black Moon magic fields. using music (flute ate
first circle, Lyre at second circle, organ at third) the Selenim summons the mad abominations from the black moon fields.
These summonings are powerful, evil and quite mad, very chtulhuesque as you said. You find the Beautiful princes of
decomposition that age people to death, feeding squids that let you drain human for Solar Ka from a distance, the
baleful Hyennas of Darkness, even a german panzer lost in the cursed fields during the first world war. At third circle,
summoning becomes very freeform and allows you to manipulate black moon fields through music, using powers of
corruption, madness, death. You can even create new summoning spells.

And is it possible for a PC Selenim to create such a huge Imago that it becomes a stationary world one can
travel into or something like that?

yes, it's what happens at third circle, when the Imago becomes too heavy to move. it becomes a small world and the
Selenim is its god. This is called apotheosis.

>Do Ar-Kaïm have ALL magical fields in their heart?

They can. Basically, Ar-K must have solar Ka and Orichalkum. Then they can buy any Ka with exp and Character Points.
All Ka are available to them (Air, Fire, Water, Earth, Moon, Solar, Black Moon, Orichalkum).

>Ok, another question: What are effets dragon?

Effets-Dragon are creatures born of Ka. When a particular Ka get dominant (Fire Ka in a burning house/forest, Air in a
tempest, in a plexus, when a player botches a spell), a creature born from Ka can be born. These are often primal and
dangerous. They feed from Ka so are dangerous to Nephilim/ArK but they often can't survive long after the event that
cause their birth ends off.
Most Effets-Dragons come in the form of mythical creatures (fore birds, cyclops,...) but some are also strange (mists-
bat,...).

Some rare are intelligent and get born multiple times with memories of their previous incarnations.

>La Dracomachie, qu'est-ce que c'est?

Dracomachie is the art of Arcana XI, Strength, whose members are vowed to maintain the purity of the magical fields,
ennemies of Khaibas and Effet-Dragons. With thi art, they can predict the birth of effets-dragons, weaken them and, after
a victorious fight, bind them in weapons or in jars to use later as raw elemental power.
It is the art of the Hunt, a minor occult art.

> I don't recall Nephilim having any dragons in it.

There are. True Dragons in Nephilim are mosnters born during the elemental wars. At that time, crazy Nephilim thought
to obtain ultimate power by fusionning their Ka to get one creature with godlike Ka quantities. DraKaOns as they were
called reverted to animal intelligence and enormous hunger for Ka. The ancestors of the Strength ArkaNa managed to

241
bind them using Dracomachie but they couln't kill them. Most dragons are now asleep, gigantic creatures of pure Ka
whose etheral breath enhances the elements in a whole region (all French Bretonny is under the breath of the arthurian
dragon, giving it its enchanted nature, all china is under the breath of Kunlun, the turtle dragon which turned Moon Ka
into Metal Ka and Air Ka into Wook Ka). The rules of magic can be very different in those places.
Nephilim who worship dragons, Dragon cults, are ennemies of the Strength and they can summon and command Effets
Dragons born from its breath.

> What about the differnt Editions of the Nephilim RPG?

The biggest shift in the world (and in the mood) was with the third edition, with the following events :

- Players can be Nephilim (magical spirit incarnated in a human being), Selenim (nephilim merged with a human
because of the Black Moon) or Ar-Kaïm (human whose magical abilities come from a mystical experience in a nexus of
Ka-elements)

- The goal of a typical Nephilim is to attain Agartha, a mystical state where he understands the secrets of the world.
Each Nephilim has to find his own way to Agartha (using occult sciences, mystical quests, major arcana, etc...)

- Their adversaries are Templars, Mystes, Rose-croix, Synarchs. Those are human secret factions who try to harness
the powers of Ka-Sun and to get rid of / enslave magical creatures.

- The three main occult sciences of the Nephilim are still Magic, Kabbala, Alchemy but a new occult science, called
Qiyas, is the goal of a campaign adventure (Al-Mugawir). Qiyas is the goal of the campaign so it is quite a secret. I can
tell you that it uses Eidos, the place where human ideas go and form. It is an occult science based on true concepts
(circle, square, spiral, triangle, etc...), on Figures, on Memes and their interaction with Mirrors (human, nephilim or Ar-
Kaim that can see and feel what the Qiyasim is doing). It is really very fun to play with.

- The Selenim use Necromancy, Invocation and Anamorphosis. Anamorphosis is the power to create a double from the
Selenim (his Imago) created from Black Moon and very cthulhu-like in appearance (tentacles, claws, multiple eyes,
numerous teeth, etc...). It is the power to make his Imago appear in the real world.

- The Ar-Kaïm use powers affiliated with the 13 houses of the zodiac and the Ka-elements (Earth, Water, Air, Fire, Moon,
Sun, Black Moon and Orichalka). Their powers use ka-elements and they risk disintegration if they use to much / too
little. Ar-Kaim have a power for each House of the Zodiac and each Ka element. For example, the House of Lion has the
following powers : Power Blast (Fire), Light Blast (Earth), Stupefaction (Moon), Instant Run (Water), Knowledge Read
(Air), Conjunction Mastery (Orichalcum), Destructive Roar (Black Moon). So in fact they have fewer powers than the
Nephilim and each of them is quite limited but very powerful.
- The apocalypse (actually a campain in 4 or 5 books, involving a lot of actors of the occult world) at the end of the
second edition. Nothing like Mad Max, it was only about occult revelations, the not-occult world didn't change.

- The (re-)discovery of a fourth occult science (a campain for the third edition)

- "Real" rules for the Selenim, who use the Black Moon and feed on emotions.

- The appearance of the Ar-Kaim, a new kind of immortals who can have a various number of ka-elements (including
Sun, Black Moon and Orichalka). The main aspects were that they were young, rebellious and more than a bit super-
heroes (It was really hard not to think about the japanese cartoon Saint Seiya)
As usual with occult settings (White wolf games suffer the same problem imho), at the end, you could almost be
surprised to find a NPC who was not deeply involved in some occult stuff one way or another.

The fourth edition follows chronologically the third (you play after the events of the apocalypse), but you can only play
Nephilim (no Selenim or Ar-Kaim. At least in the core book).
The mood is more like the first editions, more centered (in my opinion) on the quest of occult knowledge than on
unraveling world conspirations made by secret societies. But that's may be because we only have the core book and the
gamemaster screen and not (yet ?) big campains about the Templars or the Rose-Croix.

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Nephilim to CoD Conversion
Attributes
Nephilim Attributes (3-18) CoD Attributes (1-5)
Strength (3D6) Strength
Dexterity (3D6) Dexterity
Constitution (3D6) Stamina
Intelligence (3D6) Intelligence, Wits, Resolve
Charisma (3D6) Presence, Manipulation, Composure

Formula: (Nephilim Attributes or Potential POT +2) /4 = CoD Attributes. Nephilim Actions = CoD Initiative.

Skills
Nephilim Skills (1-100%) CoD Skills (1-5)
10-20% 1
30-40% 2
50-60% 3
70-80% 4
90-100% 5

Formula: Nephilim Skills /20 = CoD Skills.

Ka and Ch’awe
Nephilim CoD
Ka per Element (1-100) Ka in Dominant Element (1-10)
Ka = Ch’awe per Element (1-100) Ch’awe per Element (1-100)

Formula: Nephilim Ka /10 = CoD Dominant Ka.

Difficulties
Difficulty Nephilim CoD
Simple Attribute x5% or Skill +40% +2 Dice
Easy Attribute x4% or Skill +20% +1 Dice
Normal Attribute x3% or Skill -0% -0 Dice
Hard Attribute x2% or Skill -20% -1 Dice
Very Hard Attribute x1% or Skill -40% -2 Dice
Almost impossible Attribute /2% or Skill -60% -3 Dice

Formula: Nephilim Critical Success = CoD Exceptional Success, Nephilim Fumble = COD Dramatic Failure

Damages
Nephilim Damages CoD Damages
1 or 1D2 -1
1D3 or 1D4 0
1D6 or 1D8 1
1D10 or 2D6 2
3D6 or 4D6 3
5D6 or 6D6 4
+1D6 to 2D6 +1

Formula: Nephilim Health for Critters = (CON+2) /2 (they have no Size). Nephilim (Armor /2) -1 = CoD Armor

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Balance

Ka OOOOO OOOOO Cha’we:


Dominant Element _____________________________
favorable neutral _______ unfavorable neutral _______
oppositive minor ________ oppositive major ________
Metamorphosis _______________________________

Emotional Aspects ____________________________


____________________________________________
Physical Aspects ______________________________
____________________________________________
Occult Sciences _______________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
Incarnations __________________________________
____________________________________________
Khaiba ____ Stasis ____________________________
Fire ____ Air ____ Water ____ Moon ____ Earth _____
Simulacrum __________________________________

244
Magic

245
Nephilim Magic
This is an overview for those who have never opened the Nephilim RPG. Magic is the heart of the Nephilim RPG.
Magic is the glue making Nephilim go. Magic is the Nephilim path to Enlightenment. Humans, while having some
of their own routes to magic, have no direct route into controlling the primal fields the same way as Nephilim.
Only the Nephliim, made up of magical fields, can reach out and control these same fields.
Nephilim Magic divides into three areas of mastery: Sorcery, Summoning and Alchemy. Each of these are sub-
divided into three levels of Initiation. The mastery of one of these complete Magic disciplines is one of the
conditions to reach Agartha. Mastery of higher levels requires mastery of previous lower levels of magic. One
cannot drop to the front of the line and learn the secrets of the universe without learning how to first cast a spell to
light a cigarette. Nephilim refer to magic as “occult techniques” or “the occult sciences.” To Nephilim, magic is
not magic. It’s applied scientific theory to manipulating the cosmos.

The Nephilim Occult Sciences


Each Nephilim to a preference for one of the sciences, certain are magi, other kabbalists or alchemists. Some
choose to explore several Ways, but it costs them dearly for most of the time.

* Sorcery
First of the Occult Sciences, it was born with us, because it is that of the control of the magic fields. Magic is very
close to nature in all its grandeur, it feeds on climatic and elementary manifestations. It does not require any
accessories, our only tool is our pentacle. This primitive science is divided into three circles:
The first circle is the Lower Magic, it is the learning of the magic fields and the canvas that it forms on the Axis
Mundi. It consists of the Perceiving, Modifying and Feeling Domains.
The second circle is High Magic, this stage is the teaching of names thanks to which one can manipulate the
objects. At this point the Nephilim must make a choice that will determine what form the Agartha will take for him:
he determines which of the 5 paths of Magic he will follow. The Domains of this Circle are Communicating,
Moving and Transforming.
The third circle is called Great Secret, fusion of the first two circles it allows the knowledge and manipulation of
the real in its entirety. It is, for the Magi, the gate to the Agartha. His Domains are a secret kept jealously by the
Magisteries.

* The Kabbalah
This science comes from a revelation, that of the One and the quest for its various manifestations. The Kabbalist
searches the magic fields for the forms of intelligence that compose it, and manages to bring creatures from five
different worlds. These creatures, coming from the spirit of the One, are invoked thanks to the pentacles that the
Nephilim traces beforehand. The Kabbalah is decomposed into three Circles which allow to cross the Tree of Life:
The first Circle is designated by the Seals, it carries the Nephilim into the sephiroth of materiality, emotions, and
creation. The associated Sephiroth are Malkut, Yesod, Hod and Netzah.
The second Circle is designated by the Pentacles, it explores the sephiroth of the cycle of life, transformations
and warlike justice namely Tiphereth, Geburah and Chesed. The Kabbalist chooses one of the five worlds of
Kabbalah in which he will sail to find the guardian of secrets. These worlds are Sohar, the perfect world, Zakai,
the pure world, Meborack, the world of balance, Pachad, the world of the Apocalypse and Aresh the world of
Fury.
The third Circle is designated by the Keys, it contains the invocations of the sephiroth of mercy, comtemplation
and protection, ie Binah, Chokamh. The Kabbalist can then travel freely in the worlds until he finds the only last
Sephira, Kether, the Crown.

* The Alchemy
Five Kaïms created Alchemy to understand the secrets of matter, the name we give to this group of scholars is
the Glorious Alloy, composed of Esmeralda, Rebis, Green Lion, Hermes and Atalanta.
The Alchemist tries to master different processes, creation, transformation, regulation, understanding and
destruction. To do this he disposes of substances that he experiences on things and beings. To manufacture
these substances, he uses several Alchemical Tools installed in his Laboratory, whose keystone is its stasis.
Alchemy is decomposed into three circles:
The first circle is the Dark Work, it aims at the decomposition of matter for a more complete understanding of
it. This circle has an approach related to the Ka-elements, and the occult skills are Fire, Air, Water, Moon or
Earth.
The second circle is the White Work, the alchemist learns to use substances other than powder. It can also
combine mechanics with magic fields to create artifacts.The skills are Amber, Metal, Powder, Liqueur and Steam.
The third circle is the Great Work, the alchemist discovers the origin of the Ka. He meets the members of the
glorious alloy who teach him the last steps towards the Agatha.
As you can see, all the Occult Sciences have their way strewn with pitfalls. I can tell you that the way to the
Agartha is not marked, for each Nephilim has his own. It only remains to discover it.

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Magic for Nephilim is not your average magic system.

Magic for the Fallen is both science and mystical path. You are not only using tools to help you in the world, you
are progressing to enlightenment. They are also “Occult Sciences”, magics that are analyzed, catalogued,
enhanced and, in the case of Alchemy, peer-reviewed. Nephilim tend to pride themselves on understanding how
and why they cast spells and some find them the term “magic” irksome. So what are these sciences?

The Nephilim is a magical being in essence. Through his grip on the five elemental magic fields, he is capable of
producing powerful magic.

During their long history, the Nephilim have developed several techniques for using magic fields which is
called the Occult Sciences.

The Occult Sciences Nephilim allow to act on the world and perform signs and wonders. They are the privileged
instrument to reach the Agartha.

There are three forms: Magic, Kabbalah and Alchemy. They are the successive responses to the changes of the
world and a means of adapting to history and society.
Each occult science is divided into three circles of initiation. Mastering the third circle is one step towards the
Agartha.

The Occult Techniques:

SORCERY SUMMONING AL CHE M Y

First Circle Lower Magic Seals Black Stone

Second Circle Higher Magic Pentacles White Stone

Third Circle Grand Secret Keys Philosopher’s Stone

cast spell: cast spell Ka-element / difficulty spell modified By the level of competence in occult science.
conjunctions and large conjunctions influences the jet: - conjunction
Favorable:
- favorable conjunction: 1 line upward
- great favorable conjunction: we shift 2 lines upwards
- unfavorable conjunction: we shift 1 line down
ritual of stasis: the touch of stasis, allows the nephilim to draw from Magic essence in (number of chips used of
stasis = no. Points added to the threshold).
ritual of sacrifice (prohibited onirims): against the sacrifice of a flea Ka and a drop of blood, the fate necessarily
succeeded.
ritual of the tattoo: it is possible to integrate in its pentacle spells (It is then useless to have a focus to cast the
spell).

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The Ka Elements
First of all, you must be able to understand the universe As it is, so I advise you to read these books that relate
To cosmic energies.

* The Magic Fields


The Primordial Grail, the Earth, is permanently under the influence of energies, which are capable, if channeled,
of creating so-called magical effects by the profane. These energies are called Magic Fields, and number eight in
number.
First of all, the five elementary fields, coming from the planets surrounding the Earth.
Mars influences the magical fields of Fire. Tuesday is therefore the Day of Fire.
Jupiter influences the magic fields of the Air. Thursday is therefore the day of the Air.
Mercury influences the magical fields of Water. Wednesday is therefore the day of the Water.
The Moon influences the magical fields of the Moon. Monday is therefore the day of the moon.
Venus influences the magical fields of the Earth. Friday is therefore Earth Day.
Then come the other fields, whose origin is different.
The sun. These are almost invisible and unusable by most of you. In general, the sun is found in the heart of
humans, as an elemental magic component. The Sunday, day of day, is therefore associated with the Sun.
The Black Moon no longer exists, but its magic fields are parasitic and do not totally disappear. Because of its
disappearance, the Black Moon does not influence any day of the week. Its influence is felt only in function of the
phases of the moon.
And finally the Orichalque, the Anti-Ka. Its most common manifestation is in the form of an alloy associated with
metal, but some creatures, the Daimons, are made of it.Originally, the Orichalca comes from a meteorite fallen
from Saturn. The day associated with it is therefore Saturday.

* Plexus and Nexus


The magic fields are not visible to mortals, but their influence is great and conditions the natural life of our planet.
Thus, when two magical fields of the same element intersect, we create what we call a Plexus. For example, a
plexus of water will generally occur near a spring, a fountain ... But beware, there is no plexus in front of each
fountain!
It happens when the conjunctions are propitious, that all the magic fields intersect in one and the same place, this
event gives birth to a Nexus, source of powerful magical effects.

* Mystical Energies
The pentacle of the nephilim is composed of Ka elements, these are mystical energies that allow us to control and
/ or influence magical fields to produce magical effects. The Ka elements are developed with age and experience,
so a powerful pentacle allows to better control the magical fields, and therefore to carry out powerful effects.

* The KA Fire
It allows to influence the magic fields of fire, in this it is very related to the physical and mental action. But also to
destruction and violence. The Nephilims of Fire are entire enthusiasts, without concessions, and always prefer
action to reflection.

* The KA Earth
It allows to influence the magic fields of the earth, it is therefore in close relation with the life and the nature. It
allows to heal, to grow, to protect, etc. The Nephilims of the Earth are melancholy, calm, altruistic, reserved and
limited! But they are also sensual, fertilizing and sometimes violent as the earthquake.

* The Moon KA
It acts on the lunar magical fields, linked to the form of life diverted and natural events illusory or cyclic, it is also
very close to human madness and dreams. The Nephilim of the Moon are only misunderstood by their brothers,
and are generally taken for jesters, unstable, liars, or thieves. This is due to the fact that the Black Moon is not far
and corrupts the Moon fields.

* The KA Water
Its influence is on the magical fields of water. Movement, modification and adaptation characterize it. The
Nephilims of Water are curious, skilful and pragmatic. But like a river, they can get carried away and become
unpredictable, difficult to control.

* The KA Air
It allows to act on the magic fields of the Air. This is the element of reflection, understanding and spiritual
elevation. The Nephilims of the Air are often researchers, thinkers. They generally show an intellectual behavior
seeking the global understanding of the universe. Sometimes they can be instinctive and carefree, they are those
who love the storm.

* The KA Sun
The Ka that follows is that of the humans, although it is also present in the Heart of the Ar-Kaïms. This element
depends on the solar fields, potentially it is the most powerful because the fields are everywhere on the surface of

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the planet. Unfortunately we are not able to use them because we do not own KA Sun in our pentacle. Humans
call it will or mental strength but do not know how to use it as a mystical energy, at least for the uninitiated.

* The Black Moon KA


The next Ka is that of the Selenims, beings composed of a Black Moon Core, and a Reserve gravitating around.
The magic fields of the Black Moon is almost invisible to the eyes of the Nephilim.The Ka Black Moon corrupts the
other Ka, even the Bohemian Mist, with the exception of the Sun, and the Tilting can happen to anyone. Black
Moon beings usually inspire fear, but this is often due to mutual incomprehension.
Here is finally the Anti-Ka, the Metal Honni.

* The Orichalque
It is the destructive element of the five magic fields, it acts as anti-matter when it comes in contact with the
pentacle of the Nephilims or the Mist of the Bohemians.This is why Humans Initiated by the Minor Arcana use
them to make murderous weapons against the Nephilim. In addition it has the ability to integrate perfectly with
metals which facilitates the manufacture of blades in orichalque.

The Magic Fields

The solleil is the first celestial body of our world. It has the particularity of projecting in addition to its extraordinary
light, a very powerful energy and invisible to all profane people. This energy is absorbed by all the other celestial
bodies of the system and projected towards a single place, the Earth. But when these cosmic rays leave their
planet, they are transmuted by the characteristics of each planet. They arrive on Earth, all very different but yet
come from the same source, the sun. On Earth, they become prisoners of the earth's core and are transformed
into Magic Fields gravitating like a cahe of Faraday around the Earth's crust, permeating all the material that
makes up the Earth.There are eight varieties of Magic Fields. Five principal ones that are at the origin of the Ka-
elements of Nephilim and three forms with special properties.

Elementary Fields Beyond differences, the five elementary fields generally follow the same laws. They are
generally present, more or less strongly, in all places. But each Field focuses where its element is represented,
physically or symbolically. Champs move mainly based on astrological conjunctions , but other factors are
involved. The Axis Mundi on which the Primordial Grail is granted, plays an essential role in the mechanics of
elementary fields.

The Magic Fields of Fire


The Magic Fields of Fire are influenced by the energies coming from the planet Mars. Mars is in conjunction
during the months of Aries and Scorpio, as well as every Tuesday. During these moments, the Magic Fields of
Fire are dominant and powerful. These days are considered sacred by the Pyrim.These fields most often have a
red color. However, they may also extend to orange and yellow. Some may even take a white color, melting
color. Others may be blue. They have irregular shapes subject to many transformations.The rays of the Champs
are very often surrounded by carbuncles and sparks. They are rapidly propagated, however, are often not very
thick and not very dense. Magic Fields of Fire are very easily found in volcanic places, during thunderstorms, near
natural or accidental fires, near major sources of heat or combustion (such as a nuclear power plant).

The Magic Fields of Air


The Magic Fields of Air are influenced by the planet Jupiter. This planet enters into conjunction during the months
of Sagittarius and Pisces, as well as on Thursdays. During these periods, the Magic Air Fields are
dominant. These fields often take the appearance of long white and blue scrolls unrolling their arms in the
immensity of the sky. The rays of these fields are slow and very thin but they are among the most numerous. This
is due to the intensity of the energies sent by Jupiter. They can take a fluffy creamy consistency even when
observed with the Vision-Ka . The Magic Fields of Air can rarely focus at a specific point, then taking on a
tormented form, as traversed by multiple tears. Their main colors range from the pure white to the azure blue of
an immaculate sky, passing by the blue-gray faded from a rainy sky. There are almost everywhere on the surface
of the planet of the Magic Fields of the Air.They concentrate on all natural or human summits, they accompany all
forms of winds and storms.

The Magic Water Fields


The Magic Water Fields are influenced by the planet Mercury. This planet comes into conjunction during the
months of Gemini and Virgo, as well as every Wednesday. The Magic Water Fields are particularly mobile, they
change shape at any moment. They often embrace the appearance of objects encountered. They are animated

249
by endless vortices, multiple contradictory currents that are created and deformed at every moment. The rays of
the fields are in the form of smooth, finely chiselled curves that walk agile along the Earth. They mostly take a
blue-green color making all the spectrum between these two colors. The Hydrim especially like swimming in a
Magic Champs Water takes emerald green while evoking beautiful gemstones. The Magic Water Fields are the
most numerous on Earth and are mostly near any water point or at the bottom of the oceans.

The Magic Fields of Earth


The Magic Fields of Earth are influenced by the planet Venus. It enters into conjunction during the months of
Taurus and Libra, as well as every Friday.During this period, the fields are powerful and the most numerous. They
are almost immobile, static, taking cubic aspects, with sliced edges or are modeled in relation to long flat
surfaces. The rays of this Field are thick, rectangular, in the form of a beam or trunk. They are slow to form and
move. They are often streaked with old breaks

The Solar Fields These are the strongest fields because they are not under the influence of a planet. Despite this
raw power, the Solar Fields are the least well known and least used. It would seem that their tremendous potential
remains unused. They are so ubiquitous that they can only be detected in case of exceptional concentration. They
obey quite different laws from other fields: the mainstream is waving the Axis Terram , the wind energy directly
from the sun. The other factors that influence the Solar Fields are the particular stellar conjunctions. The Ka-Sun,
on the other hand, is visible. It looks like very bright golden spots, irritant in Vision-Ka .However, it remains difficult
to quantify.

Cursed Moon Champs Since the destruction of their planet, the Black Moon Fields are a minority on Earth:
no Ether not just maintain them and they therefore undergo entropy which dissipates slowly in space. To survive,
they often slip into the heart of the Moon Fields. Fields of Black Moon are not related to the stars and cosmic
rhythms and therefore governed by different laws of astrology. Some rare places on Earth are totally devoid of
Black Moon Fields. But most parts of the world are "hollow box" or "Field descendant" marked by tiny plots or light
fillets Black Moon . Much more rarely, the Black Moon Fields manifest in "acsendant Champ" or "full field", so
quite detectable for a Nephilim . These influences are much less mobile and variable than those of other fields.A
place influenced by the Black Moon the rest generally for several years and the biggest changes in intensity are
rare and may take several centuries to occur.

The Champs Orichalcum the Fields of Orichalcum are an aberration. Thanks to Saturn, they have an
astrological influence comparable to the elementary fields, but, because of their difference in nature, they are not
as present as they are. The destruction phenomenon Orichalcum the with the elements is uncertain. The places
where the Orichalque is totally absent are very rare. Almost everywhere, the Orichalcum is "empty field" present
in minute traces. On Saturday, its influence is reinforced in "Field descending" and the presence of the Orichalque
is especially felt by an impoverishment of the Elementary Fields.

The Black Moon

The Black Moon, The Cursed Ka ...


By nature, the Black Moon creeps in everywhere and even humans can be contaminated. If they then escape
death, however they are condemned to beg with a Selenim generous enough KLN to keep them in this state of
undead. Although known by all Selenim, the Pavane remains an enigma in its exact nature. A certainty is that the
complaints and the murmurs of the dead, who make the most of it, near the places of burial, are not its only
source. How else to explain for example the influence of it on the presence of a United Selenim ? But stranger
assumptions circulate.

The Orichalque
Depending on the distance of Orichalcum , it may be malus of 5% per point reserve decreased by 5% by 30 cm
distance. If the penalty exceeds the strength (CON x 3) of the Nephilim, it is taken from physical reactions:
tremors, nausea, vomiting, shouït , cardiac arrest.

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Launching spells to lessen its effects
Subtract the POT orchilacrum the Ka of the Nephilim , if the roll is successful, the spell is
Damage = (threshold / 10) x Circle Pot de points less.

Kabbalah
Subtract the POT of Orichalcum the Ka of the Nephilim , if the roll is successful, the invocation passes.
The creatures feel the Orichalcum 1m / reserve point.
Creatures of partial or total autonomy will be kept away.
A creature entering its contact will be banned and the object loses (contract / 10) x circle
It will not be possible to re-invoke a creature of the same type before the end of the astrological day within a
radius of 100 m around the incident.
If the creature is permanent (bound by a contract, ...), it will reappear immediately in the pentacle but will lose an
equivalent amount of contract points.
This use of Kabbalah creatures may lead to points of Khaïba , recriminations or intervention Guards, Archangel or
emperors.

Sc alchemy occult very sensitive. Prevents transmutation in POT meters.Damage = (threshold / 10) x Circle Pot
de points less.

Resistance
Add Pot to Ka-Sun of the wearer to resist a spell. From where
(Ka-Sun + Orichalc POT - Ka-element of the spell) x 3% to resist.

Hand-to-hand combat Object


Any object in Orichalcum is characterized by its virulence (POT) and Reserve.
Virulence is always less than or equal to the Reserve.
When an object touches a Nephilim, it can resist in part to bite this by passing a roll Ka vs Virulence: subtracting
the Ka of the Nephilim and the reserve of the object a number equal to the Virulence if the Nephilim his spleen
Jet, and half the Virulence (rounded below) if the roll is successful.
A disembodied Nephilim automatically misses his Resistance roll.

Virulence may increase Saturday, qd the astro Modified is greater than or equal to 8, 1 point up to Virulence x 3.
Some mystics rituals can increase the virulence or the Reserve.

Plexus, Nexus, Ley Line, Omphalos

The Plexus

A Plexus is a cross of two rays of the same Magic Field .

The test Ka-element identical to the Champs Magic in Plexus is automatically managed.
In addition, a Nephilim may place his stasis in Plexus, she will regain the points consumed during magic acts at a
rate of 1 point per hour in Plexus.

The Nexus

Nexus is a crossover of 5 Magic Fields .

All elements Ka rolls are automatically successful when the Nephilim is in a Nexus. Stasis can recharge all
items consumed whatever the Magic Champused and this at the rate of 5 points per hour in the Nexus.

Then the Nephilim can enjoy the Nexus to change Ka-dominant . It must thereby sacrificing the items on its Ka-
dominant than its Ka-elementstrongest neutral. Once it reaches the same value as the second, it must make
a Ka experience. If successful, the new Ka-element becomes dominant and the Nephilim
exchange Metamorphosis as well as opposing Ka-element .He becomes a Nephilim with another personality. If
the Nexus is powerful enough to cause the birth of a Nephilim (from 3rd generation ), it responds to different rules
from those set out in the rulebook.

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The Ley Lines

The Ley lines are not Magic Fields , they are actually "furrow" traced by the regular passage of certain fields, for
unknown reasons.

It turns out that these grooves have a "magic weight" own and suddenly, they tend to attract Magic
Champs passing nearby, which are rushing in and therefore follow a predetermined path.

It is possible to detect ley lines, even if empty, in Vision Ka , but it is rather difficult. Similarly, the Magic
Fields rushed inside have a certain richness and contained violence that can make the sometimes dangerous.

The mesh of the Ley lines is not innocent, the latter connecting together occult high places. Difficult to say if the
Ley lines are born from the magic field attraction for these places or if these places were constructed on purpose
to take advantage of the regular power provided by the Ley lines.

Finally, the crossing of ley lines give birth to Omphalos . These magic places have many features besides this
function of "nodes".

The Omphalos

The Omphalos is the Plexus what Ley Lines are the Champs.

A Omphalos is a place formed a Plexus permanent and where Ley Lines intersect. But this place is also at the
center of many human legends and has great symbolic value. It has a weight acqui in the magic frame and is a
prodigious power source for the Nephilim . Dedicated to a particular field, it is the scene of many elementary
manifestations. In other words, an Omphalos is the name of the physical place where the Field took place.

Inscribing a Spell
When a Nephilim pops out of its Stasis and incarnates into its new Simulacrum, it has nothing: no books, no
mystical laboratories, no places to work, no Foci. It may have the Stunts up to Grand Secret — it can cast any
spell it pleases — but it cannot cast the spell unless it possesses the spell. The moment a Nephilim incarnates
into a new body it immediately begins the hunt for new spells* to rebuild its library.
However, some Nephilim figure out the trick of tattooing the Foci for their favorite spells directly on to their souls
via a mystic ritual. An Inscribed Spell requires no Focus — no books and no extra preparation. The Nephilim may
cast this spell at will. The spells travels with the Nephilim from Incarnation to Incarnation.

An Inscribed Spell can be from Lower Sorcery, Higher Magic or Grand Secret. All the penalties for casting a more
complex spell applies. For example, if the Nephilim inscribes Spleen, it will have a much simpler time wandering
around spleening targets than if it has the Grand Secret analogue, Wahnsinn, inscribed, a spell requiring a room
and Foci and concentrated magicks and plenty of chanting. Wahnsinn still requires the Complexity and trappings
of a full Grand Secret spell.
A Nephilim cannot inscribe a spell of a level greater than the Stunts it has. Thus, a Nephilim cannot inscribe spells
for Higher Magic or Grand Secret if it lacks the Stunts for Higher Magic and Grand Secret.

All Inscribed spells, regardless of level, are -1 Ka rolls. A Nephilim can have many Inscribed spells as it can
maintain.

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The Great Conjunctions
All the occult and magical acts of the Nephilim are conditioned by the position and power of the magic fields.
When a Nephilim wants to optimize his mastery of elementary energies, he calculates favorable conjunctions.
Astrology therefore has an important influence on the occult sciences.

Ka vision allows us to perceive changes in the magical fields.

Plexus and Nexus


The Plexus and the Nexus are particular conjunctions and sought after by the immortals.
They can reload stasis of the Nephilim or perform important magic operations.
They appear in predisposed places and in harmony with the corresponding elements.
Their duration is very variable, from a fleeting moment to a millennium.

Plexus is a place where one crosses several rays of one magical field. Elemental power is increased tenfold.

Nexus is a place where magic five fields are crossed. This event is very rare and powerful phenomena
ensue. Legends tell that some Nexus were of such power that they gave birth to a Nephilim.

The Days of the Week


Seven celestial bodies govern the magic fields. During each day of the week, one of the elements is dominant,
making it easier to use. On the other hand, elementary oppositions can make the use of the other elements more
difficult. It sometimes happens that a magic field is absent from a place, making the use of the corresponding
element impossible. This is shown in the table of ephemerides of the week.

Day Celestial body Element dominant Neutral elements Unfavorable Elements


Monday Moon Moon Water / Earth Fire / Air
Tuesday March Fire Air / Earth Moon / Water
Merdredi Mercury Water Moon / Air Fire / Earth
Thursday Jupiter Air Water / Fire Moon / Air
Friday Venus Earth Fire / Moon Water / Air
Saturday Saturn Orichalque No All
Sunday Sun Sun Variable Variable

The Zodiac
During the year, each planet crosses twelve parts of the sky called zodiacs and is ascending in one or more of its
planets. These ancestries last for a month. The planet exercises maximum influence on the day it is
dominant. This day is called great conjunction. A neutral conjunction corresponds to the days when the ruling
planets are neutral with respect to the ascending planet. An opposite conjunction corresponds to the days when
the ruling planets are opposite to upward planet. This is shown in the ephemeris table of the year.

Month Celestial Body Great Neutral Conjunction


ascending conjunction conjunction opposite
Aries March Tuesday Thursday Friday Monday Wednesday
(21 March - 20 April)
Taurus Venus Friday Monday Tuesday Wednesday Thursday
(21 April - 20 May)
Gemini Mercury Wednesday Monday Thursday Tuesday Friday
(21 May - 21 June)
Cancer Moon Monday Wednesday Friday Tuesday Thursday
(22 June - 22 July)
Lion Sun All Variable Variable
(23 July - 22 August)
Virgin Mercury Wednesday Monday Thursday Tuesday Friday
(23 August - 22 September)
Balance Venus Friday Monday Tuesday Wednesday Thursday
(23 September - 22
October)
Scorpio March Tuesday Thursday Friday Monday Wednesday
(23 October - 21 November)

253
Sagittarius Jupiter Thursday Tuesday Monday Friday
(22 November - 20 Wednesday
December)
Capricorn Saturn No No No
(21 December - 19 January)
Aquarius Saturn No No No
(20 January - 18 February)
Fish Jupiter Thursday Tuesday Monday Friday
(19 February - 20 March) Wednesday

Basic Astrology

Presented on these following pages is some basic information on Astrology, for the use of players in the
campaign. It is not necessary to know any of this, however having at least a vague familiarity with the astrological
information provided will reveal a whole new layer of depth to the inquiring player.

The Inner Planets revealed


We begin with a short tour of the planets, which are divided into two categories –
The Inner Planets, whose powers influence magic on Earth, and the Outer Planets, whose influence is only
beginning to be felt over the last few centuries..

The SUN expresses our personal identity and conscious personality. It represents what we realise is our 'self', the
essence of 'being', and the vitality of life. Through the Sun we express our own individuality. Knowing who we are
and being able to find a special place in life is probably the most powerful drive in the human psyche. People want
to express themselves in the world in an individualistic and personal way. It is through the Sun that we
personalise our experiences, because we have a sense of an inner "I". This determines what is relevant to each
of us.

The MOON expresses our instincts, reactions, emotional responses and subconscious conditioning. Through the
Moon we express the principle of 'needing' and nurturing, desire for safety and security in relationships. The Moon
represents the drive for growth and the ability to adapt psychologically to changes as part of the rhythms in life. It
represents our childlike state when we are vulnerable and depend on others for safety, warmth and food. So it
expresses the drive to fulfil those needs. Moods, both good and bad ones, are all part of the dynamic of the
Moon-self.

MERCURY represents thinking, learning, and the communicating faculties. It imparts the capacity to rationalise,
imagine, and mentally identify with the world. It represents our ability to express abstracts as well as facts. It
drives physical movement, the learning of skills, and mental and physical dexterity. This planet represents the
urge to use verbal, mental and negotiating skills to express ourselves imaginatively and factually. It governs all
forms of communication - the desire to do so as well as the way we do it. Physical mobility is also shown by
Mercury and in this way the planet connects to health of the body and mind. Its principle is 'exchange'. The
connection between the mind and the mouth is a Mercury function. As the 'messenger' its function is dual - it
carries information to and from the mind, in a constant flow of impressions, facts, reasoning, sensory experiences;
and it analyses that information.

VENUS represents pleasure, the enjoyment of relationships, loving and caring. It helps us to decide what is
relevant to well being and happiness, what is irrelevant, and what is bad. It is the urge to seek companionship and
love to feel good about ourselves, so has to do with self-esteem. Venus is the subconscious desire to form unions
with others, and is our willingness to co-operate. It also allows us to enjoy the things that bring pleasure -
aesthetics as well as physical. It is not a highly energetic drive, but one that enables us to seek relatedness.

MARS represents the energy used in asserting ourselves, in fighting for what we wish to achieve and in taking
decisive action. If any one word sums up Mars, it is 'action'. It is the drive and ability to take up challenges, use
initiative, force and effort, and stand up for oneself, defensively or aggressively. It urges competitiveness - to take
chances. Daring, courage and leadership are all connected to Mars. It represents self-will and spirited expression
of ego. Mars can also be expressed as anger, frustration and rage, so it is essentially a primitive, instinctive
energy. It empowers us to be bold in anything we seek to achieve, but does not have much to do with tact or
diplomacy!

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The Outer Planets revealed
The magical influence of the Outer Planets is only beginning to be felt over the last few centuries, heralding a
cosmic change to the Age of Aquarius

JUPITER - This is energy used in expanding, growing, enlarging and exploring a wider scope in life, to challenge
existing norms in society. It represents the ability to set our own ethical, moral and legal limits and to achieve a
higher level of awareness, education, power and experience. In broadening ourselves we broaden our horizons,
so it also expresses a desire to venture beyond the known into the unknown - through travel, philosophical
matters, and extending life experiences to the ultimate and beyond. Jupiter enables us to grow beyond
boundaries set by the 'norms' of family and society; to develop and flourish. Because this is a very vital urge,
similar in some ways to that of the Sun and Mars, it also tends to urge us to spread ourselves too thinly, to amplify
and exaggerate our abilities. But even in doing so, we grow in wisdom and prosper through the driving power of
this planet.

SATURN is the compressive energy of discipline, limitation and structure. It empowers us to apply self-regulating
habits, and offers the desire and ability to achieve maturity and status by living our lives according to set norms
and paradigms. It is connected to family and the feeling of security that traditions bring. Saturn has a negative
side too, as do all the planets, because in the desire to conform to standards set by time and hierarchies, it can
make us fearful of change and self defeating, limiting growth through conservatism or fear of change. We use this
planetary model in establishing routines and goals that are comfortable, so that it works to balance some of the
expansive drive of Jupiter. It is the side of us that is law abiding, rather than revolutionary, and enables us to build
solid, worthwhile structures in life that allow us to prosper through preserving and regulating life. Ambitions and
goals that are established with the Saturn side of the psyche are usually attainable but demand hard, slow,
sometimes laborious application of set routines and standards. Negatively it can express pessimism.

URANUS is the urge to 'make waves' and change things in a radical - sometimes disruptive - way. It expresses
self-will and the urge to upset the status-quo by shattering the structural norms of society. As an 'outer' planet, its
long orbit means that it will stay in one sign for 7 years, so many of the people born in a 7-year period will have
this planet in the same sign. Astrologers view it as 'generational' or a 'collective' energy, and it is notable as the
rebellious side of our natures, often expressed in similar ways to our peers. It drives us to seek others who are in
some way unique and is the model on which we seek perfection by challenging and improving on the present,
through 'futuristic' ideas. So it is the part of us that is progressive, inventive and insubordinate! Negatively it can
manifest in instability, knee-jerk reactions to life, highly strung nervous reactions, and chaotic thinking. But can
make us inspirational and reformative as well as unrealistic and bizarre! It creates a desire for excitement and
change by being eccentric, perverse, original and brilliant.

NEPTUNE - the dreamy, deceptive, illusionary and imaginative, escapist side of human nature. It is a model for
feelings that are intangible, romantic, magical and mystical, altruistic and unconditionally loving; but it can also be
expressed in feelings of being victimised, living in a world of unreality, avoiding facts and embracing fantasy. It
gives us the capacity to role-play, to create illusions, to express its energy through music, art, spirituality and
imagination. This planet empowers us to shifts in consciousness, to express ideals and visions, and is a
'generational' model, staying for 14 years in one sign. All that is self-deceptive and deceptive towards others is
connected with Neptune. It can bring escapist tendencies, trigger addictive behaviour and emotional hyper-
sensitivity. It enables one to cope or change by transcending life's difficulties, enabling a subtle acceptance that
we do not always get what we think we deserve, and imbues us with faith that we have a higher purpose in life
and will attain it by maintaining faith. It brings religious fervour, a belief in a higher power and is often prominent in
those who have mediumistic or clairvoyant tendencies.

PLUTO is the drive to transform, completely change, and understand the deepest, darkest parts of the self. It can
urge us to be destructive, but also to bring about positive reformation and complete changes. It connects to the
deepest, unconscious side of the personality, and the realms of the collective unconscious; so through Pluto we
can be swept along with the flood tides of collective change. This occurs outwardly through death and destruction
but there is a part of us that is compulsively attracted to the darker side of humanity, so it is often experienced as
an urge to investigate and uncover the complex issues of the human condition. We might call it the urge to turn
life into something entirely new by completely destroying old habits, old relationships, old affiliations, so as to
effect rebirth of some part of the psyche. It represents our fascination with evil, and dark forces, but is an
instinctive understanding that freedom is found by eliminating parts of the self and life that tie us too close to
material life. Thus it represents the highest and deepest form of death and rebirth to a spiritual dimension. It can
evoke violence and forceful passions in people and as a collective energy can have a mass effect as much as a
personal one.

Astrology determines the influence of a Planet by its position in a Horoscope.

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The Signs

Presented on these following pages is some basic information on Astrology, for the use of players in the
campaign. It is not necessary to know any of this, however having at least a vague familiarity with the astrological
information provided will reveal a whole new layer of depth to the inquiring player.

The Signs of the Zodiac


As the planets orbit the Sun, they appear from Earth to travel through a narrow belt of fixed stars. This we call the
zodiac. Most astrologers in the West use the tropical zodiac, which puts its starting point (Aries) at where the Sun
is on the first day of spring in the Earth's Northern Hemisphere. The tropical zodiac describes the cycle of the
seasons, a cycle of beginning, growth, and preparation for new beginning. Each of the twelve signs represents a
stage in that cycle, and gives its own characteristic coloration to the planets and houses that lie within it.

Aries The pointed face and horns of the ram – or a young plant springing from seed. As befits the beginning of
spring, the idea is one of arising out of nothing into life, from non-being into being. Aries gives a fresh, sharp,
young, eager quality, full of starting energy not yet disciplined or refined. It is adventurous, impatient, self-
expressive, open, direct, and not always sensitive to others' feelings.

Taurus The bull's head and horns – or a pot of earth to contain the Aries seedling. Taurus gives Aries energy a
material, earthy base of operations. It is symbolized by the plant taking root, and by the baby discovering the
physical world: seeing, tasting, touching. It is much concerned with the body, with comfort and sensual pleasure,
with good quality in material things. It is practical, steady, persistent, and tends to do things more slowly than
other signs.

Gemini The twins – or the Roman numeral two, or a swing. The idea is of shuttling back and forth. It is the young
plant putting forth its feathery branches in all directions, and of the baby learning to walk and name things, to
move about the world, to communicate and interact with others. This sign has a light, youthful quality. It is
sociable without getting deeply involved, interested and curious, talkative, restless and in constant motion.

Cancer The crab – or cradling arms. This is the sign of the family unit, a protected space from which one can
grow. The plant is now lush and green, pulling water up from deep levels of the soil so it can provide nourishment
and shade. Cancer has to do with shelter, food, mother love, nurturing, taking care of. It gives a sensitive,
emotional quality, a tie to one's heritage and the past, a concern with home and security, and a desire to foster,
protect and to be attached to someone or something.

Leo A lion's tasselled tail – or the proscenium arch of a stage. The plant is now in full flower, at the apex of its
development, yet already it is showing signs of dryness. In Leo the child revels in its own energy, in pleasure, in
being alive and having a self; and it proudly presents itself to the world. Leo is a star performer, radiating life
energy to others and desiring in turn to be admired and appreciated. It runs the risk of egotism and bombast, but
on the plus side is self-expressive, open and generous, as well as proud, dignified, fond of ceremony, and
persistent.

Virgo Coils of energy walled off and contained – or a symbol with its legs tightly crossed! This is a time of toil,
when the plant bears fruit that needs picking, and the grain is ready to be gathered and stored for the lean part of
the year. The energy realized in Leo is contained and put to work in Virgo. Pleasure is now deferred in order to
master life's practical details, develop one's skills, learn to do and make. One learns not just to be an individual as
in Leo, but to function as one, to be self-sufficient. Virgo gives a consciousness of duty, practicality,
craftsmanship, pride in accomplishment, discrimination and attention to detail.

Libra Balance-type scales, a bridge, or the setting Sun. This is a time of pause after the harvest, a point of
equilibrium, of Indian summer when there is a final burst of flowering before the cold. Being self-sufficient, one is
now ready to reach out for a partner and settle down. If Aries was a sign of a single being springing up vertically
into life, Libra, its opposite, is one of reaching out horizontally. Aries went from stillness into motion; Libra seeks
balance – in a relationship to another, in judgments and opinions, in manners and aesthetic matters. In order to
achieve balance, scores must sometimes be settled, so Libra may court contests and confrontations on the way
to establishing a relationship of equals. Libra sees the world in terms of relationships; is sociable; is concerned
with harmony, beauty, decorum and justice.

Scorpio The scorpion with its barbed tail – or a coil accumulating and releasing energy. This is the time when the
first frost congeals water, putting a decisive end to that which is green. In the old Celtic calendar it is the point of
death, a break in the chain of the year, when the plant kingdom goes dormant and soul separates from body
before a new cycle begins. In Scorpio, the energy harnessed for practical uses in Virgo is gathered more intensely
and released to effect profound transformations. Having linked with another at a social level in Libra, one is ready
for a deeper merging in Scorpio. Taurus had a simple sensuality; for its opposite sign, Scorpio, sex is the ego-

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death and merging of two individuals. Scorpio has a sustained emotional intensity, an interest in what is below the
surface, a probing quality, an air of hidden power.

Sagittarius The arrow and bowstring of the archer – or the Scorpio arrow of energy breaking through the surface.
Deciduous plants are dormant, and so we celebrate the evergreen to remind ourselves that life continues. As the
world of nature retreats, we enter the conceptual world of philosophy and religion. In Sagittarius the coiled-up
energy of Scorpio is released into the air and it soars toward freedom. Sagittarius symbolizes wide-ranging
energy, either physical as in travel and sports, or mental as in far-reaching intellectual interests. In both motion
and thought, it covers much more ground than Gemini, its opposite sign. Whereas Libra and Scorpio perfected
personal relationships, Sagittarius now attempts to comprehend relationship to society and the world as a whole.
Sagittarius is fast-moving, energetic, idealistic, philosophical, and dislikes details.

Capricorn The face and curling horn of the goat – or the winding path to a mountain peak. Capricorn marks the
turning point when the year reaches its darkest day, and the daylight begins to increase once more. Cold and dry,
it symbolizes a maximum of separateness and solidity. Capricorn slows down the energy released in Sagittarius
so it can be used in the world to make things. It puts Sagittarian insights to work, implementing the details. Its eye
fixed on the peak, it plods onward and upward, aspiring toward the pinnacle of personal achievement. It is firmly
embedded in the social structure, conscious of everyone's place on the ladder. It still sees itself as an individual in
society; only in the next sign will a true group consciousness be attained. Capricorn is conscious of authority,
practical, serious, and wants to achieve something concrete and significant in the eyes of the world.

Aquarius Streams of water from the waterbearer's jug – or a row of seats in a theatre. Aquarius marks the time of
year when the life processes that ended in Scorpio have new, barely perceptible beginnings. Looking closely, you
will see buds forming. Humans, however, are still indoors and focused on their social world. If Leo is the star
performer, concerned with personal identity, Aquarius, the sign opposite, is the audience, the collective participant
in the drama of life. Instead of the one-to-one relationships of Libra, Aquarius signifies one-among-many
relationships. Capricorn carried the idea of personal achievement to the utmost; Aquarius begins the theme of
being part of a group. Aquarius identifies with friends and organizations, wants to perfect society, wants freedom
for groups of people, is detached and fair-minded though fixed in opinions, does not cling to the past, is idealistic
and wants the good of all.

Pisces Two fishes bound together – or an image reflected in watr so you cannot tell the image from the reflection.
The remains of last year's plants have reached their final dissolution, and the moisture gathers to provide a
medium for new growth in Aries. In Pisces everything is dissolved in the same ocean, image and reflection are the
same, and you cannot tell the player from the audience. Whereas Aries began the zodiac with the first assertion
of individuality, and Aquarius transmuted this into group identity, Pisces ends the cycle with the individual's letting
go of the structure that peaked in Capricorn. The most fluid of the water signs, Pisces functions by loosening up
and simply allowing flow, change and living processes to take place. The Pisces dissolving of structures and
blurring of boundaries can come out in ordinary life as dreaminess and vagueness, but also as selflessness,
sensitivity, and a deep sense of unity and empathy with others.

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Sorcery Rules
Sorcery focuses on utility for the Nephilim: ability to warm a cup at a touch, send a whisper miles, understand any
spoken language, restore stress, and create light. At higher levels, Sorcery embraces the classic evocations —
magical spears appear in the hands of Nephilim, gives the gift of flight, clears mental afflictions, digs through the
earth. At the very highest levels, the Nephilim manifests their own Plexus (an area of automatic +1 shift to all
spells), create earthquakes, rewrite the memories of a single human being, call up a tidal wave, and bring
someone back to life.

Magic corresponds to the first use of magical fields by the Nephilim.


It allows them to obtain an effect, concrete action on the universe that surrounds it thanks to a spell. It
corresponds to intuition. Each spell is linked to an element.

To cast a spell, the mage must be able to read a lot and to dominate the element through its corresponding Ka-
element.

Because of their ability to intuitively manipulate magical fields, all Nephilim have notions of Magic.

For the Magi, the Earth is an immense sensor of magical fields. A net composed of the five magical fields,
encloses in its nets all the elements of the Creation. Each field has a particular color that the Nephilim can
perceive in vision-Ka. These colors play between her, mix, fight and irradiate all objects and living beings.

All epochs of incarnation make it possible to learn Magic.

- First Circle: Lower Magic


- Second Circle: High Magic
- Third Circle: The Great Secret

Magic
Magic is the oldest of all magical sciences, the pitiful remnant of the Kaïm erstwhile might. With magic one can
command to the elements, change their symbols and manifestations or shake them to the core but it is not
enough to the Mages who are desesperate for a means to regain their birthright.

Low Magic shared by all Fallen is the science of Forms,

High Magic is separated into five ways, mental outlook that prepare the supplicant to the transcendence of the
third circle, they are

The Labyrinthine Way of the Soul Maze: Discover your own potential hidden in your mind
The Natural Way of the Winding Paths: Look to Nature to heal the wound of your Fall
The Winding Way of the Schematic Labyrinth: Understand everything on Heaven or on Earth
The Axial Way of the Wandering Principles: Fight the darkness and learn from the struggle
The Primal Way of the Rising Spiral: Change yourself to change the world.

Magic ultimate goal is to create elemental domains, reality pockets in the magical fields where the Magister (3rd
circle mage) can create a new Atlantis

Low Magic: Flame Fury


Bullets hiss as they strike the wall behind me. Too many, they are too many screams the voice in my heart.
Another answers they are just enough. I reach into my pentacle, into my Fire ka, stoking the flames until the
inferno consumes me. When the first Templar strikes me, I am ready and his sword bites flesh as I claw his
throat.

High Magic: Elemental Blade and Mantle


The mystes were surprised to see me unarmed but didn’t ask themselves why. They were only fresh from their
initiation and some part of me ought to pity them. No import. Young or not, if they want to bar my way, I will
destroy them. I begin to sing the spell in Enochian. Slowly the air around me ignites surrounding me like a cloak
while I put my hand on my heart. A part of my pentacle twists as I raise my hand anew and see a sword of living
wind forming itself. The first Sword whom I strike discover to her horror that wind can cut.

• Magic: casting a spell is like making a sentence with the elements

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Analog converters.
Circles: to move to an upper circle: eight
Skills in the current circle.
° First circle:
- Perceiving: development of common sense: sight, hearing ...
- Feeling: development of the magic senses: vision-ka, perception of
Magic fields.
- Modify: allows to change the shape of an object without changing its mass,
Neither its volume nor its elementary nature.
° Second circle:
- Communicate: communication with all living beings.
- Transform: allows to change the properties of the material, without
Change shape, volume, and mass.
- Move: telekinesis, levitation ...
Casting a spell: opposing spell Ka-element / spell difficulty.
- difficulty: Low magic: not difficult. High magic: quite difficult.
- Modified by the level of the occult skill, and by the conjunctions.
- Modified if using an analog channel or a habitus.
- Modified if change of duration, number of targets ... (see table
generic)
Create a Habit:
° First circle:
- the player must cast the same spell three times.
- The player must perform a 30 min ritual.
- And make a jet of Ka element / slightly difficult (modified by ritual).
° Second Circle:
- the player must cast the same spell six times.
- The player must perform a 3 hour ritual.
- And make a jet of ka element / quite difficult (modified by ritual).
To reach the third circle, the nephilim must follow its magical See with me).

Sorcery is the most widespread occult science among the Nephilim, it is also the most difficult to grasp and
understand. It is the Occult Science of improvisation. This makes it possible to generate a very large number of
effects responding to multiple situations. Unfortunately, it does not allow, as many believe, to meet all the
demands of the magician and neither is science the one that generates the most powerful effects. Indeed, many
special occult practices are logically more powerful and better suited to their field. It is for this reason that a
Magus can not, using spells, create enchanted weapons competing with an elementary sword, master a dragon
effect as well as a dracak or generate effects more stable than the dragon- Alchemy. This simple comparison with
other occult practices avoids many errors.

Magic is the art of controlling magical fields by the power of analogies. For this, the Mage has some verbs which,
combined with these analogies, form sentences triggering the spells. The generic form of these sentences is: the
mage, this basic structure being somewhat modified by the specificities of each verb. This analog chain has as its
starting point a word from the analogical table and ends with the term sought by associations.There are several
possible types of associations.

To trigger a magical effect, the Kaïms spoke in the High Enocheen to reason with the magic fields but the Fall
deprived the Fallen who are the Nephilim of this ease. Fortunately, the magic fields also react if the power
phrases are spelled out in the lower Enochéen. If the Mage is out of breath, has a broken voice or whispers for
not being listened to, it is more difficult for him to enter resonance with the magic fields. The spells will then be
harder to succeed and the consequences in case of awkwardness tenfold. This also implies that an interrupted
incantation has no effect because the power phrase is not completed. Despite these physical constraints, the
sentence must be understood by the magic fields and not by the people targeted or surrounding the Mage. As a
result, an area of silence will not prevent a Mage from casting spells. A mage can free himself from pronouncing
this sentence by enunciating his fate in the High Enocheen. It is for this reason that a Mage is able to cast a Spell
by being disembodied.

Magic is by its nature ephemeral. The effect of a spell always ends. However, its possible consequences are
permanent. For example, wood charred by a magic flame remains burned once the flame has
disappeared. Likewise, the effects made possible by a spell have an analogous effect once the spell is over. For
example, if a solid and flame-retardant material, which, once transmuted into wood, burns, at the end of the spell,
there will be nothing but chips of this material.

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Verbs of the Inner Circle.
Modeling
Perceiving
Feel

Verbs of the Second Circle.


Communicate
Transmute
Move

Sorcery is the oldest of all Nephilim magics. When the world was new, Sorcery was old. When Nephilim were
pretend Gods in their Simulacrum to the men in their first settlements and cities, Sorcery was old. Sorcery is a
crude golden hammer — when all you have is Sorcery, everything looks like a nail. It is the Path Well Traveled to
Agartha.

Sorcery is also the simplest of all of Nephilim magics. It confers no special wisdom about the universe. It gives
the wielder no immaculate powers to spontaneously create from their wills. It’s Sorcery, plain and simple.
Summoners and Alchemists find Sorcery a crude road at best with no subtlety and no special understanding. It’s
cheap and easy but it looks cheap and easy.
The three circles of sorcerous magic cost the base of -1 Refresh for lower sorcery and each subsequent circle is
an upgraded stunt through grand secret.

Dice Pools:
Dexterity + Occult + Circle (for Castings)
Strength + Expression + Circle (for Enhancements)
Stamina + Investigation + Circle (for Rituals)

First Circle Lower Magic Threshold in Rounds Threshold x1 in Ch’awe -0 Dice

Second Circle Higher Magic Threshold in Minutes Threshold x2 in Ch’awe -1 Dice

Third Circle Grand Secret Threshold in hours Threshold x4 in Ch’awe -2 Dice

Can invest Ch’awe 1:1 to set off Dice penalities.

Casting spells requires a Focus*. Lower Sorcery requires books, scrolls, tablets, ancient codexes, web
browsers**, or anywhere else a Nephilim reads the written word. Higher Sorcery requires a Focus and a personal
focus — an amulet, a ring, or other device the Nephilim uses to help control greater powers. This focus is another
Stunt (-1) granting a bonus to sorcerous magics while casting spells. Grand Secret needs some serious
shenanigans with chalk, a basement, some ancient tongues, and some serious long-term chanting.
Note: Sorcery is based closely on Thaumaturgy in the Chronicles of Darkness – Second Sight. It is highly
recommended to review that section as it has all the nice examples.

Casting a spell:
1. Choose a spell to cast.

2. Determine the spell’s complexity. The GM may apply bonuses and penalties depending on the scope of the
spell. Complexity is below.

3. If complexity is less than or equal to the Nephilim’s Lore, the Nephilim casts the spell.

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4. If the spell’s complexity is greater than the Nephilim’s Lore, the Nephilim must prepare the spell. This
represents preparation for casting the spell — creating the pentagram, putting on a funny hat, reciting words off a
screen. The Nephilim may invoke Aspects to spend FATE points to have a mini-scene for preparation to help
close the complexity gap. The Nephilim may also add to the Lore by adding in ritual objects required for the spell
or sitting in Power Sources like a Plexus or a Nexus.

5. If preparation still does not close the gap between the spell’s complexity and the Nephilim’s Lore, the Nephilim
may accept consequences to give some of itself over to the spell to help it along.

6. Once the Nephilim can cast the spell, the Nephilim decides how much power to bring to this spell. The Nephilim
can take up to its Conviction in shifts in mental power to help overcome the target’s resistance. If it puts more
effort into the spell than its Conviction, it takes a box of mental stress for each shift. The Nephilim gets an
automatic Conviction shift for the spell being the same type as the Nephilim. (Fire for fire, air for air, etc.)

7. The Nephilim rolls its Discipline. The target is the power brought to the spell (determined in step 6).

8. If the Nephilim has channeled the power in the spell, Yahtzee! Entire cities vaporize! Brains melt!

9. If the Nephilim fails, the spell backlashes, and depending on the size of the spell, this could be annoying or
very, very bad.

Complexity:
1. If the spell is causing a simple action, the complexity of the spell is equal to the target number of a simple
action. For example, pyromantic temper heats any solid about the size of a cup of water. The utility spell’s
complexity is typically a 1. The Nephilim can read the spell off the back of a fortune cookie fortune and poof.
2. If the spell inflicts a short term consequence like choking vapor or spleen the complexity depends if it is
affecting the environment or a target. If the environment, use the same as step 1 to determine target. If the spell
is on a living target, the target gets to resist. The target number is the target’s Conviction. If the target has a
Conviction of 3, the Nephilim must overcome a 3 to get the target. The Nephilim can add power to overcome the
target’s resistance. On success, the tag target, environment or otherwise, with a temporary Aspect like “Full of
Deadly Gas” or “Addled.”
3. If the spell is to inflict a permanent consequence on a target or an environment, the complexity is that in a
contest. The complexity must account for the target’s ability to resist, his stress track, and the level of desired
consequence. Inflicting visage of terror, for example, would need to overcome a target’s Conviction, plus his
mental stress track, plus enough shifts to get a consequence. The mole bore which allows digging through the
earth depends on the type of ground to burrow through (sand vs. concrete vs. metal flooring) for complexity. All
Grand Secret Spells are a Contest and the target may be modified upward for number of targets.

Weapons:
Many Higher Sorcery spells summon mystical weapons. These are essentially evocation fireballs and lightning
bolts. The spell has no complexity but the Nephilim decides how many shifts to put into the weapon. The mental
stress is a minimum of one up to the Nephilim’s Conviction and one more stress for each level over Conviction.
Then the Discipline roll is equal to the level of power called up. The weapon disappears at the end of the scene.

Quick Note:
Contrary to original core rules a Nephilim can attain the Grand Secret stunt in character generation. A full Grand
Secret Sorcerer Nephilim spent all its lives studying Sorcery and has traded many other advantages through
Reincarnation to focus alone on this part of the path to Agartha. Yes, the Nephilim is a Great Sorcerer, but that
does not mean the Nephilim is anywhere near ready for Enlightenment. And it doesn’t mean it can cast the big
spells often.

261
Magic corresponds to the first use of magical fields by the Nephilim.
It allows them to obtain an effect, concrete action on the universe that surrounds it thanks to a spell. It
corresponds to intuition. Each spell is linked to an element.

To cast a spell, the mage must be able to read a lot and to dominate the element through its corresponding Ka-
element.

Because of their ability to intuitively manipulate magical fields, all Nephilim have notions of Magic.

For the Magi, the Earth is an immense sensor of magical fields. A net composed of the five magical fields,
encloses in its nets all the elements of the Creation. Each field has a particular color that the Nephilim can
perceive in vision-Ka. These colors play between her, mix, fight and irradiate all objects and living beings.

Personal Foci
Sorcerers who practice Higher Magic or greater craft for themselves a Personal Focus. The Focus is a physical
object that helps the sorcerer focus its concentration on the spell. These items are crafted to the sorcerer’s
personality. They can be religious items, items typically related to Sorcery (rings, staves), books, or other
personally suiting items. The form of the Focus is intensely personal and varies from Sorcerer to Sorcerer. All
Sorcerers who have mastered Higher Magic possess or may create a Focus.

A base cost for a Focus is -1. A Focus may be upgraded twice for a total cost of -3. A Focus grants between 1-3
shifts of bonus depending on the power of the Focus.
A Focus can add +COST to Lore (to overcome Complexity), +COST to Conviction (to gather power) or +COST to
Discipline (to cast). This is identified at the time of purchasing the Focus.

When the Sorcerer has a Focus and reincarnates into a new Simulacrum, the Sorcerer must either:

1. Create a new Focus or…


2. Locate its old Focus. The old Focus may be anywhere and may require an Adventure to locate and retrieve.

The choice is up to the GM depending on Dramatic Necessity.

A Focus may be paired with an Aspect during Incarnation if the player wishes but this incurs equal benefit to
above and being able to Invoke the Focus as an Aspect.

Yes, the Nephilim’s personal Focus can also be its Stasis. The Nephilim will never misplace its Focus! But it also
cannot be locked in a vault, it gets used in dangerous Sorcerous rituals, and has to be toted around into battle
with Templars. On the one hand, the Nephilim can have a mighty keen ancient broadsword covered in sacred
runes as a Focus and a Stasis. On the other hand, if something happens to that Stasis — and we wouldn’t
want another to happen to the Stasis — things get mighty interesting mighty fast.

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The Enchantments
The magic objects are to be classified into two types, which serve different and very different purposes: on the
one hand artefacts, on the other hand relics.

Artifacts These are magic items that have essentially intended only to contain spells, becoming a magic
matrix. The Nephilim at their creation, will invest the artefact of the desired spell, during a long and laborious ritual
to set up.

The active artifacts are intended to overcome a deficiency of the Ka-element, allowing the Fallen to call upon the
Ka-element contained in the object rather than its own. Thus, he can cast spells that would otherwise be
inaccessible to him, due to a weak Ka-element. Passive artefacts are governed by the same principles as active
artefacts, but do not have a reserve of clean Ka-elements. These objects are usually the most recent.

Creating an Artefact Selection object that will be the template for the spell (if possible resistant and compact) eg
ring, sword, stick, dagger ... The Nephilim must choose the spell that will implement in 'object. For that, it is
necessary that it controls the circle of Magic of this spell to 90%, otherwise it will not have the necessary
skills. The enchanting ritual is artificially divided into periods of one week. (Minimum: 1 week of an intensive work)
this step is intended to prepare the object to receive the spell.

For each week of rituals, the Nephilim will be entitled to a spell under his skill in the circle of Magic. 1 critical
success is needed to prepare the item for Low Magic. 2 critical successes are needed to prepare the item for High
Magic. 3 critical successes are needed to prepare the item for the Great Secret.

Then the Nephilim must await a greatly favorable conjunction in the element of the spell to accomplish the
transfer. (Astrological modifier = 10) The Nephilim can then transfer the spell into the artifact. To do this, he must
sacrifice part of his Ka-element in order to convey the spell in the object (the Ka-element being that of the
spell); Cf. Table below:

Sacrifice of Ka-element for the transfer of the spell

Threshold Low Magic High Magic Great Secret

1-2 1 point 2 points 3 points

2-3 2 points 3 points 4 points

4-5 3 points 4 points 5 points

If the Nephilim wishes to create an active artifact, he must invest a Ka Reserve in the artefact, which will be used
to cast the spell. For this, he must wait for a day of great conjunction of the Ka-element of which he wishes to
invest the object. He will transfer to the artefact a reserve of Ka of his choice, ranging from 1 point to
infinity. Nevertheless, the only restriction is that for each point transferred, one hour of ritual is necessary. Thus, it
will not be able to transfer more than 24. It is however possible to spread the transfer over years or even
centuries. The Ka reserve does not evaporate. It is even possible for another Nephilim to invest his Ka in the
artefact, if he knows the name of the artifact.

Properties and limitations of the Artifact An artifact can be identified as such by the vision-ka, and that it is
active or passive. In addition, it acquires some properties according to the element of the spell it contains (fire:
hot, water: wet, earth: heavy). The time required to cast 1 spell from 1 artifact is equal to that of 1 normal
spell. The resistance of the artifact to shocks and other attacks is also increased. It is considered that its points of
resistance (PdV pr objects) are multiplied by the points of Ka invested in the object.This only applies to active
artefacts. See p. 175 of the Book of Magic. The number of spells that an object can contain depends on its
evolution and its matter. It is considered that: 1 spell of Great Secret is equivalent to 3 spells of Low Magic, or 2
spells of High Magic.

Using an Artifact It is necessary to know his name (magical identity of the object, given by the Mage when the
enchantment). To know the name of an artifact, it is necessary to have it revealed by the enchanter or it is
necessary to retrace its history, from its creation until the use that made by its various possessors (creation of a
Link between the possessor and the object) in order for the Name to reveal itself. Once the Name is learned, the

263
possessor is able to use the artifact. To do so, he must pronounce this Name and resort to him to invoke the
desired effect:

For a passive artefact, the Nephilim must cast Magic and Ka to cast the spell.For an active artifact, the Nephilim
must make the Magic spray but the Ka spray takes place from the reserve contained in the object. This reserve is
subject to daily astral modifiers.

The Relics

Unlike artefacts, relics have not a utilitarian purpose, but respond to another logic. In fact, these objects are
destined to become carriers of the wisdom of their creator, whom he will transmit to his people in order to support
him in their quest for the Agartha.

The Relics are intended to accommodate even a small part of the experience of their creator and wisdom. They
contain pieces of his multiple incarnations, images, sensations, intended to spur other fallen to the paths that he
himself cleared.

The preparation of a relic obeys the same rules as for the artefacts, except that it is considered that it will have to
receive a spell of the Great Secret and that the points sacrificed for the preparation are expressed in Ka general
and not in Ka -element.

After doing this, the enchanter ca invest a part of its essence in the object, essence which is expressed in points
of Ka.

According to the number of pts of Ka transferred, the memories contained in the object can be more or less
important.

Memories in the relic according to the Ka reserve

Ka
Indication on the relic
Reserve

Memories very vague, fuzzy Indications about the identity of the Fallen, his Ka dominant and not
1-3
exactly about his temperament

4-8 Cg of his identity, flashes, on his very brief and enigmatic existence

Sensation of the personality of the creator, we know him intimately. Images appear on his
9-15
achievements, indications on his quests, the figures he met

Numerous and precise images On the life of the enchanter and creation of the relic. The essence of
16-26
the Fallen will give him some secrets

27 and + One can read as in an open book the incarnations of the enchanter, of being one with him.

Just like artefacts, relics have a name, which must be discovered to activate the object. The search procedure for
this Name is similar to that of artifacts.

It should be noted that the relics react to the Ka and that consequently they are unusable by humans, even with a
homunculus.

264
Capacity of some objects in spells

Objects Resistance Pts Matrix content

Ring 5 1 Spell

Crystal ball 6 2 Spells

Earthenware jar 2 1 Spell

Book 1 2 Spells

Cf property and limits of the Artifact p 174

Content and Resistance Modifiers

Subjects Multiplier of capacity Resistance Multiplier

Money X2 X3

Ivory X2 X3

Marble X2 X3

Bronze X2 X1

Wood X2 X1

The Sorcery Sacrifice Ritual

In desper.tte circumstlnces when praticing Sorcery, a Nephilim can sacrifice part of ils own Ka to ensure that a
Ka-element roll succeeds when casting a spell. Doing so is immensely painful, as the Nephilim must expend a
part of its own soul, its Ka.
To sacrifice its own Ka in this way, a Nephilim must spill the blood of its Simulacrum, using the blood to create a
connection Between the Nephilim's Ka. and the martierial element.
For Earth Ka., the blood must be spilt on some earth. For Air Ka. contact must be made with air. For Water Ka.,
the blood must be mixed with water. For Fire Ka, the blood must be consumed by fire. A Nephilim cannot use this
ritual with Moon Ka., as it is the first step of the Sclenim transformation process.
In casting Ihe subsequent magic, no Ka-element roll is needed, and no astrological modifier is used, since the Ka-
element roll automatically succeeds. The Nephilim's player must simply roll under the appropri:ate Sorcery
technique. If the technique roll fails, the points of Ka are lost and the spell is not cast.
The time required to cast a spell this way is short: each point of Ka. expended requires one action. The level of
the Circle (i.e. 1,2 or 3) is added to the number of actions needed to cast the spell. This is such a dangerous
process thai the gamemaster should make a Khaiba roll each time a Nephilim uses it.
After casting the magic, all of the Nephilim's K:a-dements should be refigured for its new Ka. Points expended this
way an be recovered through experience.

265
Casual Sorcery
Nephilim CoD no longer requires thresholds rolls. No Lower Sorcery spells cause permanent change to targets
or the environment.
Complexity for these spells is low — an environment target number (PvE) or the target’s Conviction, save Pyretic
Limb, which can be considered a weapon-based spell. Spells are available to all Nephilim provided they have
access to the spell’s Focus: a book, parchment, a scroll, a fortune cookie, or some other physical artifacts. Spells
that match the Nephilim’s dominant Ka receive a +1 bonus to Lore when working out complexity to cast, as the
Nephilim finds a spell of matching “color” easier to understand than one of a different color.

The first circle of Magic allows you to cast simple spells. The ritual usually consists of two or three words.
These are utilitarian spells for the magician. They can also be used as a preparation for other spells.They are
direct, sometimes offensive.

The Nephilim who explores the mysteries of Lower Magic likes to dress in black or with dark colors but also in
purple or purple.

The Lower Magic

The Apprentice, thus was named the mage who has not reached the second initiation circle . He knows only the
general principles of magical arcana and his perception of the world is amputated by his ignorance.

To some extent, all the Nephilim can be considered as apprentices since Magic is known to all
the Fallen . However, we make no mistake, because only those who have chosen this path to Occult Science as
the Agartha can aspire to dress as such. The others, who have given secondary importance to this knowledge,
can not boast of being Apprentices.

Shapes
The apprentice mage who has not glimpsed the High magic perceives the world as a collection of disparate but
complementary elements that lists and catalog according to their shapes. Indeed for him, the only reference by
which he defines reality is the appearance under which it presents itself to him. He can not fully understand things
because he comes up against their materiality.

The Apprentice has no regard for things except in the magic currents which compose them. Everything is only a
relation to the elements, which define everything and form the pillars of the vault of existence. Without these
currents, nothing could exist. Unfortunately, he does not yet understand these elementary ebbs and flows, and
can only attend to their infinite waltz. He would like to be able to grasp the immensity of this magic mosaic in his
hands, but in the short term he can only manipulate snippets of this All.

It gropes, advances painfully, never ceases to experiment to understand why things are thus and not otherwise. It
is this blind man who in a wax museum tries to identify the statues by palpating their faces, or that deaf who tries
to read on closed lips.

But thanks to her determination and often immature in its ardor, he managed to cross the Circle of Lower
Magic and to rise to that of the High Magic .

The symbols
Because finally and after mature reflection he decided to use this procedure in her quest of Agartha , the
Apprentice can adorn Attributes of choice, and boast of his inflexible determination. He will wear the colors and
attributes of his circle when he meets other Nephilim , either as part of a meeting of itsarcane or at meetings of
the Fallen. These principles are of course totally informal, and do not constitute inflexible law, there is no authority
to control the application of these rules. Simply the Tradition requires it. And we all know that respect for Tradition
is one of the virtues of the Nephilim .

266
Colors: Purple and Sand
These are the two colors of Lower Magic. Purple is the Color of determination. It symbolizes the will to advance,
to constantly progress. It is also a shimmering hue that shows the pride that the nephilim exhibits in his quest for
the Agartha. It is also a symbol linked to the nobility, for it was prized by the greatest. The Nephilim knows that his
quest is royal, and that the path he has chosen is the one that originally was that of meaning in their Atlantean
regency.

But it is also necessary to wear Sand (black in heraldry). It is the color of mourning, because
the Nephilim consciously abandoned his hitherto carefree quest to join the rigor necessary for the assimilation of
teaching that Lower Magic will be given. It is also darkness from which he will be clothed, for he must perpetually
recall the possible failure which might be his. It is the blackness of his Ka still impure (for he is Fallen) who colors
his coat.

Attribute: The Stick


The Apprentice must bring his Staff, because it is necessary for him to progress. It is still amputated by his
ignorance and the third support is the support provided by the Lower Magic in his quest for the Agartha .

This Stick will also symbolize the practices of the Magus, because it is originally a natural element shaped to
become a tool. And this is now the world for the Apprentice. He will have to respect it, but to know how to use it,
to model it to serve it. For he realizes that he is a supernatural being, and therefore nature must serve him.

But the Staff can also become a weapon in skillful hands. It can strike and hurt. The Apprentice must realize that
Low Magic can also become a dangerous weapon that will allow him to face and defeat his opponents. But this
weapon is still not very powerful, and does not break as the sword. This must encourage the mage to be cautious.

The Sortilèges
Charms that make up the Magic Bass are often simple Charms, direct and temporary consequences. They act on
the present moment, and the Apprentice hardly cares about the subsequent consequences of using his practices.

They affect things in their aspects, merely modifying them in small proportions for a specific period of time. If their
effects are contrary to natural laws, they infringe them only partially, and a pragmatic spirit would have no difficulty
in explaining them rationally. They are useful to the Magi por exceed the capacity of its simulacrum , or to remedy
its shortcomings.

The Limits of Casual Magic objects. Casual Magic reshapes the magical fields so
that they in turn reshape the world.
0 All Casual Magic is limited in range and duration.
Casual Magic cannot be used to affect or gain infor- 0 The results of Casual Magic always seem to occur by
mation from anything beyond the range of the natural means, if they are noticed at all by the
Nephilim’s Ka-vision. Casual Magic never lasts unawakened.
longer than 10 minutes.

0 Casual Magic may affect only a single specified tar-


get at a time.

0 It is much easier to use Casual Magic to affect


Nephilim, awakened humans, or magical beasts, than
to affect unawakened humans or animals. Awakened
beings are more closely tied to the magical fields than
unawakened ones.

0 Casual Magic is very limited in its ability to affect the


physical world. It works best when it is used to influ-
ence or obtain information solely from the magical
fields. Casual Magic can be used to affect thoughts
and perceptions and to make minor positive or nega-
tive changes in life processes. However, it is impossi-
ble to use Casual Magic to directly affect inanimate

267
spell, since their Solar-Ka-vision cannot focus on specif-
Casting a Casual Magic spell ic elements.
To cast a Casual Magic spell the Nephilim must follow
these three steps: Step 3: Cast the Spell
Once the Nephilim’s Ka-vision has been successfully
Step 1: Activate Ka-vision focused, the Nephilim need only succeed at a Casual
The Nephilim must be using Ka-vision before Casual Magic roll and spend a point of Ch’awe to successfully
Magic is attempted. Casual Magic may not be attempted cast the spell.
in the same round as the roll to activate Ka-vision. If this roll is failed, the Ch’awe is still spent, but the
Activating Ka-vision costs one point of Ch’awe. roll may be retried next round without penalty.
If the roll is fumbled, the Nephilim cannot try this
Step 2: Focus Ka-vision on an Element spell again until the next sunrise.
Once Ka-vision has been activated, the Nephilim must A critical success in the Casual Magic roll allows the
choose what spell to cast. Once this spell has been decid- Nephilim to make an immediate experience roll with
ed, the Nephilim must roll under its Ka-element x3 for the Casual Magic (see Nephilim rulebook, p. 139). In addi-
Ka-element of the spell. This roll is necessary to sharpen tion, the spell being casts costs no Ch’awe.
the Nephilim’s Ka-vision so that the Ka-element in ques- Once the spell has been cast, the Nephilim may cast any
tion is brought into clear focus. This focusing takes one other Casual Magic spells involving the same element
round. No Ch’awe needs to be spent in conjunction with without repeating steps 1 and 2, since the Nephilim’s Ka-
this roll, and if this roll is failed it may be retried the next vision has already been focused on the appropriate ele-
round without penalty. If this roll is fumbled, the ment. If the Nephilim desires to cast a Casual Magic spell
Nephilim becomes disoriented and must cease using Ka- involving a different element, only steps 2 and 3 must be
vision for several minutes. Nephilim who are in a hurry repeated. The Nephilim does not need to roll to use Ka-
may spend a point of Ch’awe to automatically focus their vision again.
Ka-vision on the appropriate single element. If a point of As stated in the Nephilim rulebook (p. 139), any fum-
Ch’awe is spent, a roll is unnecessary and the focusing ble on a Ka-element or magical Technique roll means that
takes only one action. Humans using Elixirs or Sacrifice the player should add 1 point to the Nephilim’s Khaiba
must spend a point of Ch’awe to cast a Casual Magic total.

SPELL ELEMENT / RANGE

NAME THERESHOLD SUMMARY / AREA DURATION


Description: this spells creates a small flame in the palm Caster Only
Pyretic Palm Fire / 1 of the caster, with the same power as a lighter. / 25 cm² 10 minutes

Description: this spells heats any solid about the size o( a


cup of water (200 cubic centimeters). The body is
instantaneously heated to a temperature of 100°C,
Pyromantic maintained at that temperature (or up to ten minutes, then 10 m / 200
Temper Fire / 1 cools normally. cm³ 10 minutes

Pyretic Descriptton: increases the STR of the target by 2 Touch /


Fortitude Fite / 2 points (this often changes the damage modifier). Target 10 minutes

Description: creates a dense smoke in a 10m radius


around the casting point. This choking smoke (potential
Choking 3 against CON disappears in 5 +ld5 minutes according 50 m / 10 m
Vapor Fire / 2 to local weather. Radius 10 minutes

Description: transfonns one of the limbs of the target inlO


a naming torch doing 1 extra damage. To fight with this
limb, the target uses its Fist/Punch skill. The limb also Touch /
Pyretic Limb Fire / 4 ignites nammable objects that louch it. Target 10 minutes

Descriptton: allows the target to know the direction of


the closest Fire Plexus. With Ihis the caster creates a rod,
Dowse Fire pendulum, or other dowsing tool which guides the target Ka-vision /
Plexus Fire / 3 to the Plexus. Target 1 hour

Pyretic Fire / 1 Description: This spell decreases the STR Touch / 10 minutes

268
Lassitude of the target by the caster’s Fire Ka-element modifier for Target
the duration of the spell -1. This will often change the tar-
get’s Damage Modifier for melee combat.

Description: This spell adds the caster’s Fire Ka-element


modifier +1 to a single combat skill for the duration of
the spell. The target must have at least 1 in a skill for
Lesser Arm of this spell to be able to enhance it. A single person can Touch /
Sekhmet Fire / 1 have no more than one increased combat skill at a time. Target 10 minutes

Description: The caster launches a bolt of magical ener-


gy at the target. This bolt has no effect on unawakened
humans or animals. However, it affects all Nephilim and
all humans with an awakened Solar-Ka. When used on
these targets, this spell drains (1D10 + the dominant-Ka
modifier of the caster) Ch’awe per bolt. If the target’s
Ch’awe is reduced below 0 through the use of this spell,
the target fall unconscious for one hour. Targets rendered
unconscious by this spell have one point of Ch’awe when
they regain consciousness, and regain the rest of their
Ch’awe naturally. See p. 49, “Magical Duels,” for details Ka-vision /
Tcheteb Fire / 1 on gamemastering this spell. Target Instant

Description: This spell activates the internal Tumo fire of


the target. The target becomes resistant to extremes of
temperature. Targets of this spell may handle hot coals,
walk on fire, or walk unclothed through a blizzard with-
out fear of harm. Air temperatures between -100" F and
200" F have no effect on the target. Small fires, hot coals,
ice, and snow will also have no effect. Larger fires (or
blasts of liquid nitrogen) will affect the target at halve dam-
age for the spell duration. Damage taken during this
spell's duration is not increased at the end of the spell's Touch /
Tumo Fire / 1 effect. Target 10 minutes

Description: This spell temporarily disrupts all spells


affecting the target. This includes both continuing spells
that were previously cast upon the target, and spells that
affect the target in the same round that this spell is cast.
Any spells with an instant duration that are cast at the tar-
get during the round that this spell is in effect are perma-
nently dispelled. However, all spells with a continuing
duration, including spells that were cast on the same
round as the Counterblow spell, return with their usual
intensity the round after the Counterblow spell ends.
Anyone who is the target of this spell may not cast any
spells for the entire round it is in effect. As with all other
spells, targets of this spell may choose to resist it with
their Fire-Ka. However, if this spell successfully affects a
Counterblow target all other spells affecting the target are temporarily Touch /
of Hekenu Fire / 1 canceled without the need for further rolls Target 1 Round

Description: flAakes whispered speech or other


conversation audible to the listener. The listener must be Line of
Aerial within line of sight of the target, and is the only one able to sight max 1
Whispers Air / 1 hear the conversation. km / Target 10 minutes

Description: Makes transparent any object of lhe volume


of a bottle (1000 cubic centimeters). The object is not
invisible but translucent. One must succeed in a Scrutinize
Translucent roll to notice the object. Multiple castings of this 10 m / 1000
Veil Air / 1 spell could make something larger translucent. cm³ 10 minutes

Touch /
Mercuriality Air / 2 Description: increases the INT of the larget by 2 Target 10 minutes

Description: makes the air pure and breathable in a 10m


radius around the target. This is not a bubble of air, the
purified air behaves normally, dispersing within 5 to 50 Touch / 10
Purify Air Air / 2 actions depending upon local weatner. m radius 5 to 50 rounds

269
Description: allows the target to know the direction of
the closest Air Plexus. With this the caster creates a rod,
Dowse Air pendulum, or other dowsing tool which guides the target Ka-vision /
Plexus Air / 3 to the Plexus. Target 1 hour

Description: allow the target to understand any spoken


language il hears. II wilt understand ideas and coocepts
Babel as if the language was translated. It cannot read, write or Touch /
Unbound Air / 4 talk in these languages. Target 10 minutes

Description: This spell adds the caster's Air Ka-element


modifier +1 to a single Lore, Science, Language, or
Communication skill for the duration of the spell. The tar-
get must have at least 1 in a skill for this spell to be
Lesser Mind able to enhance it. A single person can have no more than Touch /
of Seshet Air / 1 one increased mental skill at a time. Target 10 minutes

Description: This spell allows the caster to perceive


magic directly with her Ka-vision. On a successful roll all
spells and other magic within range (including invisible
Summoned beings and the dead void of Orichalka)
become visible to the caster. The elemental association of
a spell will be immediately apparent from its color.
Determining the nature and purpose of a spell will require
examining it for several minutes. For especially complex
spells, another Casual Magic roll may be necessary to
fully understand the structure and purpose of the spell. A
Sorceror cannot learn how to cast a given Ritual Magic or
High Magic spell simply from observing its effects,
although an attempt to recreate the spell may receive
bonuses to the Technique roll at the gamemaster's option.
This spell only functions while the caster is using Ka- Ka-vision /
Discern Magic Air / 1 vision. Target 10 minutes

Description: This spell decreases the INT


Winds of of the target by the caster’s Air Ka-element modifier for Touch /
Confusion Air / 1 the duration of the spell. Target 10 minutes

Description: This spell allows the caster to perceive the


basic physical and emotional state of all living things
within range of their Ka-vision. On a successful roll, all
living beings within range are surrounded by a transpar-
ent colored aura. The level of brightness of the aura indi-
cates the individual’s general level of health and energy.
Dark spaces in this aura indicate injuries. The color of the
aura also serves to indicate the dominant emotions the
subject is currently feeling.
More than one color can be present in an individual’s
aura. Multiple colors indicate that the subject is experi-
encing several emotions at once. While auras do not
reveal a great deal of information about a person, observ-
ing the changes in someone’s aura while they are ques-
tioned about important topics may provide useful infor-
mation. It is impossible for characters to misrepresent
their aura without the use of magic. This spell functions
only as long as the caster is using Ka-vision.

AURA TABLE

AURA COLOR EMOTION


Pink love
Red anger, hate
Dark red lust
Orange interest
Yellow deep thought, concentration
Yellow-green envy
Green peace, relaxation
Blue-green happiness, joy
Blue contemplation, meditation
Violet religious experience
Gray confusion
Dark gray sadness, depression Ka-vision /
Perceive Aura Air / 1 Target 10 minutes

270
Description: This spell enables the caster to have a single
brief mental vision associated with an object the caster is
touching. This spell cannot be cast on a location like a
room, although it can be cast on a Persian rug in the room,
for example. This vision will relate to some emotionally
charged event associated with the object. This vision may
be an actual scene associated with the object, or it may be
more symbolic in nature. Objects that have never been
associated with emotionally charged events, such as
Testimonia recently made mass-produced objects, will yield a single Touch /
Materia Air / 1 bland, insignificant vision. Target 10 minutes

Description: makes solid and manipulablc any gas, fluid,


or plasma equivalent in volume to a bonle (1000 cmJ).
The substance returns to its nalural state at the expiration 10 m / 1000
Terra Mobile Earth / 1 of lhe spell. cm³ 10 minutes

Description: restores 1 bashing points to any living being


touched. This spell can only be used once on anyone
Caduceus wound, although it can be used multiple times on a single Touch /
Press Earth / 2 person to heal numerous wounds. Target Instantaneous

Description: increases the STA of the target by +2 for


the duration of the spell. This may alter some character
statistics, especially hit points. The increase in STA
comes from an increase in the elemental bonus, thus the
character's Ch'awe is not affected by this magic and Touch /
Vita Robust Earth / 2 remains at the previous level. Target 10 minutes

Description: Purifies all affected maner. It eliminates


poisons. bacteria and all other dangerous micro-organisms.
It has no effete on gasses or liquids. This spell can Touch /
Purify Matter Earth / 2 be used to make inedible or rotted food edible. 2000 cm³ Instantaneous

Description: allows the target to know the direction of the


closest Earth Plexus. With this lhe caster creates a rod,
Dowse Earth pendulum, or other dowsing tool which guides Ka-vision /
Plexus Earth / 3 the target to the Plexus. Target 1 hour

Description: cures permanently a specific illnesses of one


living being. It does not immunize against future
contamination. It does not cure madness, nor does
Balance the it heal wounds or replace lost characteristics or other injury Touch /
Humors Earth / 4 caused by the illness. The cure is instantaneous. Target Instantaneous

Description: This spell decreases the STA


of the target by the caster’s Earth Ka-element modifier -1
for the duration of the spell. This spell can temporarily
increase or decrease hit points, but has no effect on
Ch’awe. All temporary hit points disappear at the end of
the spell. The disappearance of these hit points does not
Durability of remove any damage the target has suffered while under Touch /
Sand Earth / 1 the influence of this spell. Target 10 minutes

Description: This spell adds the caster's Earth Ka-ele-


ment modifier 1 to a single physical skill (skills such
as Dodge, Drive, or Hide) for the duration of the spell.
This spell cannot be used to enhance combat skills. The
target must have at least 1in a skill for this spell to be
Lesser Sinews able to enhance it. A single person can have no more than Touch /
of Tatunen Earth / 1 one increased physical skill at a time. Target 10 minutes

Description: This spell infuses a small amount of healing


energy into the target. This spell doubles the effectiveness
of the next successful First Aid or other healing roll per-
formed on a given wound. This spell works on all living
Lesser Touch things. A successful use of this spell adds 5 rounds to the Touch /
of Khensu Earth / 1 time in which it is possible to medically revive a creature Target Instant

271
who has just died. This spell must be cast on a specific
wound, and has no effect if the target is uninjured.

Description: The caster creates an intense feeling of


physical pleasure in the target with her touch. This spell
Careless of works on humans or animals, but not on Nephilim Touch /
Lilith Earth / 1 Simulacra Target 10 minutes

Description: This spell protects a selected area from


unwanted random intrusion. The caster can ward any sin-
gle room, dwelling, car, or similar well-defined space
from such intrusion by drawing a "Sa" (a twisted loop of
papyrus) upon its entrance. The drawing need not be very
large. Any person or creature that does not have a press-
ing reason to immediately enter the warded area will
unconsciously avoid it. This spell wards areas against ran-
dom or accidental intrusion. Car thieves will choose a dif-
ferent car, no one will enter a warded room by mistake,
Lesser Sa and so on. However, individuals who feel a pressing rea-
Ward of son to enter a warded space will do so. Dwellings cannot Touch /
Tauret Earth / 1 be warded against their rightful inhabitants. Target 10 minutes

Description: This spell provides protection against direct


magical attack, including the spells Tcheteb and Spear of
Iskur. This spell provides the target with points of magi-
cal armor equal to the caster’s Earth Ka-element modifier
against such attacks for the duration of the spell. This
Shield of spell has no effect on physical or material attacks, or Touch /
Khnum Earth / 1 against physical objects moved by magic. Target 10 minutes

Description: instantly boils and purifies a volume of liquid


Seething equivalent 10 a glass of water (200 cm3). The water boils 10 m / 200
Aqua Water / 1 for up to one hour and cools normally. cm³ 1 hour

Description: makes physically liquid any object of the


volume of a bottle (1000 em3). The object pours out like
a watery, gelatinous mass, and can be poured into a Touch /
Liquifaction Water / 1 container. It takes back its original shape after 10 minutes. 1000 cm³ 10 minutes

Description: temporarily increases the Dexterity of the


Dextrous caster by +2. This increases the number of actions of Touch /
Liquidity Water / 2 the caster according the actions table. Target 10 minutes

Description: Causes a volume of liquid equivalent to a


bottle (1000 m3) to flow, even uphill. The liquid moves 10 m / 1000
Mobile Aqua Water / 2 OIl a speed equal to a walking human. cm³ 10 minutes

Description: allows the target to breathe normally in a


Pelagic liquid that contains al least some small proportion of Touch /
Survival Water / 2 water. Target 10 minutes

Description: allows the target to know the direction of


the closest Water Plexus. With this the caster creates a rod,
Dowse Water pendulum, Of other dowsing tool which guides the Ka-vision /
Plexus Water / 3 larget to the Plexus. Target 1 hour

Description: This spell adds the caster’s Water Ka-ele-


ment modifier +1 to a single physical perception skill
(skills such as Listen, Scan, or Scrutinize) for the duration
of the spell. This spell cannot be used to enhance combat
skills. The target must have at least 1 in a skill for this
Lesser Eyes spell to be able to enhance it. A single person can have no Touch /
of Aker Water / 1 more than one increased perception skill at a time. Target 10 minutes

Description: This spell decreases the DEX


of the target by the caster’s Water Ka-element modifier -1
for the duration of the spell. Among its other effects, it will
often increase (or reduce) the number of actions the target Touch /
Rigidity of Ice Water / 1 can make during a round. Target 10 minutes

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Description: This spell allows the target to remain unrec-
ognized for the duration of the spell. To all observers the
target will appear to be unremarkable and unworthy of
notice unless the observer has reason to be suspicious of
the target and succeeds in a roll of Scan divided by 5 vs.
the caster’s Water-Ka divided by 2 on the resistance table.
This spell is of limited usefulness in evading active pur-
suit or sneaking into top-secret installations. Guards are
unlikely to let even an unremarkable individual walk into
a secret installation. However, individuals observing a
Obscuring person protected by this spell will be unable to give a use-
Waves of ful description of this person unless the observer sees Touch /
Naunet Water / 1 through the spell. Target 10 minutes

Description: This spell allows the caster to disguise the


aura of the target for the duration of the spell. Any
Nephilim who uses the Air spell Perceive Aura will per-
ceive whatever information the caster desires. In addition,
the caster can also alter the target’s aura to such an extent
that the true nature of the target is obscured to anyone
observing the target with Ka-vision. The caster may make
a Nephilim appear to be an ordinary human, and a human
appear to be a Nephilim. If the perceiver has reason to be
suspicious of this alteration, she must defeat the caster’s
Casual Magic score with her Casual Magic score on the Touch /
Disguise Aura Water / 1 resistance table Target 10 minutes

Description: This spell can cause a single target to feel


either relaxed or uneasy for the duration of the spell. The
caster chooses which feeling will be produced when the
spell is cast. This spell will not make terrifying or threat-
ening situations feel relaxing, or joyful occasions feel
unpleasant. However, the caster can induce a general feel-
ing of relaxation or unease in the target for the duration of
Waters of the spell. Once the spell is over this feeling may cease or Touch /
Mara Water / 1 continue, depending on the nature of the situation. Target 10 minutes

Description: creates a luminous crescent in the hand of


Lunar the caster, about as bright as a 15 watt bulb, and with a Touch / 20
Crescent Moon / 1 silvery color. cm³ 10 minutes

Description: creates a continuous sound Of" noise of an


intensity equivalent to a phone ring (70 db). The sound
does not alter in intensity during the duration of the spell.
All within the area of effect find the sound so annoying
and distracting that they are at -3 to spoken communication
Monotonic (does not include reading, hand gestures, etc.) for 10 m / 20 m
Tintinitis Moon / 2 the duration of the spell. radius 1 minute

Description: temporarily increases the Charisma of the Touch /


Incanttessimo Moon / 2 larget by +2 Target 10 minutes

Description: creates a 3-dimensional visual illusion,


immobile, of a volume equivalent to a bottle (1000 cm3), 50 m / 1000
Lunar Veil Moon / 2 and of at least 1cm thickness. cm³ 10 minutes

Description: allows the talget to know the direction of


the closest Moon Pleltus. With this the caster creates a
Dowse Moon roo, pendulum, or other dowsing tool which guides the Ka-vision /
Plexus Moon / 3 larget to the Plexus. Target 1 hour

Description: makes the target so confused she won't be


able to do anything other than Slop and immediately ponder
the meaning of life. She can still defend with a -1 10 m /
Spleen Moon / 4 negative modifier. Target 1 minute

Description: This spell decreases the CHA


of the target by the caster’s Moon Ka-element modifier -1 Touch /
Tenebrissimo Moon / 1 for the duration of the spell Target 10 minutes

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Description: This spell startles or distracts the target for
an instant. The target is unaware that any distraction has
occurred. In addition to the obvious uses with sleight-of-
hand tricks, this spell can be used to cause the target to fail
an important skill roll. The next skill roll that occurs dur-
ing the round in which the target was distracted is reduced
by the caster’s Moon Ka-element modifier -2. If this spell
Glimpse of is used during combat, only the target’s next action will be Ka-vision /
Khenti-Kheti Moon / 1 affected. Target Instant

Description: This spell produces a simple illusion or hal-


lucination that lasts for one round. The spell only affects
a single target who must be either a Nephilim, or a human
with an awakened Solar-Ka. The hallucination can consist
of a single medium-sized image (no larger than a human
or a motorcycle), which can either disguise an existing
object, or appear and move independently. This illusion is
Lesser Lunar perceived by both normal vision and Ka-vision, but has no Ka-vision /
Veil Moon / 1 effect on any other senses. Target 1 Round

List of Bass Magic Spells


Magic, List, Hex, Bass Magic

Air
Acuity (Threshold: 3)
At the heart of the books (Threshold: 3)
Burning of the wave (Threshold: 4)
Wind Song (Threshold: 1)
Wind trolley (Threshold: 3)
Understanding the winds (Threshold: 2)
Understanding infused (Threshold: 4)
Guide of winds (Threshold: 2)
The Eye of the Warrior-Falcon (Threshold: 2)
Location of the air nucleus (Threshold: 3)
Aerial whispers (Threshold: 1)
Ambient purification (Threshold: 1)
Word Stream (Threshold: 2)
Inspiring Breath (Threshold: 1)
Material translucency (Threshold: 2)

Water
Fair address (Threshold: 2)
Marine surface alteration (Threshold: 2)
River dam (Threshold: 3)
Heart of Ice (Threshold: 4)
Dance of praise (Threshold: 3)
Sudden throat (Threshold: 2)
Soft calligraphy (Threshold: 1)
Water and steam (Threshold: 1)
Drop by drop (Threshold: 3)
Liquefaction of the material (Threshold: 4)
Location of the marine nucleus (Threshold: 3)
Pelagic Survival (Threshold: 1)

Fire
Boil and heat (Threshold: 1)
Maturity Fire (Threshold: 2)
Fire flakes (Threshold: 3)
Fury of flames (Threshold: 4)
The immaterial poison (Threshold: 3)
Location of the Infernal Core (Threshold: 3)
Light of the brave (Threshold: 4)
Hand of Ignem (Threshold: 4)
Stormy Clouds (Threshold: 2)
Pyretic palm (Threshold: 1)
Pyretic projection (Threshold: 2)
Furious Power (Threshold: 2)
Resistance to heat (Threshold: 3)

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Torch of flesh (Threshold: 4)
Eyes of embers (Threshold: 3)

Moon
Charismatic attraction (Threshold: 1)
Cache Light (Threshold: 2)
Celestial Mapping (Threshold: 2)
Luminous Crescent (Threshold: 1)
Deception of faith (Threshold: 3)
Localization of the lunar nucleus (Threshold: 3)
Memory Eater (Threshold: 4)
Forgotten sounds (Threshold: 1)
Scary Presence (Threshold: 3)
Sulfurous presence (Threshold: 2)
Spleen (Threshold: 4)
Sail of illusion (Threshold: 2)
Deceptive voice (threshold: 2)

Earth
Alteration of the Earth's Crust (Threshold: 1)
Vegetable barrier (Threshold: 3)
Wound healing (Threshold: 1)
Plant Dialogue (Threshold: 2)
Pain (Threshold: 4)
Dance of fertility (Threshold: 4)
Location of the terrestrial nucleus (Threshold: 3)
Wound Eaters (Threshold: 1)
Manipulating objects (Threshold: 3)
Plant growth (Threshold: 3)
Purification of food (Threshold: 2)
Wilting Powder (Threshold: 1)
Sanctification of the sacred site (Threshold: 4)
Natural knowledge (Threshold: 2)
Survival Faerm de Ranla (Threshold: 4)
Touching purifier (Threshold: 4)
Heroic Vigor (Threshold: 2)

Acuity
Item: Air
Threshold: 3
Duration: 1 min
Range: N / A
Description: All the senses of the launcher sharpen. Technically it gains a bonus of +1 in Vigilance. This spell also makes it
possible to retort a spin of alertness that would have missed.

At the heart of books


Item: Air
Threshold: 3
Duration: 5 lbs.
Scope: have the book in the hands of day
Description: Lets you know which pages of a book have been read, they begin to shine. The more they shine, the more the
subject of the page has interested his reader.

Burning of the wave


Item: Air
Threshold: 4
Duration: 1 minute
Range: 15 meters
Description: The pitcher concentrates in his hands a shock wave that deaf all targets within a radius of 15 m After a minute the
victims of the spell regain their hearing.

Song of the Winds


Item: Air
Threshold: 1
Duration: 10 min
Range: 10 meters
Description: This spell helps to inspire a state of calm peacefulness, suitable for the recollection in an individual. It will calm a
person in a stage of nascent aggression or slight nervousness, although it will have no effect against someone whose wrath is
violent. In addition, it grants a +1 bonus to any action based on sustained intellectual activity (remembering some knowledge,
solving a mathematical puzzle, etc.).

Wind trolley
Item: Air
Threshold: 3

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Duration: 1 min
Range: N / A
Description: This spell allows to act a second time after the resolution of a Pass during its duration (Initiative x2). In addition, the
running speed of the target is doubled.

Understanding the Winds


Item: Air
Threshold: 2
Duration: 1 minute
Range: 1 Km
Description: The launcher can predict whether, within hours, time will change. This spell also makes it possible to "see the
storms and their forces" or if it will rain in a few hours.

Infuse Comprehension
Item: Air
Threshold: 4
Duration: 10 min
Range: N / A
Description: This spell will make it possible to understand any speech audible to the launcher, insofar as the speech of the
interlocutor is intelligible. The content of the speech will be perfectly comprehensible, and the language will reveal all its
subtleties, allowing the pitcher to be as comfortable as if he were hearing his own language. Nevertheless, this spell is confined
to understanding, and does not touch writing, reading or speech.

Breeze guide
Item: Air
Threshold: 2
Duration: 1 min
Range: 100 meters
Description: This spell allows the launcher to control the winds. He may direct them, and cause them to blow in the desired
direction. By condensing them, he can increase their strength to focus them to a specific point of his choice. In this case, their
power is increased by 3. However, in no case this spell will create aerial blasts, and it is necessary for the pitcher to have within
his reach the "material" to be modeled.

The Eye of the Warrior-Falcon


Item: Air
Threshold: 2
Duration: 5 min
Range: 5 Km
Description: This spell allows the launcher to increase the power of his vision and to enlarge all that is more than 50 meters. The
Nephilim then sees the details as if he were 50 meters from the point he targets. Adjustment of the eye is done automatically
and often leads to minor discomfort such as headaches and dizziness.

Location of the air nucleus


Item: Air
Threshold: 3
Duration: N / A
Range: N / A
Description: This spell helps to locate the nearest Air Plexus. The spell cast, the Nephilim will feel as carried by the magic
currents to a precise direction.The path thus traced is the shortest towards the Plexus, but is completely rectilinear and ignores
any obstacle that could block the character. This spell ceases as soon as the Nephilim stops advancing to its destination.

Whispers
Item: Air
Threshold: 1
Duration: 1 min
Range: 1 Km
Description: Once the spell is cast, the pitcher must pronounce the message he wishes to see carried by the winds. The speech
thus held can be whispered (which is generally desirable) but must be understandable and held to intelligible voice. From then
on, a very slight breeze will rise, heading towards the target of the spell. The latter will then hear the words of the pitcher, as if
communicated to him by telepathy. For the spell to be effective, the target must be in the field of vision of the launcher, although
it can not respond by the same principle to its interlocutor. The words spoken by the mage can not exceed one minute.

Purification
Item: Air
Threshold: 1
Duration: 5 min
Range: circle of radius 10 meters
Description: This spell makes it possible to purify the atmosphere in a zone of effect by evacuating any substance that is harmful
to the breath and therefore dangerous for anyone who inhales it. Instantly, the air becomes breathable and pure. Nevertheless,
no bubbles are created, and thus the purified air will normally behave with the neighboring medium.

Stream of words
Item: Air

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Threshold: 2
Duration: 10 min
Range: N / A
Description: This spell allows the caster to be extremely voluble and to gain some confidence in his verbiage. His voice will
become soft, light and captivating. The words will sprout from his lips without hesitation and without having to ripen his
sentences. From then on, he won for the time of the spell the formidable talents of a storyteller who can palliate the deficiencies
of his narrative, diverting the attention of listeners from the background to turn it into form. Moreover, this voice can become a
very effective tool of seduction. The spell gives a +2 bonus to all Society skills that require subtle verbal expression.

Inspiring breath
Item: Air
Threshold: 1
Duration: 1 hour
Range: N / A
Description: This spell helps to inspire an artist during the design and realization of a work. It will palliate a possible lack of ideas
or concepts. The muse thus artificially created will give a +1 bonus to any artistic skill and ideas of realization will be born in the
spirit of the artist.

Material translucency
Item: Air
Threshold: 2
Duration: 1 min
Range: 10 meters
Description: This spell makes it possible to make an object translucent to the volume equivalent to a cubic of 10 cm of
edge. The object is not invisible but well translucent, and therefore perceptible for any person focusing its attention on the
precise place where it is. If, during the action of the spell, the object were to be broken, the effects would immediately cease.

Address of the just


Element: Water
Threshold: 2
Duration: 1 min
Range: N / A
Description: This spell temporarily increases the agility and skill of Nephilim.His accuracy increases proportionately, his gestures
will be more assured and he could afford daring acrobatics. The dexterity of the launcher increases temporarily by 2. The
playmaker will take care to reduce the difficulty of all actions related to agility and accuracy, for example by increasing the
firearm skill for a precision shot by +1, or the Paint for A graphical application. Due to the variety of situations affected by this
increase, the modifier is left to the discretion of the GM.

Marine surface alteration


Element: Water
Threshold: 2
Duration: 1 min
Range: 10 meters
Description: Thanks to this spell, the launcher will be able to extract a volume of water (or any inert liquid that is equivalent) to
an aquatic environment and to displace it. The spell affects a volume equivalent to that of a bottle. The water can be displaced
as by telekinesis, at the rate of one meter per second.Once the duration of the spell has passed, the water will spread to the
ground.

River Dam
Element: Water
Threshold: 3
Duration: 1 min
Range: 20 meters
Description: This spell makes it possible to temporarily stop the course of a marine arm, whether it is a stream or some flow of
liquid whatsoever. A magical barrier rises in the terrestrial vector of water, stopping it. This can in some cases cause flooding, or
more simply block the flow of a liquid. The area of effect of this spell is a cylinder 5 meters in diameter, which will disappear after
one minute. This can cause problems, since all the amalgamated liquid behind the barrier will burst suddenly.

Heart of ice
Element: Water
Threshold: 4
Duration: One hour
Scope: Touch
Description: The Sorcerer freezes a part of the victim's body that it touches, causing considerable damage (DOM base 2; POT =
Ka-water of the launcher).The zone affected by the effect of the spell corresponds to half of a limb, or half of the face (very freely
inspired by the power of Fairies with Ice Fingers).The numbness diminishes during the hour of effect of the spell.

Dance of praise
Element: Water
Threshold: 3
Duration: 10 min
Range: N / A
Description: This spell inspires graceful movements, linked to the undulations of the body during an almost enchanting
dance. Anyone watching the pitcher move will be partially subdued and blissful of admiration before his voluptuousness. For the

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spell to be effective, the victim must focus all his attention on the dance and must not be disturbed by external circumstances.It
is therefore voluntarily that she must attend the spectacle thus given.

Thirst
Element: Water
Threshold: 2
Duration: N / A
Range: N / A
Description: This spell allows to regulate the level of hydration of the simulacrum of the Nephilim. The spell cast, this one will no
longer suffer the effects of thirst, and will be instantly quenched. The amount of water virtually absorbed in the case of
anatomical subsistence considerations is equivalent to two liters. The character in this case will no longer have to fear the
consequences of undernourishment for two days.

Soft calligraphy
Element: Water
Threshold: 1
Duration: 1 hour
Range: N / A
Description: This spell allows the caster to refine his calligraphy with delicate features, making it extremely eye-catching. It is
very pleasant to read any work written with this spell, and moreover the time necessary for the complete reading is diminished
by 1 / 5th.

Water and steam


Element: Water
Threshold: 1
Duration: N / A
Range: 10 meters
Description: This spell allows to increase the temperature of any liquid to raise it up to 100 ° C. If it is water, it will boil for about
ten seconds and then cool down normally. During this time, its volume may have decreased, due to the vapors being
released. In any other case, the liquid will react according to its physical properties. The volume affected by the spell is
equivalent to that of a glass.

Drip
Element: Water
Threshold: 3
Duration: 10 minutes
Range: unlimited per day of rain
Description: Allows to call a drop of water on a rainy day and to dress in the same way as the character whose reflection
appears in the drop. One can of course choose his gout and therefore the target character. The disguise thus created has a
professional quality (including make-up).

Liquefaction of matter
Element: Water
Threshold: 4
Duration: 1 min
Scope: Touch
Description: PCe spell allows to liquefy a solid of a volume equivalent to that of a cube of 10 cm of edge. Once in a liquid
physical state, the object retains its color, adapts its texture and does not change temperature. The fluidity is equivalent to that
of the material when it is reduced to the state of liquid under extreme temperature. The object returns to its original form
instantaneously after a minute, whether the liquid has been disseminated or not. Nothing will prevent solid reformation.

Location of the marine nucleus


Element: Water
Threshold: 3
Duration: N / A
Range: N / A
Description: This spell allows you to locate the nearest Plexus of Water. The spell cast, the Nephilim will feel as carried by the
magic currents to a precise direction. The path thus traced is the shortest towards the Plexus, but is completely rectilinear and
ignores any obstacle that could block the character.This spell ceases as soon as the Nephilim stops advancing to its destination.

Pelagic Survival
Element: Water
Threshold: 1
Duration: 10 min
Range: N / A
Description: This spell allows the caster to breathe in any liquid medium containing (even partially tiny) water. In this case, his
lungs fill with liquid without causing any discomfort. Nevertheless, the spell does not protect against the side effects of the
absorption of the potentially dangerous element and the simulacre can therefore be damaged during the effect. The spell ended,
all the liquid is evacuated through the mouth, which, although not dangerous, is very disturbing.

Boiling and heating


Item: Fire
Threshold: 1

278
Duration: N / A
Range: 10 min
Description: This spell carries a boiling liquid or a solid at a temperature of a hundred degrees, which could cause a second-
degree burn (inflicting 1 level of damage). The volume affected is that of a glass of water. After being heated, the object cools
normally until it reaches its stability temperature.The spell does not affect organic matter in any way.

Fire
Element: Fire
Threshold: 2
Duration: One half day
Range: N / A
Description: This spell clears the fatigue of a white night and can only be pronounced when the sun rises. All the marks of
fatigue are effaced and the character will be fresh and ready. But when the sun reaches its zenith, the effect abruptly cancels
out, leaving the tired person as if he had been forced to watch.

Flakes of Fire
Element: Fire
Threshold: 3
Duration: 15 min
Range: N / A
Description: This spell allows to surround the Nephilim with spangles fluttering around it, resembling tiny iron chips heated to
white. They nimbus the Nephilim with a brilliant red glow, which illuminates up to 10 meters away.Anyone in the vicinity of the
person dressed (within 50 cm) may be injured with these flakes of fire. Each pass will have a 30% chance of being attacked with
a POT of 2 for a base damage of 1.

Fury of the flames


Element: Fire
Threshold: 4
Duration: 1 min
Range: N / A
Description: This spell inspires the Nephilim with a passion and an ardor close to the state of berserk. He will find it hard to
control himself, grunting and ranting, even screaming as he throws himself into battle. He nevertheless retains the full initiative
of his actions, and will distinguish allies and enemies.Technically, the Nephilim can increase his combat skills by +1, he will not
temporarily suffer fatigue or handicaps due to injuries. Similarly, if the target of the spell is mortally wounded, it will continue to
fight. If during the spell, the target would suffer damage in its Ka (by orichalque among others), the bonuses and the effects of it
will stop abruptly.

The immaterial poison


Element: Fire
Threshold: 3
Duration: N / A
Range: 100 meters
Description: The magician puts his hands in front of the mouth, imitating a blowpipe and from his mouth comes a very powerful
immaterial poison that strikes the victim that he targets. This poison has a POT of 4 and automatically touches the target. On the
other hand, it affects it according to the normal rules of poisoning. The affected victim feels his blood warm and is taken from
violent tremors. Some have described the effects of this spell as a fire fever.

Location of the infernal nucleus


Element: Fire
Threshold: 3
Duration: N / A
Range: N / A
Description: This spell allows you to locate the nearest Plexus of Water. The spell cast, the Nephilim will feel as carried by the
magic currents to a precise direction. The path thus traced is the shortest towards the Plexus, but is completely rectilinear and
ignores any obstacle that could block the character.This spell ceases as soon as the Nephilim stops advancing to its destination.

Light of the brave


Element: Fire
Threshold: 4
Duration: Ka-Feu x 3 minutes
Range: N / A
Description: When the maqe incites this spell, he suddenly starts to see in black and white. The human beings appear to him
then colored in red and yellow, the red increasing with their determination and the yellow with their fear. This spell was widely
used by Pyrim, military officers, to select the bravest soldiers.

Hand of Ignem
Element: Fire
Threshold: 4
Duration: 1 min
Range: 1 meter from the hand
Description: This spell launches the closed palm; As long as it remains, nothing happens. But as soon as the Sorcerer opens his
hand, an intense green flame escapes, such as the bursting of a blowpipe. It causes severe burns (fire POT 4). This fate was
unfortunately developed by the Satyr Eldonwing during an attempt to provoke a Pyretic Palm ...

279
Stormy Clouds
Element: Fire
Threshold: 2
Duration: 2 min
Range: 50 meters
Description: This spell gives rise to a black haze in the desired area, similar to smoke emitting fires, which quickly spreads to the
point of covering an area of 10 meters in diameter. Inhalation of these vapors will burn the throat, causing coughing and slight
buccal burns. There will be a POT of 7 to the STA of the victim each round. Each failure will cause him to lose a level of
health. The smoke will dissipate if dispersed by a slight gust of wind.

Pyrenean palm
Element: Fire
Threshold: 1
Duration: 1 hour
Range: N / A
Description: This spell makes it possible to instantly create in the palm of the launcher a flame of small size, comparable to that
of a lighter. It will illuminate very little, extending its light to a radius of 60cm in diameter. It can burn any flammable material (in
this case consider that it has a POT of 2 for any confrontation with any matter) but will not hurt or disturb the mage in any way
whatsoever. The flame is easily stifled, it is enough that the launcher closes his hand so that it disappears.

Pyretic projection
Element: Fire
Threshold: 2
Duration: One hour of numbness
Scope: Touch
Description: This very flashy spell allows to light small targets at a distance: candles, twigs, cigarettes, ... (as many targets as
Ka-feu x 1/2, maximum).The power is that of a lighter.

Furious Power
Element: Fire
Threshold: 2
Duration: 1 min
Range: N / A
Description: This spell cast, a formidable wave of power will win the Nephilim.During the period of effect, his physical abilities
will be increased tenfold, enabling him to perform feats that would otherwise be inaccessible to him.His Strength will increase by
2 points, changing the POT when fighting with bare hands. The maximum travel speed will also increase by 1 per point of
increase, as well as the weight that can be lifted. If during the spell makes too much effort, it risks, when finished, to feel great
fatigue and to be breathless for a short time.

Heat resistance
Element: Fire
Threshold: 3
Duration: 1 min
Range: N / A
Description: This spell makes it possible to become temporarily insensitive to the action of extreme heat. The character in this
case will not feel any of the effects of excessive heat, whatever the importance of it. It will simply be haloed with a sickly yellow
glow that will act as a barrier for fire. This armor will disappear as soon as the spell has elapsed.

Torch of flesh
Element: Fire
Threshold: 4
Duration: 1 min
Range: N / A
Description: This spell makes it possible to instantly transform one of the members of the launcher into a fiery torch. The precise
member (arm or leg) is at his / her choice, although the spell affects only one member. The fire will remain static and will not
spread on the skin of the caster, that the flames will not damage at all. The POT of this fire is 10 for all that relates to its
propagation to any element external to the launcher. Moreover, if he uses this member to fight (in this case use his skill Combat
with bare hands), the damage is increased by 1 level.
The clothes of the pitcher and any object he holds with his limb are, like his flesh, protected from flames.

Eyes of embers
Element: Fire
Threshold: 3
Duration: 10 min
Range: N / A
Description: This spell allows the launcher to gain active thermal vision even in total darkness. It should be remembered,
however, that it will only distinguish in darkness all the elements emitting heat, which normally includes any organic element. It
may, however, be stopped in the walls, tripped over an obstacle, etc.
Another disadvantage of this spell: the pupils of the caster become scarlet and also shine in the night. One can easily assimilate
this to a demonic intervention as its look will be terrifying.

Charismatic attraction
Item: Moon
Threshold: 1

280
Duration: 10 min
Range: N / A
Description: This spell makes it possible to modify in depth the relations between the Nephilim and its immediate entourage. As
soon as the spell is cast, the perception of the interlocutors will immediately change. Members of the opposite sex will find the
pitcher more attractive, and all will agree that the character is approaching their masculine or feminine ideal. The spell does not
only act on the hormonal plane, but affects the magnetism of the individual, pushing for respect and admiration. The launcher
does not change, however, it is only the perception of others that changes. The Charisma of the caster will increase temporarily
by 2, but be careful, because the spell will abruptly cease, its time of action gone, modifying just as brutally the reactions of the
victims.

Cache Light
Item: Moon
Threshold: 2
Duration: 10 min
Scope: Self
Description: This spell allows the launcher to absorb light and to be able to camouflage in the shadow corners of the places that
it crosses. The spell only works if the caster is stationary.

Celestial Mapping
Item: Moon
Threshold: 2
Duration: 1 hour
Range: 2 meters
Description: This spell allows the Nephilim to bring before him a map of the constellations presented in their position at the time
of the spell. All stars and closest planets can be found there. The map is 4 meters by 2 meters, and appears as a holographic
projection. This spell gives a bonus of 1 for any prediction, which in this case will last only half an hour.

Luminous Crescent
Item: Moon
Threshold: 1
Duration: 1 hour
Range: N / A
Description: The spell cast, a crescent moon appears in the palm of the Nephilim. It gives off a pale milky glow, which can
provide lighting equivalent to that of a flashlight. The light is however projected in all directions, making the character's hand
translucent. No heat is released from this crescent.

Deception of faith
Item: Moon
Threshold: 3
Duration: 10 min
Range: 5 meters
Description: This spell allows the caster to question the victim's religious beliefs, making her doubt the basics of her faith. Thus,
it allows to modify by verbiage the convictions of a person, if the aim of the launcher is clever, to finalize the action of the
spell. This spell does not affect all fanatics, or anyone naturally not influenced. Technically, the caster may be given a bonus of
2 in barat.

Location of the lunar kernel


Item: Moon
Threshold: 3
Duration: N / A
Range: N / A
Description: This spell allows to locate the location of the nearest Plexus of the moon. The spell cast, the Nephilim will feel as
carried by the magic currents to a precise direction. The path thus traced is the shortest towards the Plexus, but is completely
rectilinear and ignores any obstacle that could block the character. This spell ceases as soon as the Nephilim stops advancing
to its destination.

Home
Item: Moon
Threshold: 4
Duration: N / A
Range: 10 meters
Description: This spell makes it possible to erase in the memories of the victim all the events that took place during the previous
hour. For her, this lapse of time will be like a great black void that she will have passed into unconsciousness.

Forgotten sounds
Item: Moon
Threshold: 1
Duration: 2 minutes
Scope: Target
Description: The target literally forgets to listen to sounds. His brain replaces them with a sort of hubbub that does not fit at all
with the sonorous atmosphere of the place. The target is unable to trust his or her hearing for two minutes.

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Scary Presence
Item: Moon
Threshold: 3
Duration: 10 min
Range: Radius 10 meters
Description: This is an increased Sulfur Presence; The people in the vicinity will have cold sweats and will tremble for fear in an
uncontrolled way in the presence of the Sorcerer (-10% with skills in general). This fate was much appreciated by the young
Tuatha of Danann on the battlefield.

Sulfurous presence
Item: Moon
Threshold: 2
Duration: 10 min
Range: N / A
Description: This spell allows the pitcher to release from his presence an unhealthy aura that invariably makes his entourage
feel uncomfortable. The reaction will depend on the person: some will feel nauseous stinks, others will see ephemeral shadows
observe them, etc. Of course, this does not mean that an interlocutor will escape, but will to some extent impress him.

Spleen
Item: Moon
Threshold: 4
Duration: 1 hour
Range: 10 meters
Description: This spell instantly plunges the victim into a state of introspective self-contemplation. She will never cease to ask
herself of initerminable existential questions to which she will not be able to give an answer.
If she is forced into the confrontation, she will defend herself nevertheless, but in this case, by her trouble, will suffer a penalty of
-1 to all her skills. In any other case, it will remain blind to its environment. As soon as the spell has elapsed, it will extirpate from
its dull reflections, but will have no recollection of the time passed.

Sail of illusion
Item: Moon
Threshold: 2
Duration: 5 min
Range: 50 meters
Description: This spell creates a big illusion like a cube of about ten centimeters of stops. This illusion is perfectly immovable,
and affects no other sense than sight. Moreover, it will dissipate as soon as the obvious proof of its immateriality is brought.

Deceptive voice
Item: Moon
Threshold: 2
Duration: 1 min
Range: 50 meters
Description: This spell creates a noise or a set of noises for a duration of one minute. The intensity of the sound produced is
equivalent to the ringing of a phone. The source of the sound is a point chosen by the caster within the limit of its spell. The
sonority spreads according to the usual principles, according to the architecture of the places and the atmospheric conditions.

Alteration of the Earth's Crust


Element: Earth
Threshold: 1
Duration: 1 min
Range: 10 meters
Description: With this spell, the pitcher can remove a piece of earth (or any equivalent inert element) from the ground and move
it. The spell affects a volume equivalent to that of a glass of water. The earth can be displaced as by telekinesis, at the rate of
one meter per second. Once the duration of the spell has expired, the piece of land will drop to the ground.

Vegetable barrier
Element: Earth
Threshold: 3
Duration: 1 hour
Range: 20 meters
Description: A surface of 4m x 1m is covered within a minute of knotty plants that hinder any passage in force (POT 4 against
STR). The one who takes his time to cross the bush does not suffer any disappointment, except that of losing precious
moments.

Wound healing
Element: Earth
Threshold: 1
Duration: N / A
Scope: Touch
Description: This spell is used to restore 1 level of damage to any affected living being. This spell does not affect internal
damage like poisoning.Consider that to be treated, a wound must be visible on the surface. In addition, a one-minute period is
required between each intake of care. On the other hand, this spell prevents an open wound from getting worse.

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Plant Dialogue
Element: Earth
Threshold: 2
Duration: 5 min
Scope: Touch
Description: This spell allows to feel the vibrations that have marked the magic field of a plant, and left by a Ka other than the
Ka-sun. Thus, the Nephilim will know if in the past week one of his has been in contact with the plant. For there to be contact,
the magical being must have been within one meter of the plant. Moreover, if the said Nephilim is of the same element as the
launcher, this one will know it. In any case, he can not detect the presence of a Selenim, since he can not perceive the Black
Ka-moon.

Pain
Element: Earth
Threshold: 4
Duration: 1 min
Range: 10 meters
Description: The spell awakens the memory of all the ancient pains of the target. The effect usually results in a loud cry of
pain. The distraction is such that the victim has a -1 penalty to all his actions for the duration of the spell.
It must also succeed a jet of Ka-Sun or Ka-TerreÅ 3 not to scream.

The Fertility Dance


Element: Earth
Threshold: 4
Duration: N / A
Scope: Touch
Description: This spell restores all levels of health lost by a Nephilim hit by the caster in exchange for the sacrifice of one of its
ka-element points opposite to that of the Earth. The spellcaster must perform a ritual dance when casting the spell for at least 5
minutes.

Location of the terrestrial kernel


Element: Earth
Threshold: 3
Duration: N / A
Range: N / A
Description: This spell allows to locate the location of the nearest Plexus of the Earth. The spell cast, the Nephilim will feel as
carried by the magic currents to a precise direction. The path thus traced is the shortest towards the Plexus, but is completely
rectilinear and ignores any obstacle that could block the character. This spell ceases as soon as the Nephilim stops advancing
to its destination.

Wicker
Element: Earth
Threshold: 1
Duration: N / A
Scope: Touch
Description: This spell helps to heal an external wound, closing the wounds, restructuring the nerve connections, and so on. The
spell makes it possible to restore a level of health to a living being. He will not be able to gain more level than he has lost, for a
given wound. For each wound, care must be taken. Eating Wounds does not help to cure poisoning or any internal damage
caused by an artificial substance.

Manipulating Objects
Element: Earth
Threshold: 3
Duration: 12 hours
Scope: a document
Description: The beneficent object of the spell becomes manipulable without danger, whatever its state. Thus, a parchment on
the verge of disintegration can be manipulated as a standard parchment. The spell does not repair the documents, if it is
soaked, it remains soggy, but the pages will not stick any more. It should be noted that the spell does not protect against
intentional damage.

Plant growth
Element: Earth
Threshold: 3
Duration: 0 hours
Range: 20 meters
Description: Vegetables are stimulated by this spell: they will grow faster than usual. If the spell is thrown every day, the desert
becomes green, the rocaille is populated by lichens and stunted trees, the forest becomes luxuriant after a month.

Purification of food
Element: Earth
Threshold: 2
Duration: N / A
Scope: Touch
Description: By the simple touch, the launcher will be able to purify any food of the substances harmful for its organism that it

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would contain. This includes poisons, bacteria or any other harmful micro-organisms.
From then on, the food will be edible, although its taste will not have been altered by the spell.

Powder wilt
Element: Earth
Threshold: 1
Duration: N / A
Range: 10 meters
Description: This spell makes it possible to instantly rot or wilt any plant organism within range of the spell. This is an explicit
example of how ka-elements can be perverted to obtain antithetical effects of the nature of the affected element, provided that
the Nephilim who invented the spell is partly eaten away by the Khaiba or the moon black.

Sanctification of the Sacred Site


Element: Earth
Threshold: 4
Duration: 1 hour
Range: circle 15 meters in diameter
Description: This spell temporarily enchants a specific place. Anyone treading this site will feel unconsciously a calm and an
inner plenitude which will inspire him a state similar to that of the Song of Praise of which it is complementary. Nevertheless, it
has the same limitations as this one.

Natural knowledge
Element: Earth
Threshold: 2
Duration: 1 min
Scope: Touch
Description: This spell allows to define the origins and / or the age of any natural element simply by the touch. Thus, for a tree,
the Nephilim will know his age, for a river he will know where his source is, and so on. The information obtained is general and
superficial. In no case can it affect anything artificial.

Survival Faerie Ranla


Element: Earth
Threshold: 4
Duration: 1 minutes
Range: N / A
Description: The pitcher is now one with the fields. His simulacrum melts into the earth, and the pentacle of the nephilim
crystallizes in the magic fields of the earth. For all nephilim of Ka element other than earth a spray of resistance against the local
earth POT is requested. In case of failure, the nephilim does not melt in the earth. The simulacrum finds itself asleep
underground. His body passing in catatonia. For the faery: The first time that comes out is launched, it acquires 1 point in
purification of the pentacle.

Touching purifier
Element: Earth
Threshold: 4
Duration: N / A
Scope: Touch
Description: Through a simple contact, the Nephilim can cure any disease contracted by a living being. The effects disappear
immediately, although a convalescent period may be necessary. This spell does not protect against future illnesses.

Heroic Vigor
Element: Earth
Threshold: 2
Duration: 5 min
Range: N / A
Description: This spell acts on the physical strength of the Nephilim, increasing its endurance and vitality. Thus it will be able to
carry out actions which normally by the efforts that they require could not be tried. The Launcher Constitution will increase by 2
points, and the sprint time will increase by 1 per point of increase. He can hold his breath longer, resist the pain more fiercely,
and so on. The character increases his wound levels by 1 per 2 points earned.

Perception of incarned Discretion


Element : Water
Analogy : discretion> secret
Difficulty : 2
This spell tells you whether or not the target can keep the secret (information) that the Mage has revealed to him.

Revelation of the Initia


Element : Fire
Analogy : secret> secret society> minor arcane> adoption
Difficulty : 2
This Spellcheck is used to detect if the target belongs to a minor Arcanum. It only has effect if the initiate is aware of his
belonging to a millennial order.

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Result of Solar Initation
Element : Air
Analogy : Knowledge> initiation
Difficulty : 1
This Spell allows you to determine the Initial Level of the target.
The Nephilim use it most often to spot an initiated human of a minor Arcanum or a human capable of being initiated.

Awareness of Solar Knowledge


Element : Air
Analogy : understanding> knowledge
Difficulty : 2
This spell allows to increase (during the duration of the spell) a Tradition of the target of a level.
It is used by the Nephilim to prepare the Ka-Sun of a human to a revelation.

Dermique-fossil education
Focus:Die oak in 700000 voices.
Circle:lesser magic.
Threshold: 3
Ka-élément:Erde.
Duration:1 minutes.
Reach:zu touch.
This destiny permits itself to the first wound of warlike manners, immediately on the weapon
to close again of the attacker, while it it by the injured part of the body
Of firing device encloses which will convert itself locally of stone. This destiny
unfortunately, does not avoid the damages which causes by the penetration of the foreign body
were delayed, but her effect, to the fossilized wound once the past
Duration of the magic of meat and from blood again becomes. Moreover, he offers
Disarmament possibilities of the opponent in quite unexpectedly, with out one has, to himself on top to
concentrate what is extremely practical, if the firing device to several enemies at the same time
it is opposed.
If, however, the attacker to itself succeeded in defeating the high opposition of the stone
(Pot 20) by his strength he in the meat of the firing device an immense lump from
Stone see tearing out which was reddened at the head of his sword, in
unhappy from numerous additional damage points according to the localisation
Of slash causes.
From a dreadful effectiveness against every type of sharp, but totally unnecessary weapon
against the firearms.
If one of these insiders had enclosed, that the work him a new destiny
delivered, every time when the wind turned, and that his patiencere compenses by so much sapience
had become, one must not doubt, that the idea, that two last cardinal’s managements everybody
More sluggish from senses are able thus his to cross Vienna to him the mind, and that he
decides to devote itself to the discover of the mysterious secrets, them
to buried areas hide only deeply of the juice of the venerable attendant.Unfortunately,
if the perpetual mood of the fantastic wind to itself, not tangible montreur
désarticulées puppets often take, unexpectedly from any origin in the detour one
To gush forth lane which is enough, around some moments the first magic and
To let resound Invokationen, he is clearly rare, how by an absolute chance them
of it come to sweep the oak since his zenith or his nadir.
But if certain occultiste the means this had, for example, with the helicopter
to fly over gigantic instrument, while it abstraction of the unbearably cacophony
Of beating the air-screw and ageurschreis of the engine made, to him then would become the key
a non-comparable strength by the glittering song of the Gefäßoffnungen
entrechoquant reveals in a keen aerial ballet: the petrol even of a destiny to third ones
Of circle drowns in this metallic tearing deafening.

In the heart of the books


Ka-élément: Air
Threshold: 3 of low magic
Duration: for 5 books
Reach: to have the book in the hands ofday
Effect: To know permissibly which sidesof a book have been read, they begin to
shine. More they shine, more thesubject of the side has interested herreader.

Drop by drop
Ka-élément: Water
Threshold: 3 of low magic
Duration: 10 minutes (or as long as herains)
Reach: unrestrictedly per rainy day
Effect: Allows to call a drop of water oneday rain and to dress to itself on
the same way like the personality whosereflexion appears in the drop. One isable
choose of course his drop, and thepersonality aims. The so resulted one
Disguising has a professional quality(including the make-up).

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The destinies of Water
Trip ondin
Ka element water
Area shifting
Prérequis Level 3
Analogy water channel
Description
allows to move the water, while oneflows as a water channel. Permits
not to breathe under the water.

Water respiration
Ka element water
Area changing
Prérequis Level 5
Analogy piranhas>; branchi>; waterrespiration
Description
change the functioning of the lungs andthey adapts to the water respiration.Cause
some incommodities with the return tothe free air.

neptunienne oars
Ka element water
Area shifting
Prérequis Level 3
Analogy dolphin + dolphin>; fast
Description
nephilim 2 allows to swim X faster tooars, while it and in the body
stuck arms flows

Water image
Ka element water
Area of Percipience
Prérequis Level 3
Analogy cuttlefish
Description sees as a cuttlefish underthe water

mercurienne races
Ka element water
Area shifting
Prérequis Level 3
Analogy speed>; fast
Description nephilim moves 2 X faster.

Invisible presence
Ka element water
Area changing
Prérequis Level 5
Analogy secret>; conceals
Description
This magic makes infiniementquelle discreetly. His movements are perfect
noiselessly, the noise of the objects,them carries suffocated. She bendstowards it, with theirs
To mistake environment

The destinies of Fire


It is your last TIR Templier!
Ka element fire
Area changing
Prérequis Level 1
Analogy smiths + arms by fire>; cannon
Description
nephilim the cannon moves morenarrowly from arms, around of it the exitto
obstruct.

Pursuit races
Ka element fire
Area shifting
Prérequis Level 3
Analogy panther>; Guépard>; sprint
Description
Nephilim is able to do sprinter aphenomenal speed (X4) has. After his
Speed becomes normal again. In dela ofone minute of race wears itself out toher
Body of the false action and Néphilimmakes go 2 minutes (or) to itself

286
to stop to blow. He can resume his raceafterwards.

the wolf
Ka element fire
Area converting
Prérequis Level 1
Analogy merlin
Description
the evening will be the fullmoon level

Eye for eye


Ka element fire
Area shifting
Prérequis Level 5
Analogy power>; slash
Description
At the time of where of the manner isinjured he is able to do jemandemvonother them
transmit to received damages. Generallyit is the attacker who is aimed
(never to touch in carried “thus” he hasan attack in brawl or in naked ones
To hands carried). Of the manner packsthe slash with his endurantNiveau from, but
to the lost health levels are depart fromthe line of the life of the aim.
At the end of the duration of the destinythe injuries in the manner turn roundand
disappear from the aim. If latter has diedof this injury, sierescuscite
Step. One cannot determine the causesof the death. This destiny alwaysbecomes
in occasional action introduced and hasto go in a normal action incanté (already
considered in modificateur MJ).

The destinies of Moon


If Fulgurance of the angel breaks
Ka element moon
Area of Mention
Prérequis Level 5
Analogy secretly
Description
to parts you Fulgurance immortal with One by the in love one are accepted,during a romantic period
has embodied

The sandy trader


Ka element moon
Area converting
Prérequis Level 1
Analogy drug>; soporific
description
To convert permissible, the
environmental air from a mighty
soporific gas.

The image of the cat


Ka element moon
Area of Percipience
Prérequis Level 3
Analogy lunar cat>; damages
Description
to see permissibly how a cat damages it.It requires a minimum of the light,around
to see there a little bit.

Your art is pointless


Ka element moon
Area of Feeling
Prérequis Level 1
Analogy betrayal->; piege
Description
The intuition of the manners permitsitself to him, from pieges, trapdoors andother
to challenge

Protective magic
Ka element moon
Area GS1
Prérequis Level 1
Analogy magic oils = protection
Description
First you prepare a magic Schutzöl,while one 1/8 of cup of oil jojoba or
tender almond mixing, 4 drops uile fromnéroli &amp; 1 drops of carnation petrol.Pourjeter
the destiny must load magiquement theoil, in the energy illustrative them

287
To leave energy corp of the affectedperson, and while one leaves the oil
give, while one slowly writesmélengeant then, this: “To repeat everholds me
here under theirs divin look, transfers ofthis oil the strength of your centre aprotection
before the evil is the object of myapplication, you accept please this as ajob,
I lead!”

The destinies of Earth


The breath Gorgone
Ka element earth
Area converting
Prérequis Level 1
Analogy poison +?>; paralysis
Difficulty quite difficultly
Modificateurs-1 0
Description
to changes you around theair in a mighty paralyzing poison.

The kiss Goule


Ka element earth
Area changing
Prérequis Level 5
Analogy poison>; paralysis
Description
nephilim changes one his sweat in aviolent poison, tétanise them
The muscles of the victim which heenclosed. The victim is aware, she canhear and see,
but she cannot speak any more.

Night performance
Ka element earth
Area of Percipience
Prérequis Level 3
Analogy cat + grotto>; darkness
Description
Allows to see in the darkness as a cat. Itrequires a minimum
Of light help

The destinies of Air


The turning hand of the scribe
Ka element air
Area changing
Prérequis Level 5
Analogy not tangibly>; speed + writing
Description
of The manner changes thespeed of the writing of the aim to writefaster 4x

The reading of the learnt one


Ka element air
Area changing
Prérequis Level 5
Analogy not tangibly>; speed +understanding
Description
Allows nephilim, (and to enclose) to read faster a document 4 X, under
To control condition of it the language.

Flying over the words


Ka element air
Area of Mention
Prérequis Level 3
Analogy speech>; sentences
Description
Divide to an aim short sentences withthe time of the destiny if the aimimmortally
Level is Maitre must be-Nephilim mustknow the (True) name of her aim

The Charm (Tantric Spells)

288
The golden union, the first seal extase
1. Circle: Amuse
Ka-élement: Moon
Focus: Ramayana urlumpur-,Sanskritgärten
Threshold: 1
Aim: Partner
Reach: Contact
Duration: endlessly
Description: The magic of Beatrixcompletely illustrates the result of anexchange “of her
successfully former lily and the rose”, because he is aimed at it, the humanpartner (e) or
to dive néphilim in an érotique trancewhich permits néphilim, her breathbetter to
control and to her enérgies and him aconstant premium of 10% on her throwof Ka for them
Result of the rituals lends which consultthis same partner. This charm is apreparation in
every tantrique introduction. As soon asthe partner with the seal of the goldenunion becomes mA rkiert,
if he develops a big intimacy with yogui,and his easy view or contact is sufficient,it
to dive in lascivité which is favorable forthe érotiques rituals. . .

The golden pavilion, palace of the pleasures


1. Circle: Amuse
Ka-élement: Earth
Focus: Ramayana urlumpur-,Sanskritgärten
Threshold: 2
Aim: a tantrique space
Reach: 1m2 by point ka
Duration: up to the destruction of theplace
Description: This charm is designed tocreate a temple or tantrique space. One
natural place or a piece where take placewithout confusion and in favorablesurroundings
are able, the tantriques rituals. In theway to athanor the tantrique temple isone
valuable assistant. If néphilim 1 point ofKa (final loss) sacrifices to him, he takesover
the érotiques vibrations which heproduces constantly, and to himself tothe partners for confèrer a constant one
Premium of 20% on the throw of Kainform for the result of the rituals, in thisOrtstattfinden.
This charm is also a preparation in everytantrique introduction and is able withthe union from
Gold accumulate to themselves, this awhole premium of 30%. gives, as soon asthe place is pleased, he developed
The waves which concern positively thelibido of the deadly ones which isintroduced there and they in a state
dives which is favorable for thetantriques rituals.

The earth foods of love and from fraiche waters


1. Circle: Amuse
Ka-élement: Water
Focus: shvetâshvatara-upanishad
Threshold: 2
Aim: yogui and his partner
Partner: Yes
Reach: -
Duration: especially
Description: This nutritious andhumidity-donating charm plays on thereport
Pleasure / food. The tantriquecelebration yogui and her partner issufficient, they for 72 hours to
support. “Then the exchange of the lilyand the rose” holds food place. It is notany more
Need to feed itself and to drink but tomay just. . . This charm is able
indeed, only 2 spots by antraKakreismaitrisé by yogui are renewed (aninsider 3.
encloses it can introduce 6 consecutivespots and foods and from water during18 days
get by).

The Digital spells


VIRUS 0x23W (moon, the first circle)
This magic is included only in the firstsearch, where the personality, after theytheirs real nature has laid the table, will will tryto re
lease to her “well liked after him To centuries” of the claws of commonTempliers.
Threshold: 1
This magic allows to destroy the wholecontents of a calculator, from which onethe central one Unity sees (functioned also on the
portable telephones and any otherdevice, a microprocessor contain) as it a viruswould make.

The Chant spells

Since our children are our future, and itis your destiny
Threshold: 4
Duration:Speziell.
Reach:Sah or it even.
Clumsiness:Das firing device becomesthe aim.
The destiny introduces itself, around afertility in 100% OR in the direction of
an aim to guarantee which will have only onedesire: to themselves becomes toreproduce this desire it pursue, to the perfect acti

289
on eitherand in this case or the aim pregnant fall or her partner (if the aim is a man).The aim is able to do to themselves noother
priority put away.

Our enemies are there, and her looksdivert themselves


Threshold: 5
Duration:Eine hour.
Reach:Auf 50 m.
Clumsiness: sogar effect like Friday.
The introduced destiny, the enemies
divert her look of the firing device.Something in that Surroundings pull up her look in the GM to decide on this thing.

Since the wolves are our friends


Threshold: 5
Duration:Ein day.
Reach:Kein.
Clumsiness: sogar effect like Friday.
The introduced destiny seems valued bythe firing device / from the grey wolves, the easy orders will obey.
Grey wolf:Ziemlich quickly quite verymuch, quite instinctively more resistantly,quite more enticing less; m attack, discretion C,m
watchfulness, deadly m athletics Deadly, claws not, hooks.

290
Weak 2,Arcanum Lore (Temper.) 2

Weak 3

Strong 1 , Arcanum Lore


(Moon) 1

Strong 1,Arcanum Lore (Strength) 1

Weak 4,Arcanum Lore (Jusitce) 3

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Ritual Magic
Higher Magic spells may be contested if they directly affect a target. All Higher Magic spells last a scene unless
noted otherwise.

The Nephilim enters a circle of Magic where subtlety is the most important thing. The spells in this circle are
powerful but they often have a double effect, long-term effects, backwards.
The High Mage is a tactician of magical fields. He learns to use conjunctions. He understands that Magic is not
only utilitarian, but that it enables him to assert himself and to build his personality. He sees the path of the
Agartha.

The High Magi like to adorn themselves with signs of powers like the stick, the sword, the consecrated dagger,
the cup, the shield. These objects can serve as a focus for Nephilim's favorite spells. He wears clothes of
shimmering colors, often brilliant, and decorate with occult signs.

High Magic
The Sorcerer

This is indeed the name of the one who has managed to reach the spheres of High Magic. After the often long
period of learning to Low Magic , the Initiate sees opening before him Gardens Arcane, where it will reap the fruits
of wisdom.

Now he knows. His experience and the trials he has had to brave have taught him to penetrate things and to go
beyond the illusory stage of their lowest, most retrograde materiality. High Magic will teach him to become aware
of the place of things in the world and to restore them from the Axis Mundi , the Grail. To discover that every
element of reality responds to an almost pre-established logic is a difficult step for him to cross, for this revelation
necessarily involves a questioning of oneself.

The Sorcerer is one that has absorbed the energy behind the Magic Fields . He can now manipulate them in their
most profound nature. It will play with forces that often exceed it, at the risk of wandering on inextricable dead
ends. The greatest risk for him will be to give himself up to a saving facility.In this case, he will lose his identity
and his soul. Because, metaphorically, he plays with the devil, he is awarded the title of Sorcerer.

The names

Now that he knows, the Sorcerer alters his perception of the world in substance. He realizes the importance of the
Names all his journey within the High Magic is only to allow him to name again all those things of which he has
perceived until now only the superficiality. He must find the roots that connect each element, each being in the
center of the Earth, which is the Genesis of the Whole, the only possible hypothesis to the explanation of the
presence of everything.

For the Nephilim , the name is the equivalent of the Egyptian Ren, the True Name which knowledge helps control
any material and body. Ren form the foundations of the He-ka , the magic of Egyptian names, and by extension
magic Nephilim . Knowing the Name of something hears a total domination over this thing and opens the way to
almost infinite manipulations.

The Nephilim knows that the High Magic is defined by these names, whose mastery brings far greater powers
than those granted by the Lower Magic , and its evolution in this circle through their quest, quest that extension is
the quest his name, he forgot once during the fall of Atlantis . Once the name relearned, it will jump on the tracks
of the Great Secret .

Thus, for him, the Earth is a vast web of swirling magic currents whose study of the individual arrangement will
make it possible to know this Name so rich in powers.
But the Wizard knows all Know that will accumulate during his thrilling quest is only the first fruits of what he will
find in the Great Secret , because it captures the real importance of things, he also knows that numbers Secrets
are still hermetic. But the efforts he made during his apprenticeship procured him patience and wisdom.

292
The Labyrinths of Sapience

As has been said before, the Wizard has to manipulate forces beyond the limits of the understanding, which will
often alter his environment in an irreversible way. Out of these manipulations it often may go astray and lose
everything for what he believes and intends immortality: the Agartha . He takes the risk of getting drunk with these
newly acquired powers and losing control of them forever. The magical intoxication awaits him at any time and
drift from him inevitably lead to the shores of Khaïba .

Therefore to protect these differences which might be fatal, he will have in his quest disappearing into a maze
whose outcome it will open the doors of the Great Secret . Thus, the mystical safeguard that he will set up will
enable him to constantly recall his primordial quest and bring him back to the paths of wisdom.

But Labyrinths are much more than mere protection. They constitute theNephilim a way of life, to approach reality
in a guided perception by precise Way. For the immensity of wisdom can not be initiated without a certain rigor, a
conduct equal to that of a humble apprentice who sacrifices himself for his art and deprives himself of many
pleasures in the name of Knowledge.

Upon entering the second circle, the Wizard will make a vital choice, that of the Way and hence the maze that will
lead to the Great Secret . It is between the walls of this maze that it will evolve until its exit.

This choice is crucial as it will determine the direction of mystical Fallenthroughout his quest of Agartha . It is for
the character to make this decision in accordance with his aspirations, desires and ambitions; because once
engaged in the maze of his Ka , there will be that two outcomes: success or error.

The paths

The Way of the Daedalus of the Soul

This path is that of the "self", of introspection and the search for sapience in the exploration of its intimacy. It
consists essentially in apprehending and mastering potentialities, to discover oneself. The magical forces that
make up the Nephilim should be included to better use and thus ensure progression to the Agartha . One might
consider this Labyrinth to be that of egocentrism.it is not so. Indeed, those who chose him answer the adage
"Know thyself before seeking to understand others".

The Maze of the Soul can be represented as a living spiral, swirling descending to the depths of the Ka of
the Nephilim . It will have to resist its chaotic movements, to maintain itself constantly to progress and thus, not to
be carried away by the continuous and diluvial waves that perpetually agitate this Daedalus.

The Charms related to this Path are mainly the Nephilim and progressive learning its capabilities and its ability to
react to its environment.

The Natural Way of the Sinuous Paths

This way, instead of the previous one, consists in the quest for Agarthathrough the understanding of nature and
its functioning. It involves understanding the mechanisms underlying the running of terrestrial evolution, and by
extension the deep osmosis with Magic Fields that bathe the world.Whoever borrows Winding Trails is intimately
persuaded that must study the currents whose race comes to understand why the Nephilim exist and why they
are there. But where they differ from the Arcanum X is that they are not restricted to the study, which is only a
preliminary step. They only seek to make one with these magic currents to merge with them. Then the wisdom will
fill them.

For them, the Natural Paths are an immense and thick forest in which the Quaestor must make his way,
overcome many dangers and avoid many traps.Between the trees and the nature temporarily and for his salvation
will be hostile to him, he entreverra Sacred Flame that will guide him to the outcome and therefore to
the Agartha .

The Charms affiliated with this Way are of course likely to handle the magical fields to alter the environment, often
irreversibly.

The Turtle Way of the Schematic Labyrinth

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It is perhaps one of the most difficult paths in its ambitions. Indeed, it rests on the perfect understanding of the
cosmic patterns on which the world rests.The one who borrows it has the will to grasp the ins and outs of reality,
that towards which it tends and therefore where it is going. It will seek to pierce the designs of things and its
environment. All in all, one could summarize this quest in search of the "why? And how? ".

The Schematic Labyrinth is difficult to represent because it is based on criteria that are far too vast and of a rare
complexity that prevent all imaging. However, one may advance to imagine it as an empty, sort of nothingness
drilled a few fleeting glimpses to what the Nephilim approach, hoping that he will be the flame of wisdom.

The Charms of this road are conducive to gathering artificial knowledge that go against the basic principles of
Knowledge. So the Fallen seek to perform intellectual activities that will bring him Knowing which it would
otherwise have no access.

The Axial Way of the Warring Principles

The Nephilim have decided to focus on the way to the Great Secret seek to discover the wisdom Pure. By this
term will be understood the Knowledge of the Truth, which pierces and bruises falsehood and
illusions. The Fallen , upon entry of the Labyrinth behind him, discovers the world in what's darker, dirtier. But he
knows this is the price of such painful contemplations he will forge his Ka and can access the Agartha .

It is in the perpetual testing of his being that wisdom is grounded. The Nephilim will not cease to seek to injure
himself by revealing himself of the mask of this golden illusion of which many of his own are dressed. He will
understand the Truth of pain, of death and of suffering. This Labyrinth is a true initiation pilgrimage, difficult and
harassing. But the Jerusalem of wisdom awaits it at the end of the way.

This Way can be represented as a tightrope on which the Nephilim will play the tightrope walker. Around him the
emptiness awaits him, ready to snatch him. He realizes the precariousness of his position, which only gives him
more strength, hooking him with the determination of the precious to this attachment of the Agartha.

The Primal Way of the Elevation Spiral

This Way gathers the Nephilim who have chosen to reach the Threshold of the Great Secret through the
alteration of their being. Indeed, they are certainly persuaded that the degradation suffered by the Kaim is not
limited to the need to incarnate in a Simulacrum, but is inscribed in their Pentacles, which are now soiled and
soiled. At that moment, they will not cease to transform their being, to improve both their Ka and their carnal
envelope to experience new conditions of existence (even though they are often ephemeral), for Tending to a
certain perfection. They will not affect themselves, but will clean and alter their environment using their Charms ,
for their efforts to purify the magical fields. Their quest is therefore only change, modification and continual
mutation of being and its environment.

For those who have chosen this Way, the Elevation Spiral can be represented as a path climbing a steep
mountain have the summit drowned in opaque cloudy masses. The Quaestor must be determined and
courageous to glimpse the crown.

The Charms of the Spiral Elevation tend to allow the Semblance of the Nephilim live supernatural experiences,
and then to modify its environment suddenly and in large proportions.

The Labyrinthic Steps

Each maze presented above is traditionally itself subdivided into five milestones which are all difficult passes in
the path of the Nephilim to theGreat Secret . Of course, nothing physically distinguishes these stages; They are
merely conventions among the Magi to locate themselves in a sort of micro-hierarchy of High Magic.

Playfully, steps mazes are very important because they clearly determine the "level" of knowing that reached
the Nephilim in the circle . Thus, in the High Magic, the Charms will be classified according to two
parameters. The first will be the Way to which the Spell is generally related. This does not however imply that a
character can not learn Spells not belonging to his road, but it will be harder for him by the difference between
teaching and follows the effects of the Curse (technically, All spells external to the chosen channel have their
threshold increased by 1).

The second parameter will be the step to which this spell corresponds. For each step, we find two Charms . It is
possible for the Sorcerer to learn spells of a step he has not yet reached, even if he has sufficient High Magic
skill.Thus, it is important to note that to gain a Curse of High Magic, it is both necessary to have a percentage
equal or exceed the threshold spell and have completely crossed (that is to say, having learned the Two

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corresponding spells) the preliminary steps. This reflects the fact that in the high spheres of the second circle,
the Charms are not just disparate and individual effects, but integral parts of a great whole. The same applies to
spells that do not belong to the Pathway. It is therefore understandable that before you want to learn spells
outside his Labyrinth, it is better to have mastered it.

Here is a description of the five stages specific to all Labyrinths. Note, however, that in the vocable of each Way
the description may differ slightly to adapt to the considerations of the Labyrinth. The background remains the
same in all cases.

The Porch: This is the entrance to the maze. Here, the first steps are still guided, and the path is marked out. The
advance is generally assured, skilful.The teachings here are the general principles of the course of action to be
adopted. This step brings together the spells with a threshold 1.

Carrefour: this is the time of the first decisions of the first choices that will be crucial to the smooth running of
events to come. The Nephilim can already be lost if it takes a wrong direction, and will have to turn back if it has
not already lost in the multiple impasses that are offered to him. This step brings together the spells with a
threshold between 1 and 2.

The Heart: The Nephilim reached the throbbing center of its interior labyrinth. In front of him there are many
opportunities, among which he will have to choose. If he is mistaken here, he inadvertently risks retracing his
steps. Of all the corridors that stand before his feet, only one is the right one. He will have to draw from all the
resources of his wisdom so that his instinct can become a beneficial muse. This step brings together the spells
with a threshold between 2 and 3.

The Wire: The Questor now found the path that will lead to the exit of the maze. It is a thread that will guide him
through the meanders of these empty and cold corridors. But this thread of Ariadne is thin and fragile, as is the
flickering flame of sapience that burns in the pentacle of the Fallen. The forces he manipulates at such moments
will seek to cut this saving rope and extinguish this flame. He will have to show great determination to protect
himself against all these perils. This step brings together the spells with a threshold between 3 and 4.

The test: this is the last snare between the Nephilim of the output. This is a defining moment in his quest for
Agartha, as he will have to shoot down his cards to defeat this danger. In front of him stands the Minotaur, who
will take the form of temptation. The Nephilim will feel overwhelmed by all the sacrifices he made during his quest,
will lament over his spell, fearful before this Titan. Numbers of Fallen turn back here, terrified by this monster that
is ground in their pentacle and this internal confrontation. They flee then, wandering forever in the maze,
smoldering the mad hope of being able one day to conquer the creature. This step brings together the spells with
a threshold between 4 and 5.

The symbols

As he did in the first circle, the Sorcerer must adorn himself with the Symbols of High Magic, which are in some
sort the signs of his belonging to this occult science.

Colors: The Mouth and the Silver

These are the two colors of High Magic. The Mouth (red) is a strong color, full of brutal connotation and violent. It
perfectly reflects the power of the forces that the mage will be brought to manipulate. The Gueule is a burning
color, shimmering, which approaches the scarlet. It is warlike, and shows well the struggle that the Nephilim will
lead during his labyrinthine journey. If it approaches blood, the vital liquid is to show the necessity of this quest for
the Fallen. If this color were to evaporate, it would die.

Silver is a brilliant, noble color. It is precious, and reflects the inner richness of the Nephilim who arrived in the
mysteries of High Magic. It shines in the night, allowing the Nephilim to guide himself through the darkness of his
maze. In the silver surface, he can also see his face still impure, which will push him to humility, without which he
will wander in his pride.

The Attribute: Ecu

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It is the Attribute which the Sorcerer will have to carry in his quest. The Ecu, which symbolizes the teaching of
High Magic, will protect him from the many reverses of Fortune. He will make him face the dangers of the
temptations that will rise on his way, and will know in time to hide behind him. For the Sorcerer must learn
discretion, surreptitiously insinuate himself into places that should be forbidden him, in order to be able to
contemplate and take cognizance of the names on which his teaching is based. And in the ultimate pitfall of his
labyrinth, the Test, he will bring him to face the guardian monster of the Issue.

But the shield will also be his coat of arms from which he will make himself known, he and his quest. He will wear
his Path, for he does not deny his choice, taken with much wisdom and mature reflection. He is proud of his
choice, and openly displays it in the eyes of these Brothers.

The Sortilèges

The Charms components spheres of High Magic are much more complex than their counterparts of the first
circle. Their effects are often far more impressive, and sometimes irreversibly affect the environment. The
Sorcerer must therefore be cautious when manipulating these forces, as they would otherwise quickly turn against
him.

In their complexity, these Spells often have dual effects in the long term than planned may not be the first
premium Sorcerer. He must never forget that when he uses High Magic, he rises literally against natural laws,
which he breaks and breaks.

Note that Sortilèges in their description have two additional parameters. This is the stage and the Way, which
define it in relation to the Labyrinths.

The Limits of Ritual Magic Nephilim who possesses them, but these tools may only
be used to assist in casting Ritual Magic or High Magic
0 Ritual Magic can affect events distant in space and spells associated with a single element. Enchanted magi-
time, but only if those within the magic circle have cal tools may not be used when casting Casual Magic,
some magical connection to these people or events. Summoning, or Alchemy.
To enchant a magical tool, a Nephilim must design
0 Like Casual Magic, Ritual Magic is limited in its and cast a Ritual Magic spell for enchanting a tool of the
ability to affect the physical world. Ritual Magic desired type.
works best when it is used to influence or obtain
information solely from the magical fields. However, Ritual preparation
Ritual Magic can be used to affect thoughts and per-
ceptions, as well as to subtly manipulate events in the Ritual preparation involves lengthy meditation and prepa-
physical world. ration before a magical ritual is actually performed. This
preparation does not increase the power of the spell, nor
0 Ritual Magic consists of magical changes within the does it increase the Ka the caster has available for the
magic circle that are mirrored by changes in the phys- spell. However, for every hour spent in ritual preparation
ical world. the caster may add 5% to their Ka roll to successfully cast
the spell. This bonus is only a bonus to the Ka roll, not the
0 Ritual Magic always occurs as if by purely natural caster’s Ka-element score. Hence, when performing
means. Ritual Magic can be used to cause extremely Second Circle Sorcery, this bonus is added after the cast-
improbable events to occur, but it cannot be used to er’s Ka-element score is multiplied by 2. Due to the rig-
cause impossible events to occur. A Nephilim could orous nature of this process, no one can engage in it for
use Ritual Magic to work a spell for luck at gambling. more than 5 hours, and so the maximum bonus to any rit-
However, a Ritual Magic spell could not cause the ual through this method is +1 dice.
roulette wheel to fly up into the air and explode.
Ritual Magic can significantly affect a single individ- Working in Groups
ual who is within the magic circle or connected to it
through a magical connection. Ritual magic can also In addition to providing advice and material assistance
affect multiple targets, as long as all the targets are when planning a ritual, Nephilim may also work together
within the magic circle. in ritual. This process allows Nephilim to pool their Ka-
energy, enabling more powerful spells to be cast. This is a
Enchanting Magical Tools major advantage of performing a magical ritual. The fol-
lowing rules for working in groups apply to both Ritual
Ordinary magical tools are used in a ritual as an aid to and High Magic.
concentration, and to direct the flow of magical energy. In all cases, for all types of assistants, everyone
Magical tools can be enchanted to be of even more use in involved in the ritual must be willing and must know the
magical rituals. To enchant a magical tool a Nephilim purpose of the spell being performed. When performing
must expend some of its own Ka energy. For every point magic in groups every participant must expend the appro-
of Ka the Nephilim expends while enchanting a magical priate amount of Ch’awe for the spell to be successfully
tool, the magical tool gains 2 Ka-element points in the cast. When casting Ritual Magic all the participants must
Ka-element associated with the tool. expend two points of Ch’awe. When casting High Magic
A magical cup enchanted with 3 points of Ka would all participants must expend three points of Ch’awe. This
add 6 points of Water-Ka to any Water ritual in which total Ch’awe cost can be divided unevenly.
it was used. Enchanted tools may be used by any

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Designing the Ritual If the Ka roll is fumbled, the spell fails and the player
should add 1 to the caster’s Khaiba total. Any other par-
The first step is designing the ritual. All the Nephilim who ticipants in the ritual must make a successful Khaiba roll
are to participate in the ritual must work together to or add 1 point to their Khaiba totals as well.
design it. Designing a ritual requires both time and infor- If any Nephilim participating in the ritual sacrifices a
mation. Occult books, astrological charts, and books of point of permanent Ka during the ritual, (Nephilim rule-
myth are all frequently used during this process. book, p. 140) no Ka-element roll is needed and no
Designing a ritual requires making a successful Astrological Modifier is used, since the Ka-element roll
Technique roll (Ritual or High Magic, depending on the automatically succeeds. Remember, permanent Ka may
circle of the spell). If this roll succeeds, an appropriate rit- not be spent when casting Moon spells since doing so is
ual has been devised. If this roll fails, the Nephilim is the first step in the process of becoming a Selenim.
unable to design an appropriate ritual with the resources Regardless of how many individuals participate in the
at hand. The Nephilim involved in designing the ritual ritual, only the Nephilim who is the primary caster of the
must then either acquire more occult books and make a ritual needs to make a Ka-element roll.
successful Research roll, or discuss the ritual with anoth- Sorcerers often cast rituals that have been created pre-
er Sorcerer before a new roll can be made. viously. These rituals may be either spells the caster has
On a critical success on the design roll, the spell is used before, or spells from a grimoire. Sorcerers casting
designed exceptionally well (double some important para- previously created spells do not need to make a magical
meter such as the damage caused by the spell). Once Technique roll to design the spell. Casting previously
designed, such a ritual will have these parameters any designed spells requires performing only steps 2 and 3 of
time it is used. A critical success on this roll also allows the spellcasting process (making successful casting
the Nephilim to immediately make an experience roll in Technique and Ka-element rolls). Modifying an existing
the Technique being used, in addition to any normal expe- spell in a grimoire can give bonuses to the design
rience rolls. Technique roll, reduce the amount of time needed to
If the Technique roll is fumbled, the Nephilim design- design the spell, or both, at the gamemaster’s discretion.
ing the spell has unknowingly created a spell that will
have the opposite effect of the desired spell. For example, Casting First Circle Spells As Rituals
a fumble on the design of a spell to curse an enemy would
design a spell that would either bless the enemy or curse Any First Circle Spell may also be cast as a Second Circle
the caster. Another Sorcerer who reads the planned ritual Ritual. Casting a Casual Magic spell as a ritual increases
could tell that the spell was flawed if this Sorcerer makes its power and versatility in several ways. First of all, no
a successful Technique roll. Casual Magic spell can have a range longer than that of
the caster’s Ka-vision. However, if the caster possesses a
Performing the Ritual magical connection to the target, many Ritual Magic
spells have no range restrictions. Any Casual Magic spell
Once the ritual is ready, the spell may be cast. To suc- that is cast as a Ritual may be cast on a target anywhere
cessfully perform a ritual, the Nephilim involved must in the world if the caster possess a magical connection to
again make a successful Technique roll (Ritual or High the target.
Magic, depending on the circle of the spell). If this When cast at a target that is physically present within
Technique roll succeeds the ritual is performed correctly. the magic circle, the effects of the spell become even
If the Technique roll fails, the ritual fails and must be greater. Rituals performed for targets who are present
redone. However, the caster is aware the ritual has failed within the magic circle are more powerful than their First
and no Ch’awe or Ka points are spent. All magical con- Circle spell counterparts. In addition, when cast upon tar-
nections used in this spell may be reused as the caster gets who are present, spells with a duration of 10 minutes
realizes the ritual went wrong before any components are may have their duration extended to Day. Changes to spe-
used. cific spells will be detailed below. If no changes are given,
On a critical success, the spell is cast perfectly. No simply assume that if the spell is cast at a distant target, a
Ch’awe is needed to cast the spell. magical connection to the target must be used. Also, if the
If the technique roll is fumbled, then the caster does target is present at the ritual, the duration of the spell may
not realize that the ritual has failed. Ch’awe and Ka are be extended to Day. Finally, when casting magical rituals,
uselessly spent, and all magical connections involved in Nephilim can work together to achieve higher Ka-element
the ritual are considered used. totals than most Nephilim could achieve alone.
Informational spells such as those that act as adjuncts
Casting the Spell to Nephilim Ka-vision (spells like Perceive Aura and
Discern Magic) may not be extended in range, since they
If the Technique roll succeeds, everyone participating in are limited by the range of the caster’s Ka-vision. They
the ritual must spend points of Ch’awe and the primary may be extended in duration, but such spells will still only
caster must make an appropriate Ka-element x2 roll to function while the caster is using Ka-vision.
properly manipulate the magical energies that have been If a spell such as Perceive Aura is cast with a duration
gathered within the magic circle and project them to the of Day, the spell will automatically function any time dur-
target. If this roll succeeds, then the spell has been suc- ing that day when the caster uses her Ka-vision. No addi-
cessfully cast. Critical success when making the Ka roll tional rolls need be made, or additional Ch’awe spent. The
has no effect. effect of the spell in question becomes a natural part of the
If the Ka roll fails then the spell fails and the Ch’awe caster’s Ka-vision for that day.
is wasted.

SPELL ELEMENT / S UM M AR Y R ANGE / DUR ATI ON

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N AM E THERESHOLD AR E A

Description: With this spell a sword of flame appears in


the hand or the casler. A successful Sword attack roll
causes the flaming sword to pierce the liIrget's body,
causing the area hit to boil and explode for 2 points of
Sword of magical damage. This effect works even on supernatural
Sun Tzu Fire / 1 and summoned creatures. -/- 10 minutes

Description: gives a very powerful voice 10 the caster,


who can paralyze all its opponents with one shout.
Anyone within 20 meters who hears the shout is paralyzed by Caster / 20 m
Ka-Shout Fire / 2 terror for 2 rounds, unless they can succeed in a Ka roll. radius Instant

Description: makes a shimmering coat of magical fire


appear and envelop the target, the sole effect of which is
to provide 2 armor points. The liIrget is not injured, and
its clothing does not ignite. When the spell ends, the
flames go out, leaving the liIrget's clothing singed and
smelling of smoke. flammable materials coming in con· Touch /
Shoal of Fire Fire / 2 tad with the shoal may ignite. Target 10 minutes

Description: Instantly sets any object on fire, even supposedly


fire-proof ones. In regularly flammable objects,
the fire starts small, but quickly spreads; before long the
object is consumed, burnt up in a few minutes if the fire
is not extinguished. Non-flammable objects will burn for
the duration of the spell, and then go out. The fire can
spread to flammable objects, which will continue burning 10 m / 1 m
Pyromancy Fire / 3 in a normal manner. radius 1 minute

Description: transforms the target into a human torch.


The damage inflicted by the target's limbs is increased by
2, for the duration of the spell. The target's clothing
catches on fire, as does any flammable object Ihe target Touch /
Pyretic Body Fire / 4 touches, although the target is not injured by the fire. Target 10 minutes

Common Components: A doll representing the target


that is cut, tom, or otherwise harmed during the ritual. A
photograph or painting of the target that is tom or burned.
Description: This spell allows the caster to place a curse
upon a single target. The caster must possess a magical
connection to this target. This curse can take one of two
forms. Either the target will have a negative modifier
equal to the Fire Ka-element modifier for the spell -1 to
all rolls made in that day, or the target will fumble one
important roll made that day. The choice of the particular
type of curse is made by the caster. In the second case, the
caster has no control over the type of roll that is fumbled.
In either case, a successful use of the Mighty Blast of
Hekenu can cancel all effects from this spell. This type of
Imprecation curse is rarely lethal, but can be quite troublesome and Connection /
of Harshef Fire / 1 may occasionally have extreme consequences. One target Day

Common Components: A small doll and a toy weapon


that is placed in the doll’s hand, a picture of a powerful
mythic hero or warrior.
Description: If cast via magical connection, this spell
adds the Fire Ka-element modifier for the spell +1 to a
single combat skill for the duration of the spell and lasts
for 10 minutes. If this spell is cast upon a target present
when the ritual is cast, the spell has a duration of Day and
adds the caster’s Fire Ka-element modifier +2 to the Connetction
Greater Arm skill. A single person can have no more than one or Present / 10 minutes or
of Sekhmet Fire / 1 increased combat skill at a time. One target Day

Common Components: Hash-paper, fireworks, a candle,


Awakening or some other small fire or light that is lit, representing the
of the inner awakened Solar-Ka. Present / One
Fire Fire / 1 Description: This spell allows the caster to awaken the target Permanent

298
Solar-Ka of any unresisting human. This awakening is
immediate and permanent. The target of the spell must be
willingly present at the ritual, but they need not know the
exact purpose of the ritual. This awakening is usually felt
to be a powerful, even deeply spiritual experience by the
target. The target must roll Solar-Ka (Willpower) to be
successfully awakened. If this roll is fumbled, the target goes
permanently insane from the stress of the unsuccessful and
premature awakening. Each casting of this spell costs the
caster 1 point of permanent Ka.

Common Components: A doll representing the target. A


long-burning candle or lamp that is lit for the duration of
the inspiration, a kaleidoscope or prism the target looks
through (representing the inspiration the target is receiv-
ing), a picture of a famous artist.
Description: This spell fills the target with inspiration
and creativity. If cast on a target who is present at the rit-
ual, the spell allows the target to have exceptional success
with the next performance, speech, or other artistic
endeavor the target attempts. This spell adds the caster’s
Fire Ka-element modifier +3 to the target’s relevant
artistic or performance skill. If this spell is cast on a tar-
get not present at the ritual, the caster must possess a mag-
ical connection to the target. In this case, the target will
only receive the bonus to creativity during the time the rit-
ual is being performed. If the caster wished to grant this
bonus to a dancer, the ritual would have to be performed
while the dancer was actually performing. However,
experienced creative artists will feel a strong urge to use
their talents when this ritual is performed for them,
regardless of whether they are actually present at the ritu-
al. In either case, a single individual cannot benefit from
this ritual more often than once a week. The target is very Connetction
Flames of drained and tired once the performance or artistic endeav- or Present /
Inspiration Fire / 1 or is completed. One target Special

Common Components: A thin chain or cord that repre-


sents the spell to be dispelled, which is broken by the cast-
er during the ritual. A doll representing the target with a
needle through it representing the spell. The needle is
removed during the ritual.
Description: This spell is used to dispel or destroy a spell
that has been cast upon the target. When the ritual is per-
formed, the caster must roll the Ka-total for the Blast of
Hekenu against the Ka-total for the spell to be destroyed
Mighty Blast on the resistance table. Only one spell at a time can be dis- Present / One
of Hekenu Fire / 1 pelled in this fashion. target Instant

Common Components: Cutting or harming an image of


the target.
Description: This spell causes direct, physical harm to
the target. Slowly, over the course of the next few hours,
the target will develop some internal injury or illness.
This medical problem will have no external or visible
symptoms except for a sharp, unexplained pain. If exam-
ined by a doctor, the problem will turn out to be some
medically reasonable condition, such as appendicitis, a
mild heart attack, an ulcer, a mysteriously pulled muscle,
or some other normal medical condition that makes sense
given the age and health of the target, and the level of
damage done to the target. This spell does 2 of the caster’s
Fire Ka-element modifier to the target. This spell ignores all
non-magical armor and protections. All magical protections
Invisible function normally when blocking the damage caused by this
Teeth of spell. This spell can only be cast once per day on any given Connection /
Seker Fire / 1 target. One target Instant

Description: makes coat of dense air envelop the target,


the sole effect of which is to provide 2 armor points. The
target must be within a large quantity of air for this to
work; ie: it won't work underwater. At the end of the Touch /
Shoal of Air Air / 2 spell, the coat of air dissipates, leaving the target disheveled Target 10 minutes

299
and wind-blown.

Description: allows the Nephilim to visualize the knowledge


of a living being. It does not give understanding of
that vision, or allow Ihe caster to learn the knowledge
itself, but only reveals visual clues of the knowledge, and
what approximate depth of learning the target has. The
person on whom the spell ;s cast must be in line of sight,
Scry of the within 10 meters of the caster. The target also has the
Wise Air / 2 usual chance to resist the spell with one of its Air-Ka. 10 m / Target instantaneous

Description: the caster can understand any language it


reads. It cannot speak, listen with comprehension, or
Hermetic write the language. Note that this spell includes even Touch /
Satori Air / 3 previously undeciphered inscriptions. Target 30 minutes

Description: A spear of translucent vapor appears in the


hand of the caster. A successful Spear attack roll pierces
the target for 2 points of magical damage, and can
affect supernatural or summoned creatures. The Spear of
Spear of the the Valkyrie whistles as the wielder uses it, like wind
Valkyrie Air / 3 through the trees in a growing storm. -/- 10 minutes

Description: allows a NephiJim and its Simulacrum to fly


as the caster wishes. The maximum speed is about that of
a pigeon (30 km per hour). The caster cannot carry anyone
Winds of or anything more than a few pounds of clothes and Touch /
Lifting Air / 3 other very light possessions. Caster only 10 minutes

Description: allows any consenting living being (with


only a few pounds of clothes and other very light possessions)
Companion to fly alongside the caster, who flies by casting the
Winds Air / 4 Fly spell (above) on itself. The caster controls the flight. 10 m / Target 10 minutes

Common Components: A two-way radio or toy tele-


phone. These represent communication, and the subjects
must all speak into it or touch it. A word or image sym-
bolizing communication (such as the word “speech,” or a
image of an open mouth) that is drawn upon the forehead
or throat of each target. Charm bracelets with mouths,
telephones, or similar charms that are given to or put on
each participant.
Description: This spell allows all who are present within
the circle to communicate fully regardless of physical or
linguistic bamers. This spell even allows communication
with animals, and Nephilim still housed in their Stasis
objects. This communication takes place in Enochian, and
is impossible to record or even to perceive by observers
outside the circle. When communicating with animals, the
animals may communicate fully, but gain no more intelli-
gence or reasoning ability than they naturally possesses.
Often this spell is used in conjunction with the Casual
Magic spell Winds of Reason when attempting to com-
municate with animals. Beings under the influence of this
spell may lie, but the nature of the communication makes
it clear that they are doing so. This spell does not compel
anyone to speak or to speak the truth, nor does it reveal
what the truth is when a lie is spoken. However, uninten-
The Speech tional misunderstandings are impossible when using this Present /
of Reason Air / 1 spell. Circle Ritual

Common Components: A map, compass, pendulum, or


dowsing rod (which can be used instead of a finger to
point towards the target).
Description: This spell allows the caster to locate any one
target, as long as the caster possesses a magical connec-
tion to this target. To cast the spell, the primary caster
must hold or touch the magical connection and run a fin-
ger or other pointer over a map. The caster’s finger will
stop at the location of the map that corresponds to the
Tabula Est location of the target. If the target is at a location that is Connection /
Terra Air / 1 not on the map, the caster will receive no information. One Target Ritual

300
The target can only be located to within the width of a fin-
ger on the map. Multiple maps may be used in a single rit-
ual. A different version of this spell allows the caster to
locate inanimate objects as long as the caster is either the
rightful owner of the object, or possesses a magical con-
nection to the object (generally a piece of the object).
Nephilim often use this spell to locate their Stasis object.

Common Components: A silk cord or thin chain that is


tied from the caster to the magical connection, represent-
ing the bond. A dowsing rod, pendulum, or compass (to
which the magical connection is affixed).
Description: This spell forms a connection between the
target and the primary caster. For the duration of the spell,
whenever the caster concentrates, they know the direction
and rough distance of the target (near, far, very far) . It is
very difficult to triangulate this location on a map.
However, the caster can unfailingly follow the target. If
the target of the spell is also a Nephilim, or is a human
Ineffable with an awakened Solar-Ka, the target will see a glowing
Gossamer line that links them with the caster if they use Ka-vision Connection /
Cord Air / 1 and succeed in a Ka -2 roll. One Target Day

Common Components: A picture of a famous scholar or


scientist, a computer, an old, ornate book (or anything else
representing knowledge) dealing with the skill to be
enhanced. The subject (or a doll representing the target)
must touch the representation of knowledge.
Description: If cast via magical connection this spell
adds the Air Ka-element modifier for the spell +1 to a
single Lore, Science, Language or Communication skill
for the duration of the spell and lasts for 10 minutes. If
this spell is cast upon a target present when the ritual is
cast the spell has a duration of Day and adds the caster’s
Air Ka-element modifier +2 to the skill. A single person
can have no more than one increased mental skill at a Connetction
Great Mind time. As with the Casual Magic version, this spell only or Present / 10 minutes or
of Seshet Air / 1 works on skills the target has at least 1 skill in. One target Day

Common Components: A mirror, crystal, smoke, or


bowl of water, in which the image forms. An object
(whether an artifact or a newspaper) made at the time that
the caster wishes to observe.
Description: This spell allows everyone within the magic
circle to see and hear events that occurred in the past at
the same location. When the spell is cast the caster must
state what time the participants are hoping to view. This
statement need not involve exact dates, but it must be pre-
cise. “Exactly three hours ago,” “when the murder of
Dagobert 111 was committed,” or “when this ruin was last
inhabited” are all equally valid criteria. These visions
include sight, sound, and smell, but no other senses. These
visions encompass both the area within the magic circle
and the area surrounding it. However, they are only per-
ceptible to those within the magic circle. The sights and
sounds produced using this spell progress at the same rate
as when the events actually occurred. A 30 minute ritual
will allow the participants to observe 30 minutes worth of
history. As with all other magical perceptions, these per-
ceptions directly affect the senses and psyches of the par-
Visions of ticipants and may not be sensed or recorded with instru- Present /
the Past Air / 1 ments. Circle Ritual

Description: makes a coat of solid matter envelop the


target, the sole effect of which is to provide 2 armor
points. The coat is formed out of whatever is near the
target. In a park, the target is covered in a coat of grassy
soil. In a parking lot, the COilt would be made of crumbled
blacktop. In a office building, the coat of Earth
would be composed of whatever solid matter is nearby~
perhaps floor tiles, loose paperwork and wallboard.
Shoal of When the spell ends, the coat of earth falls away, leaving Touch /
Earth Earth / 1 the target lightly soiled. Target 10 minutes

301
Description: This spell causes the caster's hand to temporarily
transform into a solid bludgeon of stone. A successful
Fist attack roll drills into the opponent for 2 points
of magical damage, even affecting supernatural or summoned
Drill of Pluto Earth / 1 creatures. -/- 10 minutes

Description: allows the target to communicate is a simple


way with a vertebrate animal (i.e. not insects). The animal
is able to retell what it experienced with its own senses.
Most animals have poor memories; the event the animal
tells of must have occurred within the last 24 hours, unless
it was traumatic or otherwise memorable. The cffect
Voice of the of this spell lasts for one "conversation," to a maximum of Touch /
Earth Earth / 2 ten minutes. Target 10 minutes

Description: cures all mental afflictions of the person


touched. The effect is instantaneous and lasts until something
new occurs to unhinge the person, or some other
Grounding suppressed affliction surfaces. This effect specifically includes Touch /
the Fool Earth / 3 even biologically induced mental illnesses. Target permanent

Description: causes any human being to feel supremely


intense physical and mental pleasure surpassing description.
The exact nature of the pleasure is the choice of the
caster. Unscrupulous magicians may use this spell to foster
an addiction towards themselves, by regularly supplying
Caress of a person with pleasurable sensations until that person Touch /
Lilith Earth / 3 develops a dependency on them. Target 10 minutes

Description: allows the target to move through the earth


at a maximum speed of 10 km per hour. Upon casting,
the target can sink into the ground and wade through the
earth as though it wcre pudding. Somewhat denser solids
can be moved through as well, but at a very slow pace.
Extremely dense solids, like steel or stone, may take up to
ten minutes to fully pass through a 1 meter thickness.
Woe be to the magician who is still within when the spell
wears off.
Within solid malter, the target is blind unless it uses
The Mole Ka-vision to see around itself. Upon emergence from the Touch /
Bore Earth / 4 earth, the target is caked in mud and grime. Target 10 minutes

Common Components: Bandages that are applied to the


target or to a doll representing the target. Taking a
deformed or damaged doll of the target and making it
whole.
Description: This spell infuses healing energy into the
target. When cast via a magical connection to the target
this spell doubles the effectiveness of the next successful
First Aid or other medical roll performed on a given
wound. In addition, all long-term healing rolls for this
wound or injury are also doubled. A character treated in
this way will heal x2 week without medical treatment,
and x4 week in a hospital. This spell works on all living
things. If this spell is performed on a target who is physi-
cally present at the ritual, all first aid and long-term heal-
ing rolls are tripled for a given wound or injury (First Aid
does 3, long-term healing heals x3 week or x6 week
with hospitalization. In addition, if the target is present
this spell may be used to cure all but the most serious ill-
nesses. Diseases such as AIDS and terminal cancer are
Greater beyond the reach of this spell. This spell will also cure all Connetction
Touch of forms of madness, whether physically, emotionally, or or Present /
Khensu Earth / 1 magically caused. One target Instant

Common Components: A picture of the desired object or


the type of object desired. Coins, bills, or a check filled
out to the target.
Description: This spell is used to aid in the acquisition of
some specific item. Nephilim often use this spell to obtain
Obsecration cars, houses, or money for next month’s rent. Spells for Present / One
of Renenet Earth / 1 acquiring different types of items are treated as different target Month

302
spells, and much be researched separately. In game terms,
this spell can be considered to boost the target’s
Opportunity Roll by the spell’s Ka-element modifier +1
when rolling to acquire the desired item. If cast success-
fully, sometime within the month the target will either
find the desired item at a significantly reduced price, or
will acquire funds that will aid in its acquisition.

Common Components: Salt sprinkled on a photograph


of the place being protected; five small stones (each paint-
ed one of the elemental colors) that are placed around the
perimeter of the dwelling.
Description: This spell provides protection against all
magic to the target and to anyone who is within the target.
If the target is a house or an apartment, then anyone with-
in the house or apartment would also be protected against
magic. This protection is treated as magic resistance equal
in power to that possessed by an Earth Nephilim with a
Ka score equal to the Ka-total of the spell. If the inhabi-
tants of the house also have magic resistance, anyone cast-
ing magic against these individuals must succeed in over-
coming both the magic resistance of the house and the
magic resistance of the target. This spell only protects
individuals while they are within the dwelling. Also, it
only protects against magic cast from outside the
Enfolding dwelling. As stated above, the dwelling must be currently Connection /
Arms of Bes Earth / 1 inhabited by one of the participants of the ritual. One Place Month

Common Components: A photograph or painting of the


area being blessed; a bit of earth from the land, which is
watered and fertilized during the ritual.
Description: This spell restores health and life to an area.
It can make land more fertile, and all of the inhabitants
more healthy. The effects of this spell are subtle. Farm-
land that has this spell cast upon it will be notably more
fertile and productive than land that has not been blessed,
but it will not bloom in the winter. The same is true for
wild land. Today many Earth Nephilim cast this spell
upon damaged or polluted land to aid it in recovering
from the damage more rapidly.
Some of the effects of the spell begin to fade after a
year, so it is traditional to cast this spell yearly. However,
if this spell is used to help the land recover from damage,
the restored fertility is permanent. This spell affects the
entire local area surrounding the ritual. This area is
bounded by natural boundaries. If the spell is cast in a for-
est, the spell affects the entire forest, but nothing outside
of this forest. If it is cast in a field or meadow it affects the
Beneficence entire field or meadow. The spell does not generally affect Connection /
of Neperit Earth / 1 less than one square mile or more than 100 square miles. One Area Year

Common Components: A crystal that is placed within or


on the object being protected, sprinkling salt on a photo-
graph of the target, a loop of papyrus placed around a
photograph or model of the target.
Description: This spell protects a selected object or area
from unwanted intrusion or disturbance. The caster can
ward any single dwelling or possession from intrusion or
disturbance. Any person or creature that does not have a
pressing reason to immediately enter the warded area or
touch the warded object will unconsciously avoid it. This
spell wards areas against accidental or random intrusion
or disturbance. Car thieves will choose a different car, no
one will enter a warded apartment by mistake, etc.
However, individuals who feel a pressing reason to enter
or disturb a warded dwelling or object will do so. As was
stated above, the dwelling or object must be owned or
Greater Sa inhabited by one of the participants of the ritual. A
Ward of dwelling or object cannot be warded against its rightful Connection /
Tauret Earth / 1 inhabitant or owner. One Place Day

Greater Common Components: A book relating to the appropri- Connetction 10 minutes or


Sinews of Earth / 1 ate skill, a picture of a famous practitioner of the skill, any or Present / Day

303
Tatunen tool symbolic of the skill. One target
Description: If cast via magical connection this spell
adds the Earth Ka-element modifier for the spell +1 to a
single physical skill (skills such as Dodge, Drive, or Hide)
for the duration of the spell and lasts for 10 minutes. If
this spell is cast upon a target present when the ritual is
cast the spell has a duration of Day and adds the caster’s
Earth Ka-element modifier +2 to the skill. This spell
cannot be used to enhance combat skills. The target must
have at least 1 in a skill for this spell to enhance it. A
single person can have no more than one increased phys-
ical skill at a time.

Description: makes a watery coat envelop the target,


providing
6 armor points. The target must be near some
Shoal of source of water to cast this spell. When the spell ends, Touch /
Water Water / 1 the water runs off the target, leaving her drenched. Target 10 minutes

Description: creates a spring from which Oows pure and


clear water. The flow is determined at casting. and can be
up to 2 liter per minute. This spell draws up water from
Spring of tile underground aquifers, so it must be cast in contact Touch / 10
Lameth Water / 2 with the ground. cm² 1 hour

Description: Adds +2 to the target's Hide skill, for 10 Touch /


Hidden Flow Water / 3 minutes. Target 10 minutes

Description: allows the target to take the physical appearance


of any existing human being known by the
casler. II must be someone the casler has met in person,
and will only duplicate physical characteristics of which
the caster is aware. The target's voice, mannerisms, and
Chameleon size or statistics do not change, and neither does the Touch /
Skin Water / 3 target gain the duplicate's skills or special abilities. Target 10 minutes

Description: This spell causes the caster to be armed with


a magical axe of solid water (not ice). A successful axe
attack roll splits the target for 2 points of magical damage.
This damage can affcct supernatural or summoned
Slashing of creatures. The axe splashes as the wielder fights with it,
the Shark Water / 4 leaving water on whatever it strikes. -/- 10 minutes

Description: this spell must be cast on an overcast day. If


the clouds already exist. it starts a sudden shooNer in an
area 1 kilometer square. The duration is a minimum one
hour, but can be longer if the cloud cover remains. If the
winds are strong, the area of rain may move, at the
Water gamemaster's 1 hour
Deluge Water / 4 discretion. 10 km / 1 km² minimum

Common Components: Masks that all of the participants


put on. Filling the ritual space with smoke (to hide the
participants). A toy police car that has its windows paint-
ed black during the ritual.
Description: This spell allows the participants to avoid
the attentions of the police. In game terms, this ritual may
be used to alter the Crime Severity Potential (Nephilim
rulebook, p. 103) of any crime that any participant in the
ritual helped commit. This Potential can be decreased by
the Ka-element modifier for the total Water-Ka used in the
ritual. In effect, this ritual distracts the police from the
details of the investigation, and makes the crime seem less
important than other pressing cases.
A variant spell, Let Slip the Lionesses of Tefnut, with
a Range of Connection, will attract the police’s attention
to one target and increase the Crime Severity Potential by
the Ka-element modifier for the total Water-Ka used in the
ritual. With either spell, incontrovertible evidence, a
Divert the repeated crime with the same M.O., etc., will return the
Lionesses of police to their normal state and return the Crime Severity Present /
Tefnut Water / 1 Potential to its previous level. Circle Instant

304
Common Components: A cord that is used to bind the
two targets together for the duration of the ritual, sharing
blood; two dolls that are tied together, one held by each
participant; oil that is used to anoint the eyelids and ears
of each participant.
Description: This spell links the senses of one Nephilim
or human with awakened Solar-Ka with those of one
unawakened human or animal. For the duration of the
spell, either of the two linked parties may experience
some or all of the sense of the other whenever desired.
The two linked individuals may see out of each other’s
eyes, hear through each other’s ears, etc. at will. This spell
relies on the polarity between awakened and unawakened
minds. One party in the linkage must be either a Nephilim
or a human with an awakened Solar-Ka while the other
must be an unawakened human or animal. Both parties
Bond of the must be present within the magic circle when the ritual is Present / Two
Senses Water / 1 performed. Targets Day

Common Components: A magnifying glass, telescope,


ear trumpet, etc.; a statuette of an animal with keen sens-
es (a bloodhound, hawk, etc.).
Description: If cast via magical connection this spell
adds the Water Ka-element modifier for the spell +1 to
a single physical perception skill (such as Listen, Scan, or
Scrutinize) for 10 minutes. This spell cannot be used to
enhance combat skills. If this spell is cast upon a target
present when the ritual is cast the spell has a duration of
Day and adds the caster’s Water Ka-element modifier
+2 to the skill. The target must have at least 1 in a Connetction
Greater Eyes skill for this spell to enhance it. A single target can have or Present / 10 minutes or
of Aker Water / 1 no more than one increased perception skill at a time. One target Day

Common Components: Doll representing the target;


inserting (or removing) a miniature arrow from the doll’s
heart; perfume, candy, or a Valentine’s Day card (or dead
roses, spoiled candy, etc.).
Description: This is a spell for increasing or decreasing
love between a target and the caster. The caster can affect
the feelings of the targets, so that the targets love the cast-
er either more or less (depending on the wishes of the
caster) for the duration of the spell. While it can be used
as a traditional love spell, a reversed ritual also allows the
caster to temporarily turn affection into indifference.
Deep emotions are fairly stable: deep love cannot be
turned into hate or total indifference, and hate or indiffer-
ence cannot be transformed into deep love. However, this
spell can be used to increase or reduce existing feelings,
as well as causing the target to become temporarily pas-
sionately infatuated with the target. The changes pro-
duced by this spell are usually quite subtle, and much of
its effectiveness will depend how the caster acts toward
the target.
This spell can be used to manipulate all forms of
affection, so it can also be used to temporarily increase or
decrease friendship or admiration Regardless of the
specifics of the spell, the target will act as they normally
would under the effect of the designated emotion. This
spell will not transform hard-bitten cynics into gushing
romantics. In any case, in the absence of other events, the
effects of this spell will vanish at the end of a month. This
Tiea of the spell does not affect the feelings of the caster toward the Connetction /
Heart Water / 1 target. One target Month

Common Components: A bowl of water or ink (or alter-


natively, a mirror or crystal ball).
Description: This spell allows the caster to view the
actions of a pre-designated target. The caster must possess
a magical connection to this target. To cast this spell the
caster must also have a bowl of water or some water-
based liquid like ink. When the spell is cast the image of
the desired individual appears in the bowl. Everyone with-
Pool of in the magic circle may both see and hear the chosen tar- Connetction /
Scrying Water / 1 get for the duration of the ritual. One target Ritual

305
Common Components: A doll that either has a blindfold
put on (or removed) to cause (or remove) skepticism,
paint or oil to anoint the eyes of the doll, a covered box to
put the doll in (remove it from).
Description: This spell may be used to make a single
individual more or less skeptical about the existence and
reality of magic and the occult. This spell decreases
(increases) the Occult Curiosity Potential (Nephilim rule-
book, p. 106) of a single individual by an amount equal to
the Ka-element modifier for the total Water-Ka used in the
ritual. This spell may only be used on ordinary, unawak-
ened humans. This spell will not work on Nephilim, or on
humans who have awakened their Solar-Ka. Awakened
beings are already certain of the reality of the occult.
Once the duration of the spell has expired, the indi-
vidual will return to their previous level of skepticism
unless they have encountered evidence in the past month
that significantly reinforces their altered Potential. If the
spell is cast on a researcher to make them less skeptical,
Water the and this researcher uncovers some evidence that suggests
Seeds of that real magic may actually exist, this researcher is like-
Doubt or ly to continue to remain less skeptical about the reality of Connetction /
Curiosity Water / 1 the occult. One target Month

Description: makes a Moon coat (a kind of luminous,


Shoal of the cotton-like fog) appear, enveloping the target, the sole Touch /
Moon Moon / 2 effect of which is to give 2 armor points. Target 10 minutes

Description: allO'Ns the caster to scare one person. The


face of the casler changes inlo a hOfrible nightmare vision
from the target's dreams, frightening Ihe target and making
her flee. A Nephilim can resist this spell in the usual
manner. A Nephilim overcome by this spell, Of any human,
must flee for at least a minute, and then may roll its
Visage of dominant-Ka (Solar-Ka for humans) each minute 1 minute
Terror Moon / 2 thereafter to recover. 10 m / Target minimum

Description: allows the target to partially escape the effects


of the gravity. Its weight is divided by six (as on the
moon). This allows the target to jump three times the
normal distance vertically or horizontally, as well as re.duces
Evasion of falling damage by two thirds, but also negates any
the Earth’s damage bonus the target may have, since the target no Touch /
Seduction Moon / 3 longer has the mass to back up the blow. Target 10 minutes

Description: reflecls any incoming spell to its own casler,


who must undergo its effects. To see if the spell reflects,
compare the attacking magician's Ka-element for the
incoming
magic (active) to the Moon-Ka of Ihe defending
magkian (passive) on the resistance table. Apply the
appropriate
daily Astrological modifier to the attacking Kaelement
and defender's f\.1oOn-Ka before rolling. If the
resistance roll fails, then the spell affects the attacker instead.
If the roll succeeds, the spell takes effect normally.
If the spell reflected, the attacker can choose to resist
its effects as normal by opposing the alla<:ker's Ka·ele.ment
used in the spell + Astrological modirler against the
attackers same Ka-element without an Astrological modifief.
Success means the spell affects the caster.
This spell reflects magic intended to cause damage
(such as the Sword spells, which will injure the wielder
Mirror of instead) as well as other magic. This spell cannot selectively Touch /
Thoth Moon / 3 allow magic through; all spells are reflected equally. Target 10 minutes

Description: When cast, the spell causes a glowing ball


of luminous moon light to appear in the caster's hand.
With a successful Throw attack roll means the attacker
thrO'NS the Orb near enough to the target to affect it. Roll
on the table below to determine what the orb does. The
Blinding Orb Orb affects even supernatural or summoned creatures.
of Artemis Moon / 4 -/- 10 minutes

306
Orb Effect

Id5 result
1 damage 1
2 damage 2
3 Target is blinded for Id5 combat turns. Reduce all
combat skills by half for Id5 rounds.
4 Target is stunned. Reduce all actions and movement by
halffot Id5 rounds.
5 Target is confused. Reduce all non combat skills by half
for ld5 rounds.

Description: allows the caster to convince the target that


the caster is a true and genuine friend. This spell continues
until the caster does something obviously opposed to
the target's idea of friendship. A target who has reason to
Deception of know the caster is a personal enemy may make a nonnal
the Moon’s resistance roll of its INT versus the Moon-Ka of the caster Touch /
Cold Light Moon / 4 to initially resist the effects of the spell. Target permanent

Common Components: A mirror within which to see the


caster’s reflection, a photograph of the caster (which
might be pasted upon the back of the mirror), a photo-
graph of the target.
Description: This spell allows the caster to loose their
own reflection in order to observe some distant person or
location. To use this spell, the caster must possess both a
mirror and a magical connection to the person or place
where the reflection will be sent. Once the spell is cast,
the caster’s reflection can appear in any mirror that is
within sight of the target. The reflection is able to see and
hear everything that is occurring within sight of this mir-
ror. This reflection can only observe the target from a mir-
ror or other highly reflective object (pools of water, gun
barrels, computer screens). If the target is not within sight
of any mirrors, the reflection simply waits until the target
is next near a mirror. The reflection will automatically
know whenever the target is visible from a mirror.
This spell has no set duration. The reflection can
observe the target for as long as desired. However, the
caster lacks a reflection for the duration of this spell.
When the caster wishes the spell to end, the ritual must be
cast again and the reflection must be called back to the
caster. When the reflection returns, the caster must ver-
bally question it to discover what it has learned. This
questioning must be done during the second ritual. When
the ritual to call the reflection back ends, the reflection is
once again fully integrated with the caster. It is also pos-
sible to use this spell to send a message to the target.
There is one danger to this ritual. If the target observes
the reflection, it may be captured. Free reflections are
stealthy and quick and are usually quite difficult to
observe. To see if the target observes the reflection, the
GM should make a Scan roll for the target each time the
reflection shows up. On a critical success the reflection is
seen. The target may then trap the free reflection by sim-
ply setting up a magic circle, uncovering a mirror within
it, and closing the circle the moment the reflection
appears (roll the target’s Ritual Magic skill vs. the caster’s
Scan to see if the reflection observes the circle before it is
closed). The reflection may be kept as long as desired.
Not only does the target no longer have a reflection, but
this reflection provides a magical connection to the target
The Mirrors (+lo%) that can be used an unlimited number of times.
Wandering Sending your reflection to spy on a powerful Sorcerer can Connetction /
Reflection Moon / 1 be extremely dangerous One target Ritual

Common Components: A story describing or telling the


dream that is read during the ritual, a diorama or picture
representing the dream; horn and ivory representing the
classical Gates of Dream.
Description: This spell allows the caster to create a
Dream dream and send it to the target. If the target is sleeping, the Connetction /
Sending Moon / 1 spell takes effect immediately. If the target is awake, the One target Ritual

307
spell takes effect the next time the target falls asleep. Only
a single dream can be sent with any casting of this spell,
and the dream cannot last any longer than the ritual used
to send it. Any sort of dream may be sent to the target. All
such dreams will be extremely vivid and will be remem-
bered when the target wakes. The exact effects of the spell
will depend both on the dream and the target.
Terrifying or disturbing dreams may be treated as
omens or portents by superstitious targets. Less mystical-
ly inclined targets may regard such dreams as merely
symptoms of stress or as reasons to seek counseling. All
dreams sent by this spell are merely dreams; they cannot
physically harm or kill the target, nor can a single dream
induce madness or mental breakdown.

Common Components: The appropriate costume for the


type of person to be impersonated, any props associated
with this type of person. A picture or mask of a famous
person of this type.
Description: This spell allows the target or targets to
change how they are perceived. This spell does not
change the physical appearance of the targets in any way.
Instead, it makes all of the targets seem like a specific sort
of person. If the spell was used to disguise the targets as
military officers they would likely be saluted if they
walked onto a military base, even if they were out of uni-
form. The targets of the spell are perceived as having all
of the correct movements and other non-verbal cues
appropriate to the assumed roll. However, this spell does
not provide any actual knowledge to the targets, nor does
it exert any compulsion over those who see the targets.
If the targets of this spell were disguised as military
officers, they could expect respect and deference on a mil-
itary base. However, they would not be allowed into
restricted areas without the proper clearance. Similarly,
targets disguised as doctors would be treated as doctors,
but would not have any more medical knowledge than
Silver Mask they did previously. Props, such as the appropriate cloth-
of Khenti- ing and tools, are often useful both when casting this Present /
Kheti Moon / 1 spell, and while it is being used. Circle Day

Common Components: Rings that are put on (to


increase the emotional bonds) or taken off (to decrease the
emotional bonds) of a doll representing the target. Cords
that are tied to or taken off of the doll, photographs of the
target’s friends and family and a photograph of the target
(these are taped together to increase emotional bonds), or
a photograph of the target with friends and family, where
the target’s image is cut out of the photograph (to decrease
emotional bonds).
Description: This spell allows the caster to temporarily
increase or decrease the emotional bonds between the tar-
get of the ritual and the target’s friends and family. Targets
of this spell will suddenly seem more or less important to
the people close to them. This spell alters the target’s
Relationship Potential (Nephilim rulebook, p. 105) by an
amount equal to the Ka-element modifier of the total
Moon Ka used in the ritual.
Once the duration of the spell is over the target’s
Relationship Potential will return to its previous level,
Alter the unless actions by the target have changed this Potential.
Bonds of This spell only affects the emotions and reactions of those Connetction /
Emotion Moon / 1 close to the target, not those of the target. One target Month

Common Components: Removing a mask from a doll


representing the target, shining a bright light on a photo-
graph of the target. Washing dirt off of a photograph of, or
a doll representing, the target.
Description: This spell makes the character of the target
manifest for all to see. For a Nephilim, this means that
everyone, awakened or not, can clearly see their
Metamorphosis. If cast on a normal human this spell will
Piercing Eye reveal the hidden truths about their character in subtle but Connetction /
of Anhuret Moon / 1 clearly visible ways. A smooth-talking con-artist might One target Month

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suddenly seem manipulative and untrustworthy, while a
mild-mannered serial killer might appear to be evil and
menacing

List of High Magic Spells


Magic, List, Hex, High Magic

Air
Warrior Animation (Threshold: 4)
Winged Donation (Threshold: 4)
Listening to the winds (Threshold: 3)
Aerial Elevation (Threshold: 4)
Elementary extension (Threshold: 5)
Elemental Glaive (Threshold: 1)
Spiritual Engraving (Threshold: 3)
Inspiration impromptu (Threshold: 1)
Universal Language (Threshold: 2)
Reading knowledge (Threshold: 2)
Elementary coat (Threshold: 1)
Misty Metamorphosis (Threshold: 5)
Calligraphic Truth (Threshold: 2)

Water
Advice (Threshold: 4)
Ice water (Threshold: 2)
Dance of the Rain (Threshold: 3)
Elementary extension (Threshold: 5)
Elemental Glaive (Threshold: 1)
Initial Intrusion (Threshold: 4)
The cold torpor of calm waters (Threshold: 2)
Release of hail (Threshold: 3)
Elementary coat (Threshold: 1)
Invisible presence (Threshold: 2)
Aquatic purification (Threshold: 1)
Gushing Source (Threshold: 1)

Fire
Sovereign Anticipation (threshold: 4)
Burning desert fever (Threshold: 4)
Spontaneous combustion (Threshold: 3)
Flame envelope (Threshold: 4)
Elementary extension (Threshold: 5)
Furnace of temerity (Threshold: 3)
Elemental Glaive (Threshold: 1)
Warrior Invulnerability (Threshold: 4)
Tongue fork (Threshold: 1)
The Promethean Fire (Threshold: 4)
Elementary coat (Threshold: 1)
Eye inquisitor (Threshold: 1)
Passion Ardente (Threshold: 2)
Seal of the condemned man (Threshold: 5)
Loyal verdict (Threshold: 3)
Vocal volcano (Threshold: 2)

Moon
Memory Booster (Threshold: 4)
Spell of Persecution (Threshold: 5)
Love Slave (Threshold: 3)
Elementary extension (Threshold: 5)
Fascinating terror (Threshold: 1)
Elemental Glaive (Threshold: 1)
Glâm Dicinn (Threshold: 5)
Elementary coat (Threshold: 1)
Reverberant mirror (Threshold: 2)
Negative gravity (Threshold: 2)
Chameleon skin (Threshold: 4)
Pentacle purity (Threshold: 4)
Facial sculpture (Threshold: 5)
Silus temporis (Threshold: 5)
Infamous Deception (Threshold: 2)

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Earth
Dance of the stones (Threshold: 5)
Chronic displacement (Threshold: 4)
Animal Domination (Threshold: 3)
Elementary extension (Threshold: 5)
Elemental fusion (threshold: 5)
Elemental Glaive (Threshold: 1)
Decomposition of the corpse (Threshold: 3)
Elementary coat (Threshold: 1)
Rocky organs (Threshold: 1)
Artificial orgasm (Threshold: 2)
Hormonal hormone (Threshold: 5)
Power of God (Threshold: 5)
Supreme moral blessing (Threshold: 3)
Animal verbiage (Threshold: 1)
Shifted vision (Threshold: 5)

Warrior Animation
Item: Air
Threshold: 4
Duration: 1 min
Range: 10 meters
Curious Thread of the Schematic Labyrinth
Description: The spell must be thrown on a white weapon. This one then animates and will fight the target designated by the
sorcerer. It is stopped only if it is broken, or if the Nephilim is out of range. The gravity POT is the Ka-air of the caster the
combat skill is that of the caster. It moves at the speed of a man.

Winged Donation
Item: Air
Threshold: 4
Duration: 1 min
Range: 10 meters
Primal Wire of the Elevation Spiral
Description: This spell makes it possible to fly the target. It must be consenting, naked and without possession, without which
there would be no effect.
The maximum rate of change in the air is 30 Km / h, but may increase or decrease depending on the weather conditions. The
caster is the master of the victim's movements, but the caster must be in the field of vision of the caster. If anything obstructed
this vision, the target would fall to the ground immediately.

Listening to the winds


Item: Air
Threshold: 3
Duration: 10 min
Scope: View
Sentient Heart of Natural Trails
Description: This spell allows you to hear all the sounds filling a point in the field of view of the launcher. He will hear what will
be said or what will be done as if he were standing in this place. If an obstacle obstructs the field of vision, the spell will have no
effect, unless the character knows this place to have already made it once.
For the spell to take effect, it is necessary that a wind, even extremely light, blow.

Aerial lifting
Item: Air
Threshold: 4
Duration: 1 min
Range: N / A
Sinews of Natural Paths
Description: This spell allows the pitcher (and the pitcher alone) to rise in the air. For this, his simulacrum must be naked like a
worm and carry no object on it. It will then be able to move in the air at its convenience, at a speed of 30 km / h.
As soon as the spell ceases to be effective, it will drop as a weight on the ground, risking being very hurt.

Elementary Extension
Item: Air
Threshold: 5
Duration: 1 min
Range: N / A
Primal Test of the Elevation Spiral
Description: This spell makes it possible to increase the duration and range of any spells launched later. The duration in this
case is multiplied by 10, just like the scope.
Moreover, when possible, the effects of the spell are amplified. Thus, a winged Don will allow to fly at a speed of 60 km /
h. Running this spell several times in a row makes it possible to accumulate the modifiers.

Elemental Glaive
Item: Air
Threshold: 1

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Duration: 1 hour
Range: N / A
Porch of the Natural Paths
Description: This spell creates a sword made of the chosen element in the hand of the caster. Indeed before proceeding to the
ritual of incantation, the character will have to choose an element whose sword will be constituted.
This weapon appears materially, and takes a form determined by its element.For the Fire it will be of flame; For the Air, it will be
made of a rectilinear vortex; For water it will seem to be a frozen torrent; For the Earth, it will consist of interlaced roots and for
the Moon, it will be made of a sparkling silver powder.
It will affect both inert matter and magical creatures. In this case, it will make two levels of damage with the Ka-element of the
launcher as POT of gravity to its element. This means that it will not affect the one-element Dragon effects that will not be the
same magic currents it does.

Spiritual Engraving
Item: Air
Threshold: 3
Duration: N / A
Scope: View
Heart of the Daedalus of the Soul
Description: This spell allows you to memorize a read book. Once the reading is finished, the body of the text is mystically
inscribed in the pentacle of the Nephilim. The knowledge so inscribed will be forever and the character will be able to recall
without problem any element contained in the book. Thus, this will provide him with a herd of information available at all times.
Nevertheless, there is a limit to the number of such memorable spells. Once the fifth book is written, the Nephilim will have to
spend 1 point of his Ka.After that, he will have to spend 1 point for every 5 pounds memorized.

Inspiration impromptu
Item: Air
Threshold: 1
Duration: N / A
Range: N / A
Axial Porch of the Warring Principles
Description: This spell allows the pitcher to respond immediately to a question related to general culture. "General culture" refers
to any non-specific and general domain, such as history, biology, etc. The question must relate to an encyclopaedic type of
knowledge, but may be as precise as desired. The answer must be clear and can be stated in a few words.

Universal language
Item: Air
Threshold: 2
Duration: 10 min
Scope: View
Carrefour Tortueux of the Schematic Labyrinth
Description: This spell helps to understand the meaning of any language based on a written medium.
Instantly, the text will translate into his mind as an overseer. All the finesse of the original language will be respected, thanks to
the great diversity of the language of the Fallen.
Nevertheless, if the text calls upon particular knowledge, the spell will not supply them to the character.

Reading Knowledge
Item: Air
Threshold: 2
Duration: N / A
Range: 10 meters
Carrefour Tortueux of the Schematic Labyrinth
Description: With this spell, the Nephilim can visualize the knowledge of the victim by a precise system of colors. This spell will
reveal the specific areas of expertise of the person and will let you know what level they have reached.
Thus a great erudition in a field will be characterized by a very vivid color, whereas an approximate and superficial knowledge
will be defined by a duller color. Thus we can have for example "mathematics, red, mechanical, pink, and zoology, gray".
This spell, however, does not make it possible to understand or learn the knowledge thus revealed. It simply detects their
presence.

Elementary coat
Item: Air
Threshold: 1
Duration: 1 min
Range: N / A
Porch of the Natural Paths
Description: This spell shows an armor made up of the chosen element around the caster. Indeed, before proceeding to the
ritual of incantation, the character will have to choose an element, whose armor will be constituted.
This armor appears materially, and will assume a form determined by its element. For the Fire it will be of flame; For the Air, it
will be made of a whirlwind; For the Earth, it will consist of intertwined roots; For Water, it will seem to be a frozen torrent and for
the Moon it will be made of a sparkling silver powder.
It will protect the caster from 3 levels against physical damage and the same number for magical damage. However, in this
case, it will only protect against the element associated with it, and will be ineffective against the other elements.

Foggy Metamorphosis
Item: Air
Threshold: 5
Duration: 1 hour
Range: N / A

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Primal Test of the Elevation Spiral
Description: This spell transforms the launcher into a layer of thick, opaque fog. This mass of mist has a volume equivalent to
that of the simulacrum. In the milky appearance of this cloud shine the Ka-elements of the Nephilim.
In this form he will be able to move at a speed of a man walking, can launch his spells as if it were in its normal
form. Nevertheless, it can not make use of Kabbalah or Alchemy because it can not provide the components of these occult
sciences (pentacles or substances).
Thanks to this form, it can interfere in the smallest interstices, and extend at will as long as its volume is respected. It will be
invulnerable to any physical attack (but not magic - Orichalque always affects it, it is enough that it comes in contact with the
mist). The spell instantly ends after an hour.

Calligraphic truth
Item: Air
Threshold: 2
Duration: N / A
Scope: Touch
Carrefour Axial des Principes Egarants
Description: This spell reveals the truth of the lie in a book after it has been read. From then on, the pitcher will know intimately
what he must believe of what is false. It is not necessary that the author of the work voluntarily wished to deceive the reader to
analyze the facts stated, for the spell always separates the "true" from the "false".
However, it is necessary for the pitcher to have understood the purpose of the book to be able to use the spell, otherwise it will
be useless.

Advice
Element: Water
Threshold: 4
Duration: 1 hour
Range: 10 meters
Axial Wire of the Warring Principles
Description: Once the spell is cast, the Nephilim must pronounce a word designating a thing (object, animal, etc.) that the victim
must perceptibly hear. During the next hour, she will do whatever she can to find the designated object, whatever it may cost
her. The object designated by the launcher must belong to a general category, but can be as strange as imaginable. Thus,
"bean" will agree, while the "crown of the Queen of England" will not match.
The victim of the spell will even go so far as to commit unnatural acts to appropriate the object, for it will be an obsession for
her. It will set its sights on the nearest object corresponding to its description. It must nevertheless know its location in order to
be able to act, without which it will go to a place where it could find it.

Ice water
Element: Water
Threshold: 2
Duration: N / A
Range: 10 meters
Primitive Crossroads of the Elevation Spiral
Description: This spell makes it possible to transform a volume of water equal to 5m3 in ice. The effect is instantaneous and
brutal. The result is definitive, although the ice will react according to the atmospheric conditions of the medium and the ambient
temperature.

Dance of the Rain


Element: Water
Threshold: 3
Duration: 1 hour minimum
Range: 10 km
Primal Heart of the Elevation Spiral
Description: The casting of this spell creates a cloudy loosening over the Nephilim. The latter will then pour a torrential
downpour throughout the duration of effect, but it is necessary for that previously that there was already a cloud cover.
The exact time of the rain thus created is dependent on the predicted cloud cover, and may well extend much more than the
limits of the spell itself.

Elementary Extension
Element: Water
Threshold: 5
Duration: 1 min
Range: N / A
Primal Test of the Elevation Spiral
Description: This spell makes it possible to increase the duration and range of any spells launched later. The duration in this
case is multiplied by 10, just like the scope.
Moreover, when possible, the effects of the spell are amplified. Thus, a winged Don will allow to fly at a speed of 60 km / h.
Running this spell several times in a row allows you to accumulate the modifiers.

Elemental Glaive
Element: Water
Threshold: 1
Duration: 1 hour
Range: N / A
Porch of the Natural Paths
Description: This spell creates a sword made of the chosen element in the hand of the caster. Indeed before proceeding to the
ritual of incantation, the character will have to choose an element whose sword will be constituted.
This weapon appears materially, and takes a form determined by its element.For the Fire it will be of flame; For the Air, it will be

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made of a rectilinear vortex; For Water, it will seem to be a frozen torrent; For the Earth, it will consist of interlaced roots and for
the Moon, it will be made of a sparkling silver powder.
It will affect both inert matter and magical creatures. In this case, it will make two levels of damage with the Ka-element of the
launcher as POT of gravity to its element. This means that it will not affect the one-element Dragon effects that will not be the
same magic currents it does.

Intrusion initiated
Element: Water
Threshold: 4
Duration: 1 min
Scope: View
The tortuous heart of the Schematic Labyrinth
Description: This spell allows you to discover all the tricks in the security system of a building located within the limits of the
spell. A precise route will be drawn for the launcher, which is the easiest for a possible intrusion.
This route passes through areas not covered by possible cameras, not furrowed by guards, etc. In the case of maximum
security, the indicated path will be the safest, but its reliability is system-wide.
This spell only affects buildings.

The cold torpor of calm waters


Element: Water
Threshold: 2
Duration: 10 minutes
Range: N / A
Crossroads of the Schematic Labyrinth
Description: The launcher becomes a pure elemental water, which walks freely in the magical fields of water. The Simulacrum
remains asleep, while the Pentacle moves. The Simulacrum must not die or wake up during the operation. The Nephilim is in
vision Ka during the duration of the spell. Some Nephilim do not hesitate to put their Simulacrum to sleep using drugs, but there
is still a risk of entry into Shadow. A Nephilim of another Ka element that water will make an opposing throw of its dominant Ka
against the Ka water POT of the area. During the duration of the Spell, the Pentacle is very exposed to magical attacks.

Release of hail
Element: Water
Threshold: 3
Duration: N / A
Reach: 1 km
Sentient Heart of Natural Trails
Description: For this spell to take effect, it is necessary that the weather be rainy. Once the spell is cast, the raindrops will first
become flakes and then hail. The hail balls will vary in size, but the most impressive ones will be 1 cm in diameter. They will fall
continuously, until all the drops of rain become real balls.
The spell takes effect in a circle 1 km in diameter and will last for the downpour. Anyone experiencing this physical downpour
would suffer a level of injury per half hour spent "watering".

Elementary coat
Element: Water
Threshold: 1
Duration: 1 min
Range: N / A
Porch of the Natural Paths
Description: This spell shows an armor made up of the chosen element around the caster. Indeed, before proceeding to the
ritual of incantation, the character will have to choose an element, whose armor will be constituted.
This armor appears materially, and will assume a form determined by its element. For the Fire it will be of flame; For the Air, it
will be made of a whirlwind; For the Earth, it will consist of intertwined roots; For Water, it will seem to be a frozen torrent, and
for the Moon it will be made of a sparkling silver powder.
It will protect the caster from 3 levels against physical damage and the same number for magical damage. However, in this
case, it will only protect against the element associated with it, and will be ineffective against the other elements.

Invisible presence
Element: Water
Threshold: 2
Duration: 1 hour
Range: N / A
Crossroads of the Daedalus of the Soul
Description: This spell ensures the discretion of the pitcher in all circumstances. His movements will be perfectly silent, and the
spell will stifle all the sounds which the objects he would carry on him would produce.Moreover his steps will be inaudible, as if
he was wearing skates.
It will leave behind no fingerprints, digital or other. Technically, all of its discretion skills will be doubled or increased by 30%
(take the most beneficial option). Nevertheless, if the Nephilim reversed an object for example, the shock would produce
noise. Remember that the spell only affects the character.

Aquatic purification
Element: Water
Threshold: 1
Duration: N / A
Range: 10 meters
Primal Portion of the Elevation Spiral
Description: This spell makes it possible to transform a cubic meter of any liquid into fresh, pure water. If this part is an integral

313
part of a larger one, the liquid thus transformed will react according to the physical properties of the environment in which it is
immersed.

Gushing Source
Element: Water
Threshold: 1
Duration: N / A
Scope: Touch
Primal Portion of the Elevation Spiral
Description: This spell makes it possible to make a small source, originally resembling a micro geyser, spring from the point
touched by the launcher.The water discharged by this source is of a rare purity, like that flowing in the mountain tops. The flow
rate is about 10 liters per hour. The water spouts at a height of about 15 cm.
It is necessary that a water table composes the ground so that the spell can take effect.

Sovereign Anticipation
Element: Fire
Threshold: 4
Duration: 1 min
Range: 10 meters
Axial Heart of the Warring Principles
Description: This spell makes it possible to read in the eyes of the victim his immediate intentions. As in an open book, the
caster will discover the designs of the affected person, who will be unaware of the spell cast on her.
In a fight, this will provide the pitcher with an undeniable advantage, in addition to knowing in advance, action by action, the
intentions of his opponent. By his knowledge, the Nephilim will have a +2 bonus to any action opposed to that of the victim,
whether in attack or parade. Moreover, whatever the situation, it can not be surprised by any abrupt gesture of the target. The
default of this spell is that the pupils of the victim will turn all the time from the effect to the red, in which will be inscribed his
intentions.

Burning Desert Fever


Element: Fire
Threshold: 4
Duration: 1 week
Scope: Touch
Track
Description: The target of this spell becomes burning with fever, it can make a throw of opposition Ka sun / Ka of the launcher (-
1 per days). As long as the victim did not pass the roll, she is bedridden and loses one CONSTITUTION point every week. If the
points of formation fall to zero, the victim dies ....

Spontaneous combustion
Element: Fire
Threshold: 3
Duration: N / A
Range: 10 meters Heart of Primitive Spiral Elevation
Description: This spell makes it possible to ignite any object, even if it is naturally non-flammable. Flames then ignite the matter
of the object, which will be consumed in a few minutes if no one acts. The fire has a POT of 4.
This spell does not affect organic matter, nor does it spread naturally.Nevertheless, if anything comes into contact with the
flames, then it can spread or bruise the flesh.

Envelope of flames
Element: Fire
Threshold: 4
Duration: 1 min
Range: N / A
Primal Wire of the Elevation Spiral
Description: This spell allows the caster to temporarily transform his simulacrum into a living torch. The POT of this fire is 4, and
the damage to the bare hand inflicted by the character is increased by 2 levels.
The spell does not, however, affect the possessions that the character carries on him, which miraculously escape this burning
brazier. Nevertheless, any object with which the launcher will come into contact will immediately ignite this magic fire that even
water can not extinguish. Once the minute has passed, the simulacrum returns to its normal state, and the fire that would have
spread is extinguished. However, the damage caused by the flames remains.

Elementary Extension
Element: Fire
Threshold: 5
Duration: 1 min
Range: N / A
Primal Test of the Elevation Spiral
Description: This spell makes it possible to increase the duration and range of any spells launched later. The duration in this
case is multiplied by 10, just like the scope.
Moreover, when possible, the effects of the spell are amplified. Thus, a winged Don will allow to fly at a speed of 60 km / h.
Running this spell several times in a row allows you to accumulate the modifiers.

Burning Furnace
Element: Fire
Threshold: 3
Duration: 5 min
Range: 10 meters

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Heart of the Daedalus of the Soul
Description: This spell allows, by its very presence, to inspire a fury and an unparalleled fury to all the people surrounding the
Nephilim. They see in him a sort of ex- ample warrior before whom they must prove their worth and be worthy.
Thus, they will plunge into a kind of berserk state as long as their adversary has not joined the land of his ancestors. Bulls
furious, they will content to attack, forgetting that sometimes avoid the blows can also serve.
Technically, the spell will grant +1 to all attack skills, and they will be invulnerable to any spell affecting their courage.
The spell has no effect against those who are hostile to the caster, and will stop as soon as he is wounded or killed.

Elemental Glaive
Element: Fire
Threshold: 1
Duration: 1 hour
Range: N / A
Porch of the Natural Paths
Description: This spell creates a sword made of the chosen element in the hand of the caster. Indeed before proceeding to the
ritual of incantation, the character will have to choose an element whose sword will be constituted.
This weapon appears materially, and takes a form determined by its element.For the Fire it will be of flame; For the Air, it will be
made of a rectilinear vortex; For Water, it will seem to be a frozen torrent; For the Earth, it will consist of interlaced roots and for
the Moon, it will be made of a sparkling silver powder.
It will affect both inert matter and magical creatures. In this case, it will make two levels of damage with the Ka-element of the
launcher as POT of gravity to its element. This means that it will not affect the one-element Dragon effects that will not be the
same magic currents it does.

Warrior Invulnerability
Element: Fire
Threshold: 4
Duration: 1 min
Range: N / A
Dedal of the Soul
Description: This spell halves the pitcher of a scarlet glow that acts as a perfect armor. Nothing can start it, and the character
will not have to fear any damage during the time of effect of the spell. The blows will break on this armor, and the shocks will die
there.
In this case, the Nephilim can not suffer any level of wounds due to physical attacks. However, he will lose it after falls, drowning
or any other damage not directly related to a direct attack. This armor also protects against magical attacks, regardless of their
element.

Tongue fork
Element: Fire
Threshold: 1
Duration: 1 min
Range: N / A
Axial Porch of the Warring Principles
Description: During the entire duration of the spell, the caster will be able to detect the truth of the lie in the words of a person.
The victim will know nothing about it.
If the victim is persuaded of the veracity of his words, the spell will not let him know that his words are wrong. It only works if the
person is aware of his lie.

The Promethean Fire


Element: Fire
Threshold: 4
Duration: Ka-Feu hours
Scope: A person
Fil of Labyrinth Schematic
Description: When the Nephilim invokes this spell, he must be next to a brazier. It then imposes its hands on a person who must
cross the fire by causing at least two levels of damage. He can then share his knowledge in a specific area that he
specifies. This knowledge is completely forgotten at the end of the spell. Meanwhile, the target is carrying a small flame on the
forehead. When in the third circle, the Mage can reduce the damage required at one level.

Elementary coat
Element: Fire
Threshold: 1
Duration: 1 min
Range: N / A
Porch of the Natural Paths
Description: This spell shows an armor made up of the chosen element around the caster. Indeed, before proceeding to the
ritual of incantation, the character will have to choose an element, whose armor will be constituted.
This armor appears materially, and will assume a form determined by its element. For the Fire it will be of flame; For the Air, it
will be made of a whirlwind; For the Earth, it will consist of intertwined roots; For Water, it will seem to be a frozen torrent, and
for the Moon it will be made of a sparkling silver powder.
It will protect the caster from 3 levels against physical damage and the same number for magical damage. However, in this
case, it will only protect against the element associated with it, and will be ineffective against the other elements.

Inquisitor's Eye
Element: Fire
Threshold: 1
Duration: N / A
Scope: Touch

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Tortured Porch of the Schematic Labyrinth
Description: This spell helps to know if a given person has already transgressed universal moral principles. By this term we
mean exactions ranging from theft to crime. In no case this spell will work if the person considers that these actions are not
bad. Moreover, the spell does not reveal the nature of the sin committed.

Burning Passion
Element: Fire
Threshold: 2
Duration: Ka-Feu minutes
Range: 10 meters
Crossroads of the Daedalus of the Soul
Description: As soon as he casts this spell on someone, the Mage causes hot flushes that stir up a pre-existing passion in the
person. The reactions are varied and unpredictable, with all moral restrictions being obliterated. This can range from artistic
investment to revolt, or even physical aggression (sexual passion). Note that the object of the passion is not predictable by the
launcher. The loss of inhibitions persists beyond the end of the spell. If a resistance roll is successful, the victim thinks the Mage
is trying to break his inhibitions.

Seal of the condemned


Element: Fire
Threshold: 5
Duration: N / A
Scope: Touch
Axial Test of the Warring Principles
Description: This spell allows to leave an indelible mark on the pentacle of a Nephilim who was condemned by the spell of
"Verdict Loyal". For all the Nephilim, this seal is the sign of serious crimes, and all will distrust a brother so marked.
Nothing can erase this mark, except perhaps a use of the Great Secret. Only a spell of "Purity of the Pentacle" can temporarily
hide it.

Loyal verdict
Element: Fire
Threshold: 3
Duration: N / A
Range: N / A
Axial Heart of the Warring Principles
Description: This spell allows you to make a judgment when a specific case is submitted to it. At first, as in a trial, all the
elements of this case will have to be submitted to him, after which, using the spell he will be able to render his judgment.
If all the evidence is brought to him, his verdict will indicate the culprit, or at least the one who has been harmed.
If certain important pieces were to be erroneous or distorted, the judgment will tend towards equity, allowing the mind of the
Nephilim to be as clear and sharp as possible, making him an implacable and impartial judge.Nevertheless, his verdict may
condemn an innocent man if all the elements at his disposal have been previously distorted.
In all cases, his soul and conscience will be those of the spell, which adopts a perfect impartiality. It should be noted that the
judgments rendered with the aid of this spell have legal value for all the Nephilim, and are therefore used in all circumstances by
Arcane VIII: Justice.

Vocal volcano
Element: Fire
Threshold: 2
Duration: 20 min
Range: 2 turns
Carrefour Sinueux of the Natural Trails
Description: This spell allows the launcher to amplify its vocal power until it reaches inhumane proportions. The strength of the
character's voice is such that he must release her in a howl that will bring forth all the energy stored in her throat.
Anyone who hears this bellow at less than 20 meters will be immediately paralyzed for 2 turns, unable to perform any
action. They will fall to the ground, the echoes of this cry still hammering the eardrums. These two past laps, there are chances
that they will still be sounded a few moments before resuming full possession of their means.

Memory
Item: Moon
Threshold: 4
Duration: N / A
Scope: Touch
Tortuous Wire of Schematic Labyrinth
Description: This spell allows the caster to steal part of the memory of the victim. Simply by touch, he will steal the memories of
all last year. This spell being instantaneous, the victim will then feel as if extirpated from an amnesia, disoriented and lost.
The Nephilim will have memorized all the memories of the target and in a short space of time will revive them in a mental
journey. He will know everything she has done for a year, and will feel the emotions she has felt. It is necessary to take a lot of
precautions with this spell because it is mentioned many Nephilim having had to undergo personality duplications after too
frequent use of this spell.

Persecution envy
Item: Moon
Threshold: 5
Duration: N / A
Scope: Touch
Axial Test of the Warring Principles
Description: This spell allows the caster to populate the dreams of his victim.As soon as she falls asleep, she will see the face of
the Nephilim in her dreams. Quickly these visions will turn to her obsession, and she will be able to think only for and through

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the character.
At first, she will spend her time wanting to sleep to find in her chimeras the one who constantly occupies her thoughts. Then she
will not be satisfied with these dreams and will seek if it is not already the case to meet the Nephilim.She will be her slave then,
servile until death, ready to anything to please the one she loves more than anything.
This spell creates an absolute bond of bondage between the character and his victim, which will make her a puppet empty of
self-will. If the person affected was rejected by his dreamlike lover, or if she could not find him, she would go so far as to commit
suicide. By their nature, this spell does not affect the Nephilim.

Love Slave
Item: Moon
Threshold: 3
Duration: 1 hour
Scope: Target
Axial heart of misleading principles
Description: The target falls completely in love with the pitcher or any other person designated by the magician. The target will
obey all orders of the magician, in the limit where they do not affect his life. After an hour the target regains its spirits and will try
to escape the pitcher.

Elementary Extension
Item: Moon
Threshold: 5
Duration: 1 min
Range: N / A
Primal Test of the Elevation Spiral
Description: This spell makes it possible to increase the duration and range of any spells launched later. The duration in this
case is multiplied by 10, just like the scope.
Moreover, when possible, the effects of the spell are amplified. Thus, a winged Don will allow to fly at a speed of 60 km / h.
Running this spell several times in a row allows you to accumulate the modifiers.

Fascinating Terror
Item: Moon
Threshold: 1
Duration: 1 min
Range: 10 meters
Porch of the Daedalus of the Soul
Description: As soon as the spell is cast, the caster will transform for the victim into archetypes of all his repressed
phobias. Sometimes he will see in him a gigantic spider, sometimes he will see a frightful and absolutely unbearable face. The
reaction of the victim will be instantaneous: she will flee screaming with fear.
The Nephilim, by their nature, can resist the effects of this spell by the success of a Ka spray. If successful, the illusion will
vanish.
Acculted, the victim will be able to fight, but will do so with a penalty of -3 which reflects the loss of his means before the object
of his most intimate fears.

Elemental Glaive
Item: Moon
Threshold: 1
Duration: 1 hour
Range: N / A
Porch of the Natural Paths
Description: This spell creates a sword made of the chosen element in the hand of the caster. Indeed before proceeding to the
ritual of incantation, the character will have to choose an element whose sword will be constituted.
This weapon appears materially, and takes a form determined by its element.For the Fire it will be of flame; For the Air, it will be
made of a rectilinear vortex; For water it will seem to be a frozen torrent; For the Earth, it will consist of interlaced roots and for
the Moon, it will be made of a sparkling silver powder.
It will affect both inert matter and magical creatures. In this case, it will make two levels of damage with the Ka-element of the
launcher as POT of gravity to its element. This means that it will not affect the uni-elemental dragon effects that will not be the
same magic currents it does.

Glâm Dicinn
Item: Moon
Threshold: 5
Duration: N / A
Scope: Touch
Axial Test of the Warring Principles
Description: This spell allows to constrain a being to perform a precise action.He shall execute on the spot, and shall not cease
to bring all that may be necessary to attain his ends. The order given may be of any nature, and may go against the very nature
of the victim. It can kill, commit suicide or anything else going through the pitcher's head. In any way, he will not be able to
cancel his spell once it is launched.
This spell is inspired by a Celtic Druid tradition that consisted of holding both ears of the victim and uttering the sacred formula
"Here are two ears of shame and mockery if you do not ..." followed by the injunction. Some Adopted Nostalgic Lovers of this
period continue to repeat the rite.

Elementary coat
Item: Moon
Threshold: 1
Duration: 1 min

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Range: N / A
Porch of the Natural Paths
Description: This spell shows an armor made up of the chosen element around the caster. Indeed, before proceeding to the
ritual of incantation, the character will have to choose an element, whose armor will be constituted.
This armor appears materially, and will assume a form determined by its element. For the Fire it will be of flame; For the Air, it
will be made of a whirlwind; For the Earth, it will consist of intertwined roots; For Water, it will seem to be a frozen torrent, and
for the Moon it will be made of a sparkling silver powder.
It will protect the caster from 3 levels against physical damage and the same number for magical damage. However, in this
case, it will only protect against the element associated with it, and will be ineffective against the other elements.

Reverberant mirror
Item: Moon
Threshold: 2
Duration: 1 min
Range: N / A
Carrefour Sinueux of nature trails
Description: This spell creates an envelope of lunar powder visible only in Vision-Ka around the Nephilim. All the spells cast on
the character hits this envelope and is reflected on it. They will then redirect to their pitcher who must suffer the effects.
Nevertheless, it will be entitled to the Ka jet usual for its resistance.

Negation of gravity
Item: Moon
Threshold: 2
Duration: 1 hour
Range: N / A
Crossroads of the Daedalus of the Soul
Description: This spell allows the caster to temporarily subtract from the effects of Earth's gravity. His weight (and not his mass)
is instantly divided by six, without his muscular abilities being affected. Its movements are equivalent to those of the astronauts
during their lunar peregrinations. Thus, the Nephilim will be able to perform prowess of jump in height and in
length.Nevertheless, the disadvantage of this spell is that it will struggle to keep its stability and balance.

Chameleon Skin
Item: Moon
Threshold: 4
Duration: 1 hour
Range: N / A
Dedal of the Soul
Description: This spell allows you to take the exact look of a person of your choice. Nevertheless, the Chameleon will not copy
the tics or manias of the individual concerned, only his external appearance.

Purity of the pentacle


Item: Moon
Threshold: 4
Duration: 1 day
Range: N / A
Tortuous Wire of Schematic Labyrinth
Description: This spell helps maintain a tenacious illusion on his pentacle. This one will appear of a rare purity, virgin of all
defilement. Thus, one will not be able to detect there any Khaiba, or any other tare. Moreover, the Ka of the Nephilim will appear
much more important in Vision-Ka. Consider it seems twice as important.

Facial sculpture
Item: Moon
Threshold: 5
Duration: N / A
Range: N / A
Test of the Daedalus of the Soul
Description: This spell allows the pitcher to shape his face as he pleases, and that definitely. He can make him resemble what
he wants, provided that his facial sculpture is based on a pictorial representation of what he wants to tend. The likeness after
that will be perfect. The GM will take care to modify the Charisma of the character accordingly.

Silus temporis
Item: Moon
Threshold: 5
Duration: 1 minute
Range: N / A
Track
Description: Allows you to know the sex, age, name, and description of the owner of an object. To cast this spell, the magician
must be able to manipulate the object for the duration of the spell. This spell also allows one to have an idea of the brightness of
the Sun's ka of the human who possessed that object. If it is a Nephilim the spell allows to know the number of points of Ka that
it possesses and its ka dominant element. However, this power does not allow to discover its name ...

Infamous Deception
Item: Moon
Threshold: 2
Duration: N / A
Range: N / A
Carrefour Axial des Principes Egarants

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Description: This spell makes it possible to modify the opinion that a person makes on the Nephilim. Consequently, it will be
persuaded that the launcher's intentions towards him are friendly, and that a close connection unites them.This impression will
last as long as the Nephilim does not commit any hostile action against the victim.
As soon as this spell ends, the victim will be filled with fierce animosity towards the one who has duped him and will only think of
one thing: revenge.

Dance of the stones


Element: Earth
Threshold: 5
Duration: 1 min
Range: 100 meters
Sinuous Run of Natural Paths
Description: The spell cast, all the stones in a radius of 100 meters will be animated and will rise in the air. The pitcher can make
them move as he pleases, and guide them individually. He can raise them up to a height of 25 meters and make them move at a
speed of 50 km / h. The uses of this spell are vast. The stones could form a barrier in front of the thrower, or throw themselves
on the individuals he will designate. In this case, consider the damage of the stones according to their mass, from 1 to 3 levels
of wound. In general, such a calculation is virtually unnecessary because the opponent has very little chance of getting away
alive. Once the effect has elapsed, the stones fall to the ground like a sudden downpour, again inflicting damage if necessary.

Chtonian displacement
Element: Earth
Threshold: 4
Duration: 30 min
Range: - meters
Sinuous Run of Natural Paths
Description: This spell allows his launcher to dive into the ground and melt into it. It will disappear from the sight of all
neighboring people.
Once in the ground, he can go as he pleases. It will however normally have no benchmark, and will only have to choose a
specific direction. His speed in the basement will be 10 km / h maximum but the movement will be as exhausting as if he were
running. If at the end of the action of the spell he has not extricated himself from the earth, he will remain there forever.

Animal Domination
Element: Earth
Threshold: 3
Duration: 1 day
Range: 10 meters
Tortured Heart of Schematic Labyrinth
Description: This spell helps to establish its supremacy on any representative of the animal world. Simply by his gaze, the
pitcher will gain total control over the victim. During the whole of the following day, an empathic bond will unite them, so that
intimately the animal will understand the desires of his master and realize them to the extent of his abilities.
This spell only works on evolved species, which immediately excludes insectoids and arachnids. In addition, it is possible (at the
discretion of the GM) that at the end of the effects of the spell, the animal has become accustomed to its master and no longer
wants to leave it. This is mainly the case for domestic animals.

The Guardian's Sigh


Circle : 2nd
Duration : Ka-Earth years
Threshold : 4
Route : Natural Way of the Sinuous Paths
Effect : This spell allows you to enchant the entry of a place, to ensure that no one can enter without having the necessary
password. The spell must be cast in the presence of the Nephilim who wants to protect the place, and who is not necessarily the
one who cast the spell. He will be the sole decision-maker of the password and will be able to change the password when he
wishes. To penetrate through the protected entrance, you must state the password in a sigh.
If someone tries to penetrate by force, the decision-maker will be immediately warned, up to a distance of Ka-Earth * 100Km.

Luminescent Truth
Ka-element : Fire
Circle : 2nd
Duration : 10 minutes
Threshold : 3
Way : Axial Way of the Warring Principles
Effect : This spell helps to know if a person is consciously or not. Consciously, one understands voluntarily and subjectively. If
the person is persuaded of a fact, but the fact is false, it will not be considered a liar.
The Nephilim must be in the presence of this person (human or magical), and will have to ask him closed questions, answered
only "yes", "no" or "I do not know". He must also pass a Ka / Ka jet in order to pierce the mental resistance of the interrogated
(useless if the person is willing). If the interrogation (he must be able to speak), his face will appear dark to the
Nephilim. Otherwise, his face will light up.

Reading
Ka-element : Air
Circle : 2nd
Duration : Ka-Air minutes
Threshold : 2
Path : Tortuous Way of the Schematic Labyrinth
Effect : This spell allows you to quickly read a book or any other written medium.
For normal playback, the playing time will be divided by 5, and by 10 for a superficial reading. A normal reading will make it
possible to understand the work in its entirety as if the Nephilim had taken the necessary time. A superficial reading will make it

319
possible to obtain the overall meaning of the work and to be able to quickly find information there. Attention, in no case this spell
can modify the duration of study of a focus. This will, of course, allow us to grasp faster than the book contains secrets, but the
learning of a spell or the deciphering of information will take the normal time, since the Nephilim must not limit himself to reading
and understanding the book, To study it and to think about it.

Misuse of Seal of Justice


Element : Fire
Analogy : decision + justice
Difficulty : 3
This Spell allows the Mage to "move" a decision of justice condemning the Mage to the target whatever the consequences of
this decision. Nephilim use this spell to divert (frequent) decisions from the Justice against them.

The call Carbonari


Circle:2nd high magic.
Focus:mazze originally the face of aTétrarques of the facade of the basilicaSan Marco.
Threshold: 5
Ka element:Earth.
Reach:Unbeschränkt,provided that he there a Ley line
at least in a vicinity of 50 metres is.
Duration:1 hours (if the brothers Eth arenot available the Invokation is inretenter)
Carbonari have closed one of the rareinvisible masks of the branch R Ceducated, them
of this time date Golden Dawn, and havebeen arranged in addition, alliances withMaudits
to go over. These helped them KabbaleNoire and Nécromancie in exchange ofher protection
before other enemies betterunderstand. Therefore this ritualbecame in Selenim and in
accepted by the society of lead with thestrength by dark brothers qualified. This
The signs which allows to take up themistdas what calls one mazze. It concerns
around the very schematic samerepresentation of a human face (twoeyes, one
Mouth, a nose) in one in the middle ofthe front a metallic blade plants. In
of every Invokation must have passedaway mazze (for example: a Tétrarquesin already
uses. These are from porphyry, but aplace is planned to accommodate therethe blade.
Otherwise an easy chunk of wood canmake good the matter very much). Forone
perfect effectiveness is indispensably ofa Ley line to be very similar to means,
by the Carbonari will move up to the callplace. Five dark brothers become on
the call answer (itself from the qualitiesof CdA-3 to be guided and theyaccording to
to adapt to the age). He wears there (Ka-Terre lanceur) % of luck, the Carbonari
the call answer. If it is the case, he hasthere (Ka-Terre lanceur / 2) %, that they
Arrival R C is immediate and (Ka-Terrelanceur) %, them the arrival within 5
Minutes enters. At the end of theintervention Carbonari become a serviceas a consideration
ask. And it would be better worth tosatisfy them. . .

Glyphe of marking false action / animal


Level: 2
Element: Water
Analogy: Secret>; protection
Duration: 1 year
Reach: in the sense of touch
Aim: n’importe, which inert object
Damages: The kind, as the harms aredone, depends on the carrier material, but they
Damages are always quite deadly with 3of damage.
Effect: Glyphe of marking is a protectionbefore the penetration. He creates andlies down
on the material from (carries, castle,disc, suitcase. . . ). It is only after anembarrassingly exact one
Check in image obviously ka, and if oneit in the form of a Gravierens in thesurface
of the material looks. He has the slightlybluish colour from l’eau and seems inthe surface
Of material flexibly.
The destiny allows to convert theproperty of the material, always onagressive
Way compared with that will react whichconcerns glyphe.
By contact with glyphe endure the aimsome disagreeable effects according tothe material,
on glyphe has been filed.
The effects stop if the contact is broken.Around the contact with glyphe to
one must break a little difficult d’Initiéthrow create. The damages s’accumulent
otherwise in every rotation.
Dampness surface: the material beginsto absorb every form of liquid. A contact
with the hand a strict drying of the aimcauses immediately. Every past rotation
to concern glyphe requires a d’endurantthrow.
Wood: The wood goes out of shape andencloses the hand of that which concernsit and presses
l’imprudent very hard.
Metal: The metal is directed from kindagain qu’il becomes to the pointextremely sharp, the aim to
tear.
Pierre: The hand can be enclosed in thestone, and a multiple rubble becomes inthe meat
smashed.
Etc. . . The MJ is asked to improviseaccording to the risked elements.

320
The Charm (Tantric Spells)
1001 dances 7 colt leeches
2. Circle: Wake up
Ka-élement: Air
Focus: Shvetâshvatara-upanishad,Sanskrit
Threshold: 1
Aim: unrestrictedly
Partner: Yes
Reach: 1M2 by point of Ka air
Duration: 1 minute / point of de % inreveille
Description: To introduce this charm hasto do néphilim during the time of theceremony one
Dance explain whose object consists infiling all his clothes and the desire
To wake of partner. The effect from it islovely and dévastateur, becauseeverybody fatally taken in
of the zone are taken by effect of thecharm of an unsuppressable desire,
to explain a similar dance with herresults which left to the discretion of theMJ.

The coalescence of the phoenix, indécente glow white


2. Circle: Wake up
Ka-élement: Fire
Focus: kularnâvâ-toukâ
Threshold: 2
Aim: Partner
Partner: Yes
Reach: 2m2 by 1% in reveille
Duration: 1 minute per point of Ka
Description: This charm requires atantrique ceremony, an incense candlesor
every other element gathers whichsymbolise the fire element. At the timeof, where néphilim
or his partner the crescendo of thepleasure waves feels, he converts thisenérgie
from kundalini in thermal waves. In thereach space is every living being of agrowing one
Heat put out, to such an extent how heapproaches two lovers. periphérie of this space
if the recompense of 40°ctemperaturregisters, in hépicentre from thephenomenon is the temperature from
200°c. yoguis are not concerned, nomore than the material. Dégats on theliving being are
they cruelement real ones. The effectsexist about the end “of the exchange ofthe rose and her Lily” out.

The look of the sirens, mirrors of the waters of clear moon


2. Circle: Wake up
Ka-élement: Water
Focus:Le Guhya samaja Tantra
Threshold: 1
Aim: unique
Partner: no
Reach: unrestrictedly
Duration: 1 minute by 1point of Ka water
Description: This charm has to go nearwith a watering place liberé, from thesame water surface,
is limited to a little deep puddle. yoguimust wake be chakras this element,while it
his zones érogenes with waterstimulates (Drip, ice cube, spraying. . . ).Then he wins them
Ability to see on this water surface whatthe person of her choice sees herself(where, them in this
World or another considers). Thepictures by view are exact subjectivelyand readable, as long as of her
Charm lasts, or that nothing comes, thesensual osmosis néphilim with the waterelement to interrupt.

The kiss succubes, the pleasure of the night punishment


2. Circle: Wake up
Ka-élement: Moon
Focus: Le Guhya samaja Tantra
Threshold: 2
Aim: unique
Partner: Yes
Reach: unrestrictedly
Duration: one night
Description: This charm turns the reportpleasure pain. yogui while it his partnerafter extase leads the recompense addsto the pe
rson of her choice in physicaland psychic one
The sufferings to which lasts a wholenight. The psychic suffering is from theexcitement,
painful extrèmementhalluzinationengenerated which play on theTraumatismus, the deepest ones
Fears. The physical suffering takesdifferent forms and feelings, heat, cold,slice,
Penetrations, but they cause deep, realand visible injuries. The effects this
Of charm manifest themselves only ifthe aim becomes sleeping. répetitionsuch
Treatment leads the aim to be madeeverything not to sleep, still dégats thecoming
aggravates. . .

The influence of the senses, the fire rapists


2. Circle: Wake up
Ka-élement: Fire

321
Focus: The déclic2 (original edition)
Threshold: 3
Aim: unique
Partner: no
Reach: unrestrictedly
Duration: one minute per point of Ka fire
Description: This charm which wasinvented by diabolique nécéssiteManara phoenix,
chakras a play sensuel with the fireelement, incentive by the light and theheat them from yogui.
If the osmosis with the fire element isentire, places yogui the person of herWahlunter to him
Signs débridée of the sensory desire andexhibitioniste. The unhappy victimbecomes from irrepressibles
nymphomaniques impulses animate,which it to the biggest excess or toenfermement on an easy one
Locking handle lead!

Lunar fight
Symposium of the labyrinth of the soul
Focus:Die oak in 700000 voices.
Cicle: High Magic
Threshold: 2
Ka-élément:Mond.
Duration:1 minutes.
Reach:zu touch.
If mighty onirim finds itself in the fight forced back, it is not seldom, it to see helping itself of this destiny from
which the secret will keep terribly good, and this has cost a numerou sÜberreichung in stases in the elementary wars. If
the attacker blinding no marking in the news in brief takes, to him Ritual follow and solves to hit disarmed
onirim, he will fast find out, and painfully, that every wound, which heunder hand onirim bée in reality on his
own body adds, that lets that of his victim intactly to his big indignation inbe depend.
The fact that he still weiterschlägt without trying enclosing and this it becomes a sure one
Death lead; the fact that he has against it the presence of mind, his blade agains thimself
to turn round and he his aims, provided that the duration of her consideration reach that of the destiny
does not cross to commit in the case he by himself in the silly kind of suicide
would finish which is. . .

I search my way
Ka-élément: at the choice, one of five
Threshold: 2 high magic
Duration: 10 minutes (once per weekonly)
Reach: on him
Effect: Allows to approach Agarthamagiquement. The magic carries twometamorphoses of her
Personality in her maximum (20) at thechoice of the player. Then thepersonality wins
10 points of Ka everything what impliesthis.
This can reshape to themselves thepersonality, one has to do a throw ofKax2 in the end
Of destiny create. If the throw becomesbeen successful one wins 2 constantones
Metamorphosis points, otherwise onetakes two points of Khaïba.

The Digital spells


UPLOAD/DOWNLOAD (moon, the second circle)
This is included alone in the secondsearch for the play where the hero hasnoticed, that indeed, his companion by Templiers was
not held back, and that these last to him a trap had stretched! The adventureturns around the exit of a Templièrebase,
while it goes ‘on the corpses ‘.
Threshold: 3
This magic is a kind ‘the last luck’:indeed, it is indispensable, that a friend the magic owns to be able to upset theprocess. Indian
action permits thisdestiny from him uploader on the hard disk of acalculator in the form of an adq archive’ nom_du_nephilim.
‘from (Kax10) MégaOctets. It is possible to raise the difficulty of thedestiny, “around himself throughavenue” to the address
to send to her choice. A foreign magicquality leads to the fact, that one ONLYthe card index can shift never to copy it. Indeed, th
e other person has to go”dézipper” the adq archive. in a newfalse action, préléalablement in the PC will beconnected.
The branching out is given in one of theinternal card indexes of the play(linking. xwr, with any text publisher is opened). The des
olate false action finds again herformer human personality.

The Origami spells


Elementary folds
Pré-requis:Origami to companion.
Area:Schaffen.
Threshold: 5
Element:Variable.
Difficulty:nach of the strength of theeffect dragons.
Focus:Modelle from effect dragon.
Analogy:Variable.
Of the manner from the producedvibrations the folds does not create inthe magic fields a dragon’s effect which he can control,a
nd under it the hard life up to it, that ofher Manner the origami unfolds, or that thedragon’s effect is destroyed.

322
3
3, Arcanum Lore (Temperance) 3

2, Khaiba 3,Arcanum Lore (Devil) 2

2, Arcanum Lore (Temperance) 2

323
3, Arcanum Lore (Magican) 3 2, Arcanum Lore (Hierophant) 2

2, Seals 2, Arcanum Lore


(Priestess) 2, Occult 2 3, Arcanum Lore (Hermit) 2

324
2, Arcanum Lore (Wheel.) 3

3, Arcanum Lore (Justice) 3

3, Arcanum Lore (Wheel.) 3 4, Arcanum Lore (Justice) 4

2, Arcanum Lore (Justice) 2

325
High Magic
Grand Secret spells may be contested if they directly affect a target. Most Grand Secret spells are permanent.

Completely drives one human target mad. Permanent.Creates a zone of total darkness 100m radius around point
chosen by the caster. Lasts a scene.

The third circle of Magic offers the possibility of casting extremely powerful spells that can permanently alter the
physical and magical environment of the Nephilim.

The Great Secret Mage prefers discretion. They have a glimpse of the Agartha and that is enough for them.

The Great Secret is revealed only to the initiated. When you reach the third circle of Magic, contact your GM.

The Great Secret


The Magisterium

This is the title of the Nephilim who were seen opening the doors of the Great Secret. Now that they have reached
the Sacred Threshold, they have to bear heavy responsibilities. Indeed, they hold in their Pentacle part, however
small, of the fate of their people. The Magisterium is full of wisdom, has access to the Supreme Knowledge and is
able to perceive the world as it is. Behind them, they can see the path they have traveled to the third circle , but
they do not rejoice because they know that before them the road is still long before reaching the Agartha and
spiritual bliss. Now that they have reached such a level of mastery of magical practices, they must become
examples for theirs, lighthouses guiding them in their personal quest. Magisterium is the most respected status
among the Magi, for they have arrived at spheres that few can boast of knowing. They must make a profession of
faith, humility and open to their brothers to lead to the Agartha.

The Essences

Now that the spheres of the third circle are open to him, the Magisterium has the world as it really is. His
perception reaches the Absolute which leaves no doubt as to the nature of the magic currents and their origin. He
no longer perceives reality as a rigid state of affairs, but knows above all how to identify the source of every thing
that gives him the keys to understanding their future. Even more than the Forms or the Names, he knows how to
palpate the Essence of the elementary fields and knows how to enter into perfect osmosis with them. The
Magisterium reached this stage of his quest for Agartha realizes that he himself is born currents Ka-element , and
before we can aspire to Nirvana he will feel at one with them. He knows with humility to question himself and
plunge into the heart of his pentacle, and to understand by what means his 5 elementary elements can make him
live. The essence of things and beings is that which connects the Forms and the Names, which conjugates create
this part of reality. Indissociable from each other, it is by opening his eyes to the amalgam of these two elements
that one can aspire to the Supreme Manipulations. Materials and organisms have little more secrets for the mage
now, for he seizes the Essences which give him all power over them. Henceforth before him a road paved with
light advances. No danger arises before him; It only has to progress. He will arrive before a Gate of Gold and
Jade. The only problem that can arise is that this one remains forever closed.

The Great Secret

The Great Secret represents for the mage the concretization of many centuries of unbridled toil to gather the Fruit
of Sapience in the Tree of Knowledge. Indeed, it is the last step before crossing forever the gate that separates it
from the state of Agarthien. But before that he will have to compete with the Big Secret ...

For this is the name given by the Magi to this occult work, which to a certain extent represents a test for the
Magisterium, so that it proves worthy of surpassing the Threshold. The term probation can be confusing. At no
time will he find himself before an assembly that will impose on him arduous tasks to accomplish. He himself will
impose heavy constraints on whether he is worthy of aspiring to Elementary Nirvana.

After all, does he not become a builder of Celestial Atlantis?

326
The Great Secret: Celestial Atlantide

As soon as he entered the spheres of the third circle of Magic, the Nephilim knew that he would have to
participate in the laborious work his Brothers had begun since the Fall of Beauty. It is a question of recreating an
Atlantis "parallel" to this world that man has violated and bruised, a haven of peace where the Fallen can return to
Kaïm and sail according to the elementary scents. Thus, their combined efforts, a land of astral purity will be
woven over the Earth and will extend to welcome the Agathians and revive what was once lost.
In the manner of an immense Akasha, Celestial Atlantide will be a place of vague geography, a) magical
materiality, composed of virgin elementary currents from the bruises of the Black Moon and Orichalca. The great
awakening is there, and the Celestial Atlantis must be built to receive these future Agarthians.

The Celestial Builder

This is now the function of the Magisterium. He will participate throughout his journey in the Great Secret to the
foundation of the Celestial Atlantide by building a part of this Continent by his Magic. It is a completion of this work
it will be open to the Agartha and retire in this haven he sought since his apprenticeship.

It is at this moment that he will set out again in the footsteps of this Labyrinth that has led him so
far. Unconsciously, his journey into the maze of High Magic prepared him to take on the task that is now his. The
hidden teaching of His Way is revealed to him now.

Basically, the five Labyrinths provide the germs of that piece of Atlantis that the Nephilim will create. It is through
them that his work will be done, and they will begin the work of the Magisterium by pointing out the direction in
which it will be oriented.

But this task is not physical. It consists in magically recreating an Earth where the magic fields are pure. But
before modeling these magic fields to revive that Atlantis is its own Pentacle that the Nephilim will sculpt. He must
model it in the Atlantean image. During this task, its Ka-elements will be its bricks, its Pentacle and faith will
cement her because prior to its existence as a place defined, the Heavenly Atlantis must be born in the heart of
the Nephilim.

To each Way corresponds a precise task, which will determine the function of that part of Atlantis which the
Nephilim will erect. Thus, for each of the Labyrinths of the High Magic we find the description of the place that will
build the Mage in his Grand Secret.

The Golden and Jade Palaces, Light Shrines of Accomplished

This is the continuation of the Way of Daedalus soulintrospection of the Nephilim taught him humility, and the
need for calm after the storm and meditation. Contemplation is necessary to be in harmony with oneself and with
one's environment.One must never allow oneself to be impelled by one's impulses, without which one will plunge
into a gulf of pride and impurity. Because he has learned all this, the Nephilim knows that it is necessary to build
in the Celestial Atlantis places of peace and inner calm, warm and welcoming sanctuaries. That is why he will
seek to build a palace of wonders where he can welcome his Brothers and offer them the serenity they need.

Elemental Landscapes, Plains of Wonders and Resurrected Splendors

After going through the Winding Trails Natural , the Nephilim understands the need for places bathed
immaculately elemental purity, pristine havoc of Orichalcum. it can populate its idyllic landscape of Effect-Dragon ,
and swim in the immense expanses magic. For manipulating the magical currents in their most raw form,
the Nephilim can be sculptor and gardener of this elementary canvas weave it wishes. His Brothers will be able to
bathe in these pastoral settings, and evolve among their element whose perfection has been restored by the
hands of the builder.

The Scriptariums of Ebony, Infinite Wells of Eternal Sapience

For one who has known the Way Schematic Labyrinth marks the way to share all the knowledge accumulated
throughout his journey.He went to work to erect an infinite library where mystically will be recorded all his
knowledge that he will put at the disposal of his Quest Brothers. The books will follow the books in immense
shelves, the ends of which will drown in the sapience of the pentacle of the Agarthian. He knows, for having
experienced it, that memory is an absolute necessity for the Agartha, in order to constantly recall past errors and
thus not to renew them. Recorded between the pages of this multitude of spell books, knowledge waiting to be
used by the Nephilim . The Celestial Tower of Babel can then be rebuilt, starting from all the Scriptariums of this
New Atlantis.

327
The Towers of Ivory, Titans Androcephalus of the Punishments

Wherever wisdom rests, wisdom ought to be an impartial, inquisitive eye, which sees mistakes and errors; And
whose voice, strong and unstoppable, traces the ways of wisdom. This is the task of the one that followed
the Axial Way Principles Egarants . For having contemplated the Truth, mutilated by falsehood, the Magisterium
of this Labyrinth can aspire to become the judge of the actions of his Brothers, the one who returns the lost sheep
to the flock. He is the maternal eye, a peaceful spectator of an eternity of fullness, but also the powerful arm that
corrects and rectifies.

He will raise this infinite tower, into which he will retire, and which will give him an impregnable view of all of
Atlantis. For having played with deceit, the Nephilim knows that to judge one must distance oneself. Thus, by
rising in relation to his own, he can keep his impartiality and prevent a second Prometheus from breaking this
magic Eden by his errors.

The Cyclops of Basalt, Inaccessible Confines of the Praises

In these times will rise again these immense walls, titanic guardian of these fertile lands of magic and
peace. These walls are necessary to protect Atlantis from the menacing intrusions that will be those envious who
will rush to its doors. To have known the alteration and the Metamorphoses, as his external, the Nephilim have
covered the Primitive Way Spiral Elevation will adapt these ramparts to his opponents, to thwart their plans. He
will be able to erect these stones one upon the other to raise impassable walls on which hatred will come to run
aground. For there is no doubt that many will be those who wish to infringe upon the Celestial, and who will
nourish the vile hope of seeing her again sink into the raging waves. But the Magisterium will be there,
unshakeable, to repel them and make them duly pay the price of their errors.Thanks to him, it will never be
subjected to the onslaught of time and the erosion of animosities.

The Celestial Atlantide

Once erected, this part of the continent destined to re-emerge will be the den of the Agartian who will retire there
to taste the pleasures of the sapience. For him, the hour of fulfillment has come. These quest eons have ended,
the Agartha is there.

The plots of the Heavenly Atlantis, like the Akasha , are not strictly physical.If they have a certain tangibility, it is
magical, and responds more to a sensitivity peculiar to the Nephilim than to tactile and sensorial contact.

The Limits of High Magic physical effects, such as summoning hurricanes, cre-
ating Plexi, or transporting the Sorcerer around the
0 Spells of High Magic are closely tied to the fluctua- globe in an instant.
tions of the elemental fields and may only be cast
upon the day of the week that corresponds to their
element, or on a Sunday when their element is dom- Casting High Magic
inant.
The process of casting High Magic is identical to that
0 Unlike the previous two circles of Sorcery, High used when casting Ritual Magic, with three important
Magic can produce obvious physical effects. High exceptions. Rituals take longer to design; 1 day per 10
Magic rituals can have extreme effects upon single points of the spell’s Threshold. Three points of Ch’awe
individuals, including raising them from the dead, or must be spent by each participant in the ritual, and the
killing them with spontaneous human combustion or Ka-element rolls are Ka XI rolls instead of Ka x2 rolls.
a bolt of lightning. The rest of the process is identical.
First, a ritual is designedwith a High Magic Technique
0 All spells that affect large groups of people are limit- roll or taken from a grimoire. It must then be successful-
ed to causing specific single effects. A Nephilim ly performed with a High Magic Technique roll. If the rit-
could use High Magic to cause a local union to vote ual is successfully performed then the Ch’awe is spent
to end a strike, but once the vote was taken the union and the Ka-element roll is made. If the Ka-element roll
members would be no more satisfied with their succeeds, the spell is successfully cast.
employers than before. While it is possible to use
High Magic to affect groups of people as large as the
population of an entire nation, the magnitude of such
effects are quite limited. An extremely powerful
Sorcerer might use High Magic to influence a presi-
dential election. However, such a ritual would need
to be cast very close to election day, and would only
influence the way people voted, not how they felt
about the candidate, the issues, or the results of the
election.

0 High Magic can also be used to perform obvious

328
SPELL ELEMENT / R ANGE /

N AM E T H E R E S H O L D S UM M AR Y AR E A DUR ATI ON

Description: burns totally any matter, even that considered


fire.-proof. The burned mass can be up to 500 kg.
Pyretic The combustion is complete and instantaneous, leaving
Consumption Fire / 1 only hot,. dry ash. 10 m / 500 kg Instant

Description: creates a mini volcanic eruption around the


point chose by the caster. The casler can center the eruption
up to 1 kilometer away from himself, and the area of
the volcanic eruption has a , 100 meter radius. The eruption 1 km / 100 m
Eruption Fire / 3 begins in ldl 0 minutes after the casting. radius 24 hours

Description: this spell must be cast on a Tuesday. It creales


a new Fire Plexus in a place chosen by the aster.
The Plexus can fill an area up to 10m on a side. but the
casler may choose to make is smaller. The Plexus has
Manifest Fire characteristics identical to a natural Plexus, and lasts for a 1 km / 1000
Plexus Fire / 5 number of days equal to the daily Astrological modifier. m³ See Summary

Common Components: Lighting a fire and burning the


magical connection to the target.
Description: This spell causes a small fire to start in the
vicinity of a specified person or place. The caster must
have a magical connection to the target. The spell will
only work if there is flammable material in the vicinity of
the target. The fire may be put out with little effort, but in Connection /
Tongues of the right environment it can spread quite rapidly. Living One small
Flame Fire / 2 beings cannot be directly affected with this spell. object Instant

Common Components: Burning a small doll or a photo-


graph of the target to ashes.
Description: This spell causes a chosen target to sponta-
neously combust. The target bums from the inside out.
Unless the target is directly in contact with flammable
material, the fire is unlikely to spread beyond the victim.
Often all that is left of the victim is a greasy scorch mark
on the floor.
While the spell begins immediately, it usually takes
between 5 and 15 minutes for the target to be fully con-
sumed. Only magic or immediate, total immersion in
water can prevent gruesome death. However, if the Casual
Magic spell Counterblow of Hekenu is cast the first round
Spontaneous that the heat of the spell is felt, the spell is immediately
Human canceled. Failure to successfully cast the Counterblow on Connection /
Combustion Fire / 4 the first try is usually fatal. One Target Instant

Common Components: Lighting fireworks, setting off


flash-paper or a strobe-light.
Description: This spell fills the target with a sudden flash
of nearly divine inspiration and understanding. This reve-
lation will be about something important to the target and
will have many of the qualities of a religious experience.
Insights produced by this spell may be either revelations
about the target’s own character and actions, or a sudden
understanding of some external situation. The target may
realize that some deeply held belief is in conflict with the
rest of their moral system, instantly understand some pre-
viously elusive concept, or suddenly perceive that a series
of seemingly unrelated events are actually evidence of a
dire plot. Revelations of this type will never give useless
or false insights. However, they may not be immediately
relevant, either.
These revelations are occasionally life-shattering to
deeply repressed, non-introspective people. However, the
Flash of revelation alone will never directly cause insanity or men- Connection /
Illumination Fire / 2 tal damage. The caster has no control over the content of One Target Instant

329
the revelation. Many Fire Nephilim regularly cast this
spell on themselves to gain greater insight in the myster-
ies of life. Due to the strenuous nature of this spell it may
be cast no more often than once a week on a single target.
Doing so causes serious magical stresses between the
mind and Ka of the target. If cast on a single target more
than once a week, the target will become dizzy and expe-
rience a severe headache, but will receive no inspiration.

Common Components: Sword or dagger stabbing a doll


representing the target, striking a doll representing the
target with a staff.
Description: This spell causes a life-threatening injury to
the target such as a heart attack, stroke, aneurysm, or
other condition appropriate to the target’s age and medical
condition. The target must roll under her STA or die;
otherwise the target loses a number of STA points equal
to the 1/2 the caster’s Fire Ka-element modifier. They will
be regained only after professional medical treatment.
This spell ignores all non-magical armor and protections.
All magical protections function normally when blocking
the damage caused by this spell. The Casual Magic spell
Sword of Counterblow of Hekenu will reduce the damage to 1 point Connection /
Seker Fire / 3 of STA if cast at the instant that symptoms are felt. One Target Instant

Description: allows Ihe caster to pennanently alter the


knowledge of a living being. exchanging one single
remembered
fact or event for anocher of the caster's design.
The new memory should be somewhat similar to the one
replaced, in order to fill its place without raising the curiosity
d the target. For example, the memory of seeing
Stigmatic a Nephifim casting magic in Central Park could be replaced
Idea Air / 1 with the false recollection of seeing a mime performance. 10 m / Target Permanent

Description: creates hurricane-force winds of 100 meter


radius around a point chosen by the caster. The hurricane
Typhoon forms in 1d10 minutes. It moves in a natural way for 24 1 km / 100m
Trust Air / 3 hours before disappearing. radius 24 hours

Description: this spell must be cast on a Wednesday. II


creates a new Air Plexus in a place chosen by the caster.
The Plexus can fill an area up to 10m on a side, but the
casler may cnoose to make is smaller. The Plexus has
Manifest Air charaderislics idenlicalto a natural Plexus, and lasts for a 1 km / 1000
Plexus Air / 5 number of days equal to the daily Astrological modifier. m³ See Summary

Common Components: The feathers or skin of a bird


(representing movement); a doorway (or a mock doorway
made of two upright boards crossed on top by a third
board) in the center of the circle; freeing a live bird (the
point where it flies through the circle is where the gate-
way will form).
Description: This spell opens a mystical doorway within
the magic circle. This doorway connects the magic circle
to a pre-specified place. The caster must possess some
object from the destination. This spell may also be cast
using a person as a destination, in which case the caster
must have a magical connection to the person. Anyone
within the magic circle may pass through this doorway,
and will instantly be transported to the location or person
specified in the ritual. This doorway remains open for the
entirety of the ritual and everyone within the circle may
pass through it if they so desire. However, this doorway
only goes from the magic circle to the destination. Once
through the doorway, there is no way to return to the cir-
cle. Open the Airy Gateway, allows
Open the two-way travel from the ritual circle to the destination and Connection /
Airy Door Air / 3 vice versa. One Place Ritual

Spear of Common Components: A lightning rod which has been Connection /


Iskur Air / 3 struck by lightning previously, a spearhead; a capacitor. One Target Instant

330
Description: This spell causes a bolt of lightning to strike
the target. The target must be out of doors, and the weath-
er over the target must be stormy or cloudy. If the target is
a human being, she takes 3 damage the caster’s Air-Ka mod-
ifier in hit points of damage and must roll under her STA
x2 or die. If the target is an automobile, building, or other
inanimate object, the gamemaster should decide appropri-
ate damage to the object and any other effects. No occu-
pant of any target should have to make a STA roll, how-
ever, and damage should be 1 or less. Magical
protections such as the Shield of Khnum or Warding the
Wandering Ba will be effective against the Spear of Iskur
if they are in place at the time the Spear is cast.

Common Components: A boiling or smoking cauldron,


or a fan.
Description: This spell controls the weather in the vicin-
ity of the ritual. Any weather that is reasonable for both
the location and the time of year may be produced. This
spell may be used to create heat waves, clear skies, thun-
derstorms, blizzards, tornadoes, and even small hurri-
canes. However, this spell will not cause snow in July in
Nebraska, or produce hot and humid weather in Alaska in
the winter.
While this spell has vast destructive potential, it may
not be used in a controlled fashion. If the spell is used to
create a tornado, the tornado occurs somewhere within 50 Present / 50
Flail of Shu Air / 3 km of the ritual and acts as an ordinary tornado. km Day

Description: creates an earthquake in a 100 m radius


around the point of effect. Its strength is 7 to 9 on the
Seismic Richter scale (buildings shake and many collapse). The 1 km / 100 m
Concussion Earth / 3 earthquake occurs when the spell is cast. radius 10 seconds

Description: this spell must be cast on a Thursday. It


creates a new Earth Plexus in the place chosen by the
caster. The Plexus can fill an area up to 10m on a side,
but the casler may choose to make is smaller. The Plexus
Manifest has characteristics identical to a natural Plexus. and lasts 1 km / 1000
Earth Plexus Earth / 5 for a number of days equal to the daily Astrological modifier. m³ See Summary

Description: allows the caster to bring back to life one


dead human or creature. The person is resurrected with
one hit point. but wilh all other characteristics and skills
intact. Any injury or disease must be cured separately, or
the person may die again from the same cause.
Resurrection costs the caster ld6 pennanent points of
Ka, plus one point of Ka for each day the person was
dead. The resurrected human loses an equal amount of
Solar-Ka as well.
A resurrected Simulacrum does not regain its Nephilim,
but goes about life as a human again. The Nephilim
could possibly be reincarnated in a new body by this
Resurrection Earth / 4 point. or have returned to its Stasis. Touch /Target Permanent

Common Components: Bandages applied to the target


or to a doll representing the target. Taking a deformed or
damaged doll of the target and making it whole.
Description: This spell infuses healing energy into the
-target. Whether cast via magical connection or at a present
target, this spell quadruples the effectiveness of the next
successful First Aid or other medical roll performed on a
given wound. Also, all long-term healing rolls for this
wound or injury are also quadrupled. A character treated
in this way will heal x4 week without medical treatment,
and x8 week in a hospital. This spell works on all living
things. In addition, this spell may be used to cure all ill-
Ministering nesses afflicting the target, regardless of their severity. Connetction
Caress of This spell will also cure all forms of madness, whether or Present /
Khensu Earth / 1 physically, emotionally, or magically caused. One target Instant

Restore the Earth / 3 Common Components: Bandages applied to the target Present / One Instant

331
Flesh or to a doll representing the target. Taking a deformed or target
damaged doll of the target and making it whole.
Description: This spell instantly heals all damage and
injury to one target. This spell also cures all damage or
harm cause by disease or poisoning. This spell even cures
the results of old injuries or congenital defects. A quadri-
plegic would regain full mobility and sensation. Lost
limbs are regrown, scars are removed, and teeth with cav-
ities are made whole. Finally, any foreign objects in the
target’s body, whether bullet fragments or tooth fillings,
are forced painlessly out of the body by the spell. This
spell will fully cure all conditions and diseases (including
AIDS and cancer) except old age and death.

Common Components: Blood or gold leaf to draw the


circle; scarlet silk to weave a rope or web around the
warded object. Alternately, a cage or box to place the
object in and ward the box.
Description: This spell creates a warding that is impene-
trable to all lesser Sorcery. No Sorcery with a threshold
less than 5 can cross or penetrate this warding. In addi-
tion, this spell will also block a Nephilim from all contact
with its Stasis object if either the Nephilim or the Stasis
object is inside the warded area. A Nephilim blocked from
its Stasis cannot expend Ka-element points from its Stasis
for spellcasting or magic resistance. It cannot create an
Athanor, and worse, cannot re-enter Stasis upon the death
of its Simulacrum. Any Nephilim blocked from its Stasis
object has a -1 penalty on its Magic Resistance.
However, this connection is not broken, merely blocked.
If the warding is broken, or the Stasis object is removed,
the connection is immediately reestablished. This spell
Warding the will also block all spells that may be used to try to locate
Wandering the warding or anything within it. Casting this spell Present /
Ba Earth / 4 requires the caster to expend 1 point of permanent Ka. Circle Month

Grasp of the Description: creates a whirlpool of 100m diameler, dragging


Invisible anything within its reach down under the water. The 1 km / 100 m
Octopus Water / 3 whirlpool lasts for 24 hours. diameter 24 hours

Description: creates a tidal wave, which hits the roast


1d10 minutes later. When it strikes the coast, the wave is
about 40 meters high and 100 meters wide. The caster
may choose where the wave hits, to within one kilometer
of lhe casting. This spell must be casl althe ocean or at a 1 km / 100m
Tidal Wave Water / 3 lake large enough that it cannot be seen across. wide -

Description: this spell must be cast on a Friday. It creates


a new Water Plexus in the place chosen by the caster.
The Plexus can fill an area up to 10m on a side, but the
Manifest caster may choose to make it smaller. The Plexus has
Water characteristics Kfentical to a natural Plexus, and lasts for a 1 km / 1000
Plexus Water / 5 number of days equal to the daily Astrological modifier. m³ See Summary

Common Components: Wrapping the target, or a doll


representing the target, in white gauze. Hiding a doll rep-
resenting the target in a closed box. Blindfolding every-
one inside the magic circle except the target.
Description: The target of this spell becomes effectively
invisible for the duration of the spell. This spell renders
the target wholly unnoticeable rather than transparent.
Someone under the influence of this spell will still set off
electronic alarms or other forms of automatic detection;
however, people watching monitors may fail to notice the
image that they register. This spell ends when a day has
passed, or when the target acts in a way to attract atten-
Deep tion. In general, any act that causes significant noise, sud-
Shadows of den light, and so on, or that poses a direct physical threat, Present / One
Naunet Water / 1 will be noticed. target Day

Tilt the Common Components: A poster that depicts (in pictures Connection/ Instant or
Scales of Water / 2 and words) the desired change, a photograph or a symbol One Group Month

332
Shai of the group to be affected by this ritual.
Description: This spell allows the caster to influence the
behavior of a moderately-sized, clearly-defined group of
people. This group must be composed of people who are
connected in some obvious way, and may consist of no
more than a thousand people. All members of a
Teamsters’ local, all police officers in a city, or everyone
who lives or works in a certain building are all examples
of acceptable groups. This spell allows the caster to
change a single attitude, action, or behavior of the group.
Everyone who works in a given oftice building could all
decide to spend an extra 15 minutes eating lunch one day.
All air-traffic controllers monitoring the airspace over
Denver could become a little more tense and irritable.
This action or behavior must be within the bounds of
socially acceptable behavior for the members of the
group. All continuing actions or attitudes, such as
increased irritability, will last no longer than a month. In
all cases the effects of this spell are most easily observed
statistically.
This spell will not convince cheerful people to be irri-
table or determined people to change their vote. Instead,
more people will be irritable, and undecided individuals
will tend to vote a certain way. Actions such as violence
or illegal behavior cannot be caused by this spell,
although tendencies such as mob action, restiveness, and
antipathy toward the police or government can be accen-
tuated. Some triggering spark outside the ritual must set
such feelings in action, however. If the group regularly
engages in violence or lawbreaking, of course, such
actions can be partially directed or exacerbated. The cast-
er must have some magical connection to the group in
question.

Common Components: A photograph, map, or flag of


the city or nation within which the targets of the ritual
live, a poster that depicts (in pictures and words) the
desired change.
Description: This spell allows the caster to slightly influ-
ence the behavior of large groups of people (over a thou-
sand individuals). This spell may be cast upon the entire
population of a nation, or upon any similarly large group.
This spell is identical in its effects to the spell Tilt the
Scales of Shai. The only difference is that this spell can be
used to affect much larger groups. This spell can be used
to change the outcome of a large popular decision like an
election, but only if there is a substantial number of unde-
cided voters. It is thought by some that this spell is used
to influence most elections and other important trends.
Others believe that since many factions and secret soci-
eties have such radically different goals, the casting of
multiple spells on the same population for opposing pur-
poses tends to cancel the effects of magic out. In any case,
it is known that several secret societies have become quite
wealthy though a combination of careful investing and the
Upset the use of this spell to temporarily manipulate consumer pref-
Scales of erences. As with Tilt the Scales of Shai, all effects of this Connection/ Instant or
Shai Water / 4 spell disappear after a month. One Group Month

Description: Drives mad (complete psychosis) one human


being chosen by the caster. The effect is permanent,
but mooern psychotherapy and trealment may eventually
help the victim create a fragile coping mechanism, leaving
the victim able 10 function, but unstable. The second
circle Earth Sorcety spell, Grounding the Fool, can cancel
the effect of this spell, as can Gabrlel, Prince of the Kerubim.
Wahnsinn Moon / 1 (See the Summoning spell of that name.) 10 m / Target Permanent

Description: immediately creates a zone, of total darkness


in a 100m radius around a point chosen by the casler.
This darkness is absolute and no natural or artificial light 1 km / 100 m
Eclipse Moon / 3 can penetrate it. radius 1 day

333
Description: that spell must be cast on a Monday. It creates
a new Moon Plexus in the place chosen by the
caster. The Plexus can fill an area up to 10m on a side,
but the caster may choose to make is smaller. The Plexus
has characteristics identical to a natural Plexus, and lasts
Manifest for a number of hours equal to the daily Astrological 1 km / 1000
Moon Plexus Moon / 5 modifier. m³ See Summary

Common Components: “Wild-sounding’’ music, reading


a short horror story, writing the word “Fear” on a doll rep-
resenting the target, gluing a small figurine of a monster
on the back of a doll representing the target.
Description: This spell causes the target to be convinced
that they are being pursued by horrible, terrifying mon-
sters. The spell may only be cast at night and it lasts until
sunrise. Targets of this spell will see shapes and shadows
out of the comers of their eyes, convincing them that each
passing moment draws their pursuers ever closer. Targets
who spend the whole night fleeing blindly survive,
exhausted but unharmed (unless they come to harm dur-
Shadows of ing their flight). Targets who are restrained or confined
the Wild may either attempt suicide or go permanently insane Connection /
Hunt Moon / 1 unless sedated. One target Day

Common Components: Breaking a mirror in which a


photograph of (or doll representing) the target is reflected.
Exposing the doll or photograph to moonlight, dipping
the doll or photograph in water that was either exposed to
the light of the full moon, or in which strong psychoactive
drugs have been dissolved.
Description: This spell drives one human, animal, or
Nephilim target chosen by the caster completely mad. The
type of insanity produced by this spell is that which most
closely corresponds to the target’s character. A suspicious
person will become extremely paranoid, for example.
This insanity is permanent, but modern psychotherapy
may eventually help the victim cope with the madness,
leaving the victim functional but quite unstable. Any of
the Earth healing rituals can instantly and fully cure this
Shards of insanity, as can Gabriel, Prince of the Kerubim (Nephilim Connection /
Madness Moon / 2 rulebook, p. 166) One target Permanent

Common Components: A photograph of someone very


charismatic, dressing a doll representing the target in
fancy clothes.
Description: This spell causes the target to radiate an
overwhelming aura of charisma. Everyone will look upon
the target with favor and will be inclined to like and agree
with the target. People who talk with the target about
important issues may end up changing their opinions and
agreeing with the target. For some, talking with the target
will be an almost religious experience. Others may
become infatuated with the target. No one will even con-
sider harming the target, except in self-defense or if a per-
son’s nearest and dearest are threatened with immediate
physical harm. However, charisma alone will not let a
Nephilim walk safely into a Templar meeting.
Targets of this spell will often be followed about by
animals and small children. Troubled people will seek the
target out. Characters under the influence of this spell are
Glamour of extremely noticeable and may not successfully hide while
Isis Moon / 3 the spell is in effect. Present / All Day

334
Exhaust of the knowledge Fields are concentrated and do notrequire qu’à to be relea
CLEANSING POT 13 sed explosive, atthe time of,
Focus:Die oak in 700000 voices. where the aim concerns them. Themagic kind l’élément wh
Circle: Grand secret. ich is releaseddepends on the material,
Threshold:1 on glyphe has been filed.
Ka-élément:Luft. (See theanalogous correspondence in theanalogous board
Away:Scriptariums from black ebony. ).
Duration:endgültig. Examples:
Reach:1 kilometres. Fire: Iron, steel bronze …
This destiny permits, a psychic Air: Aluminium étain …
connection of an awful strength between Earth: Wood pierre …
To create Magistère and approving any Water: Mother-of-pearl, coral;
creature or not, from which he the existence Moon: Money to chrome …
knows, and as a knowledge flue will act
which permits to him, the competence Glyphe of the marking magic being and
to acquire of his choice of the sighted creatures from kabbale
aim and to use it in the same threshold.This Level: 2
Victim will feel a gruesome migraine, to Element: Water
him to the brain and to thousands of icesplinter Analogy: Secret>; protection
to gnaw, to pierce the backbone to him.The weakest creat Duration: 1 year
ures in Ka (animal Reach: in the sense of touch
Babies. . . ), can be easily defeated from Aim: n’importe, which inert object
such a treatment. Necessary Damages: The done harms are frommagic nature and are
Opposition throw for the creatures 3considerablefrom level
whose Ka is lower than 4. The developed fatally.
Estonians creatures Effect: One puts the level d’initié inHauptka of the firing de
will have against it clearly the vice on d’Initiéto the level
unbearably feeling which one digs out intheirs crâne, against the creature, c’est the creaturewhich is active for th
of it information against her pleasure extirper. is test. With successbecomes the creature
The percentages add themselves in no still forced back, with failure it is forcedback and loses a d’i
case the new one which substitutes for nitié level.
the old one, even if he him With critical failure the creature isdissolved in the magic fiel
it is lower. The aim cannot use any more it. Not account of ds or turns intheirs
the bases for the exchange holds. Origin world around. With criticalsuccess is ineffective glyp
One takes the view here, that the he. Lorsqu’unecreature has to go diminishedly
destinies, invocations and formulae tothe competence in if they are expelled,
To case of the competence mysterious unless, notintroduced in her d’origine world or inthe magic
lyand subtilisables and useful are in the same title one To fields it is dissolved.
belong, in the scale to introduce by from the destiny.
If against it the unadvised one now
wished to be introduced without worrying, The Origami spells
to alarm to confidential societies of the
whole earth in the effect damages nadir,
Elementary conjunction
while it to the feet of the stead
Pré-requis:Origami to master.
fastwooden colossus ordered the offering one
Area:Umwandeln.
big number of gigantic ventilating fans,around it by the bas
Threshold: 5
e of a sombre breezeto
Element:Variable.
flood, from Nothing of the Erdestammt,to him with the help
Difficulty:Sehr difficultly for the big”difficile conjunction cou
of a song then
nter (monthday)”. . . for the countermonths quite difficultly f
delivered,
orthe counterdays a little difficultly for theneutral months ne
between the awful Ralle ofthe death struggle immense sau
utral days not difficultly for theneutral months or days.
rien andto him
Focus:geometrische folding models.
removed ricanement passionate in
Analogy:Variable.
escape, the hideous secrets,
Permits to the manner, for one day ofaufeiner surface of 1
with the black moon hang up together
km2 Against orneutral one Conjunctions in big elementaryc
under it only one in the crunching broken
onjunction (month day) to convert Conspiracy
Creature maud ite lies, ghastly from the
A black lunar paper has been weaved byGaziel, it, as a be
Pavane with the accents
arer for them Conspiracy uses.
Arthropodes of Obsidienne which come
from guest Décadence, legitimate ones

Glyphe of Nephilim marking


Level: 2
Element: Water
Analogy: Secret>; protection
Duration: 1 year
Reach: in the sense of touch
Aim: n’importe, which inert object
Damages: The done harms are frommagic nature and are
considerable fromlevel 3
fatally.
Effect: The effects are much mightierhere,
because c’est directly a magicattack,
must get to know the strange one.Indeed, the magician ha
s succeeded, apart of her
to concentrate to magic fields in thematerial of this qu’il wa
nts to protect.These magic ones

335
1, Arcane Lore (Temp.) 3

1, Arcane Lore (Temp.) 3

2, Khaiba 2, Arcane Lore


(Devil) 3

2, Arcane Lore (Any) 2

336
Summoning Rules
Summoning manipulates the magic fields until a sentient being with its own aims and desires manifests.
Summoners do not see the magical fields as simple ley lines of mystical power but as higher dimensions overlaid
on the material world. Summoners reach into these dimensions and invoke great powers to perform tasks.
However, those beings are sentient and ask for something in return. The pains of failure to negotiate the
summoning with the creature ranges from annoying to complete loss of the Simulacrum to the summoned
creature.

The Kabbalah allows the Nephilim to invoke a creature that will perform, on behalf of the Kabbalist, a specific task
for a given time. It is the relationship.
Magic creatures are summoned by pentacles. Each is linked to an element.

For a successful invocation, the kabbalist must trace a pentacle and a contract with the creature of Kabbalah
through the control of its Ka-corresponding element.

The Kabbalists are Nephilim who develops an important religious feeling. They are the worshipers of the magic
fields. They think that magical fields can materialize in the form of spirits possessing a consciousness. Through
the pentacles, the Kabbalist manages to imprison and command these magical creatures. The Kabbalist does not
see magic fields as a united flow of energy but as an immense kingdom from which they learn to know the
dignitaries and servants.
They follow the teachings of Solomon, Jesus or Simeon Ben Yokhai.

Only the epochs of incarnation after the second century allow us to learn Kabbalah.

- First Circle: The Seals


- Second Circle: The Pentacles
- Third Circle: The Keys

Kabbalah
Kabbalah as a science knew many false starts whether the studies of King Salomon or the wanderings of Helen in
mythic Greece. However it is Jesus the Son of Ether that drew the fundamentals of the Occult Science used
today.

The Messiahs posited that worlds exist around us in the magical fields. He could call the creatures of these worlds
and draw Wisdom from their teachings. Kabbalah was the legacy he left to his Fallen creators hoping they would
find solace in Sohar the world he had more often walked.

Five worlds are studied by Kabbalah and five ways structurate the two last circles of the Science.

Sohar where the elements are arranged in mystical patterns to be decoded


Zakaï where the world is dying and the only hope rests on the healing of the Fisher King
Aresh where the world is in a constant state of war and honor and atrocity are the only lords
Pachad where the world vacillate into beguiling beauty and raw horror
Meborack where all is in balance

When you reach Kabbalah ultimate circle you go visit these places rather than summoning creatures from them.

Here have the Five Emperors (Kabbalah top dogs name) by instance

Harabel the Beggar King, He who awaits the Apocalypse, Emperor of Pachad
Eloath Daath, the Mystery of the Five Wounds, The Skull, the Fisher King, Emperor of Zakaï
Tsadael, Symbol of Delta the Supreme Warrior Emperor of of Aresh
Nyamalat Keeper of the Cosmic Balance, Empress of Meborack
Hakamiah He who Builds the Universe, Glorified in all things, He who Gives Victory, Emperor of Sohar or Five
Rubedo Substances

Dusky Consuption of Judgement


Metabolic Liquefaction of the Traveller's Fellows
Spectral Infusion of Western Midnight
Hermetic Kiss of the Mineral Judas
Gold of the Thousandth Mornin

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Kabbalah First Circle: The Seals: Lasting Fabrics of Time, Animated Silver Clothes
From the Gates of Avalon above which you stand I call you fantastic armor. Living and not yet living, I call you to
protect me as you protected so many of my kin. Be my shield against harm and feed on my Ka to sustain your
existence on the material plane. According to our ancient compact I call you. From Yesod that is Dreams and
Nightmares I call you. With the Moon mistress of all hidden energies, I call you. Lasting Fabrics of Time come
now and be my skin and my scales!

Kabbalah Second Circle: The Pentacles: The Flame-clothed Amethysts that Arm the North
From your marches and borders who guards the crucible of all matter, I call you precious maiden. You who are
beautiful in Tipheret, guarding the Tree of Life from its many enemies, I beseech you, grace of your presence this
worthy supplicant. At the edge of the fight I call upon you the Amethyst clothed by Fire to make me the perfect
warrior, to protect Wisdom and safeguard the innocent.
Maiden as promised by ancient pact I surrender my flesh to you. From Tipheret that is the sun in splendor, please
come to me. See my front is bare, ready to host you. See the fire has been lit and the circle drawn. By the name
of the One and the ancient laws, from Sohar the Perfect World and from the Sephira Tipheret, By the Name we all
obey, I call the Flame-Clothed Amethyst that Arm the North to my help!

• Kabbalah: To invoke a creature it is necessary to do a ritual more or less Long, more or less complicated.
Circles: circles divide into sephiroth, to develop a new Sephiroth, nephilim must be companion or master in
the preceding one.
° First circle:
- Malkut: physical protection.
- Yesod: instinct. Warrior Creature
- Hod: psyche. Creature that influences thought
- Netzah: Creature of Care.
° Second circle:
- Tipheret: creature of evolution, displacement, destruction;
- Geburah: creature of physical and mental improvement.
- Chesed: creature of order and law.
Initiate an invocation: opposition roll Ka-element / difficulty of the contract creature.
- modified by the level in the sephirah.
The bond established with the creature can have 2 natures: ally or fale. These relationships Change the
consequences of applications and contracts. The invocation of a suzerain is different: the nephilims are indebted
to the overlords Which sometimes dominate nephilims and are sometimes demanding.
Banish: opposition throw Ka-element / difficulty of the creature's contract as the Player knows invoked (no
change possible).
To reach the Argatha, the nephilim must be the explorer of one of the 5 Worlds of Kabbalah.

Summoning is different than Sorcery. Sorcery is about reaching into the magical lines which wrap the world,
exerting mental will, and forcing the magic to respond. Either it works or the caster loses control and it flies
everywhere. Summoning is about having a conversation.

Drawing the Pentagram is the simple bit. The Summoner references the right Pentagram in a dusty tome, finds
the words, locates a good basement, and executes. If the strength of the Summoning Pentagram overcomes the
will of the Summoned, the Summoned pops into the center of the Pentagram. This almost always works if the
Summoner is even passably good at this trick, has the right Stunts, and a half-way decent Lore. Getting the
Summoning to appear is a purely mechanical exercise. A Summoner’s understanding contested against the
Summoning’s willingness to show up.

And there stands a pissed off Summoning, trapped in a Pentagram, interrupted from whatever it was doing five
seconds before, glaring at a Summoner and wondering if the Summoner is tasty on toast. What happens next is
a straight up social contest. Talk fast, little Summoner, or else the thing standing there will reach for the ketchup.

Summoning moves into a haggle mode. The Summoner can lie, can plead, can persuade, can use any social
tools at its disposal.

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The Summoner talks.

The Summoning listens.

Either the Summoning agrees to do what what Summoner wishes — one week, one day, one hour, one question,
one task, whatever the Contract stipulates — or the Summoning ruptures. The bigger the Summoning, the worst
the Contract failure, the bigger the Rupture. Ruptures are, as they say, bad. How bad? It depends on how big of
a trick the Summoner was trying to pull. Some Summoners quickly disappear, never to be seen again.

Should the Summoning agree to hang around and do something, sometimes for a price, the Summoner gets to
walk off with said Summoning hanging around them invisibly and at their command. Should Those who Creep
and Nibble, a perfectly useful Assiah-plane, Seals-level, Earth-inclined Animal Summoning show up, and the
Summoner cons them into sticking around and listening to him, the Summoner can order them to eat cars,
couches, hats, deck chairs, holes in yachts, anything the Summoner wants consumed for a whole week. Yay!
But fail to establish a Contract with the Procurators Whose Eyes are Basilisks or Ruby? They like to force
their Summoners to get on their knees and confess all their sins…

Ch’awe Refresh Cost


Summoning costs Ch’awe just like Sorcery. Nephilim CoD has three levels of Summoning: Seals, Pentacles and
Keys.

Dice Pools:
Charisma + Occult + Circle (for Summoning)
Manipulation + Socialize + Circle (for Binding)
Compusure + Intimidation + Circle (for Banishing)

First Circle Seals Threshold in minutes Threshold x2 in Ch’awe -1 Dice

Second Circle Pentacles Threshold in hours Threshold x4 in Ch’awe -2 Dice

Third Circle Keys Threshold in days Threshold x8 in Ch’awe -3 Dice

Can invest Ch’awe 1:1 to set off Dice penalities.

Can summon Elemental Spirits (see CoD page 122) or Creatures from the Lists from this Book.

Keys, the highest level, is very difficult to purchase in character generation. The rules reserve Master-level
Summoning for NPCs, both good and bad. A character may purchase Seals and Pentacles in Character
Generation.

How to Summon 101


1. Determine the Complexity of the Summoning. This is the target Summoning’s Conviction. If the Complexity is
higher than the Summoner’s Lore, the Summoner must find ways to gain bonus shifts to equal to or overcome the
Summoning’s Conviction.

• If the Summoning’s Element is equal to the Summoner’s Element, the Summoner receives +1 shift to
overcome Complexity.
• If the Summoner is in a Plexus, the Summoner receives +1 shift to overcome Complexity.
• If the Summoner is in a Nexus, the Summoner receives +2 shifts to overcome Complexity.
• If the Summoner has a Focus, the Summoner may use the Focus to overcome Complexity.
• If the Summoner has applicable Aspects, the Summoner may invoke the Aspects for proper shifts.

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2. The Summoning arrives. Social Combat begins. Deceit, Intimidation and Rapport are typically used to attack;
Empathy and Rapport to defend. The player can throw other skills in for good measure during combat if they fit
— Conviction and Discipline may get involved. Presence modifies the stress track.

3. Rules for combat see Chronicles of Darkness. This includes throwing in bribes, using Aspects, and giving gifts.
The Summoner will exchange with the Summoned Attacks, Blocks and Maneuvers until one side or the other is
Taken Out.

4. If the Summoned Creature is Taken Out, the Summoned Creature agrees to terms with the Summoned. The
creature carries out the contract.

5. If the Summoner is Taken Out, the Contract Ruptures.

Rupture
Should the Summoner fail the social contest with the Summoned, the Contract Ruptures and the Summoned has
the upper hand. Depending on the Conviction of the creature, the kind of Summoning, the level of failure against
the Summoning, and the GM’s perchance for handing out pain, ruptures are from Gentlest to Harshest:

Disappearing: the creature returns to its plane of origin.


Immobility: the creature just sits there in the Pentacle during the entire duration of its Contract. It cannot be
dismissed; it just sits there.
Flight: the creature escapes from the Pentacle and flies loose until its Contract expires. It is fully visible to
humans and Nephilim alike.
Befuddlement: the creature executes the Contract in the wrong way.
Attack: the creature turns its powers on the Summoner. This begins Physical Combat between the Nephilim and
the Summoned Creature. Once the Nephilim defeats the creature, the Summoned returns to its home plane.
Capture: the creature turns its powers on the Summoner and begins Physical Combat as above. Should the
Summoned Creature Take Out the Summoner, the Summoned Creature will attempt to carry the Nephilim off to
its home plane.
Possession: the creature turns its powers on the Summoner and begins Physical Combat as above. Should the
Summoned Creature Take Out the Summoner, the Summoned Creature will kick the Nephilim out of its
Simulacrum and walk off with it. The Nephilim must immediately find a new host body or return to its Stasis. The
Summoned Being in the Simulacrum may stay on the physical plane wreaking havoc until defeated.

Kabbalah allows the Nephilim invoke a creature that will run on behalf of the Kabbalist, a specific task for a given
time. It is the relationship. Magic creatures are summoned by pentacles. Each is linked to an element.

For a successful invocation, the kabbalist must trace a pentacle and a contract with the creature of Kabbalah
through the control of its Ka-corresponding element.

Kabbalists are Nephilim who develops an important religious sentiment. They are the worshipers of the magic
fields. They think that magical fields can materialize in the form of spirits possessing a consciousness. Through
the pentacles, the Kabbalist manages to imprison and command these magical creatures. The Kabbalist does not
see magic fields as a united flow of energy but as an immense kingdom from which they learn to know the
dignitaries and servants.

340
The Kabbalists distinguish four modes in each magic field.

- Assiah: the material world. The weakest magical creatures live there. They are the servants. They are easy to
summon and control. Their power is limited.

- Yetzirah: the astral world. The executors of the superior powers are assembled there. These are angelic or evil
choirs, depending on the case. They have moderate autonomy.

- Briah: the world of angels and demons. Great powers govern many parts of the magic field. The angels have a
different hierarchy according to the fields but they are all dominated by a single archangel. They have a complete
autonomy and a fully usable intelligence. They are difficult to control.

- Atziluth: the world of dominant. Kings and queens command the elementary fields. They are proud and are
comparable to divinities. Once called, they will seek to escape and bring the Kabbalist back to their kingdom to
become their servant. It is therefore the most dangerous world for the Kabbalist.

The kabbalists gave a name to each stage of progression. Each threshold is called a Sephira. The Sephiroth set
represents the Tree of Life: the path that the Kabbalist must take to reach the Agartha

The Seals
The Kabbalistic Seals designate the first controls of the Kabbalah. They can be written on any subject.They are
generally circular and bear the name of the creature invoked (in Hebrew or enochean). One also finds its magic
sign traced in silver.

Sephiroth of the Seals: Malkut, Yesod, Hod

The Pentacles
A Pentacle must be traced on a flat surface while pronouncing an invocation formula. The number of branches it
possesses may vary. Inside is the elemental magic sign, the seal of the tutelary archangel and the symbol of the
Sephirah.

Sephiroth of Pentacles: Netzach, Tiphereth, Geburah

The Keys
The Keys are very complex pentacles calling for a symbolic that can surpass the greatest of the intiates.

Sephiroth of the Keys: Chesed, Binah, Chokmah and Kether

The secrets of the keys are revealed only to the initiated. When you have reached the Third Circle of Kabbalah,
address your Majesty concerning the Invocations.

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Realms of Summoning
This science comes from a revelation, that of the One and the quest for its various manifestations. The Kabbalist
searches the magic fields for the forms of intelligence that compose it, and manages to bring creatures from five
different worlds. These creatures, coming from the spirit of the One, are invoked thanks to the pentacles that the
Nephilim traces beforehand. The Kabbalah is decomposed into three Circles which allow to cross the Tree of
Life:

The First Circle is designated by the Seals, it carries the Nephilim into the Sephiroth of materiality, emotions, and
creation. The associated Sephiroth are Malkut, Yesod, Hod and Netzah.

The second circle is designated by the Pentacles, it explores the Sephiroth of life cycle, transformations and
warlike justice namely Tiphereth, Geburah and Chesed. The Kabbalist chooses one of the five worlds of Kabbalah
in which he will sail to find the guardian of secrets. These worlds are Sohar, the perfect world, Zakai, the pure
world, Meborack, the world of balance, Pachad, the world of the Apocalypse and Aresh the world of Fury.

The third Circle is designated by the Keys, it contains the Sephiroth invocations of mercy, comtemplation and
protection, ie Binah, Chokamh. The Kabbalist can then travel freely in the worlds until he finds the only last
Sephira, Kether, the Crown. Note that these creatures are extremely powerful and happen to keep them is
difficult. Just reaching this level is very difficult.

The Kabbalah exists since the year zero and the effect Jesus, the Nephilim over this age may have forgotten the
magic to learn Kabbalah for example, but can not know it just like that, they must have been incarnated in a After
the creation of science.

It is also important to note that for these creatures to continue serving the Nephilim, Nephilim must either enslave
them by force or by 'gifts' in order to convince them to help him. If they are powerful, and they think they are
mistreated, imagine the result.

In the second decade after the Death of the Fool in Judea, a cluster of Nephilim of a highly Kabbalistic Jewish
bent clustered around a single Nephilim named Simeon bar Yokkai. Clutched in this nigh-Agarthan Nephilim’s
hands were the final scribblings of the Fool which told of worlds beyond the physical full of creatures waiting to be
controlled and enslaved by Nephilim will. Only through chanting the right syllables in the right manner could the
veils be pierced and a Nephilim could invoke a creature to come to its side. Simeon bar Yokkai called his
application of Kabbalistic Theory Invocation.
When he passed beyond this world — by ascending to Agartha or simply passing on to a new Incarnation — his
followers scrabbled through the dust of a Roman-dominated Levant and picked through the leavings of two
thousand years. From lost scrolls found buried beneath Solomon’s Temple to the new Gnostic beliefs of
Alexandria, they cobbled together a new magic they called Summoning and, much to their surprise, it worked.
From their pentagrams scratched out in the dust, creatures emerged and demanded bargains and contracts for
their services. The creatures came, and Nephilim conversant in Summoning found themselves more powerful
than their Sorcerous brethren, for while a spell sword may last an hour, a summoned sword may last a week.
And where Wahlsinn drives a man mad, the Powerful Pale Queen of Pain with Tears of Flame causes madness
and unspeakable infinite torment.

Good times.

In modern times, a summoner draws the pentacle on the ground to restrict the movements of the summoned
creature. He chants the Invocation and calls to the creature in Enochian, the language of worlds beyond the veil.
If the word reaches the creature, it appears and the test of wills begins. Some summonings are merely beasts or
mindless apparitions, but some are full Angels and Demons with wills and plans of their own. Should the
summoner win the contest, he forges a contract with the creature for a certain time — a day, a week, until the
next full moon. But should the summoner fail the contest, the summoning ruptures and the angry summoned
creature can enact its vengeance.

Summoners swear by their craft. These Nephilim abandoned the well-trod sorcery path to Agartha to reach into
the nether realms to converse with beings of power, great and small, and harness that power to the Nephilim’s
whims. Summoners claim the few known summonings of the Keys, the most powerful summonings, far outstrip

342
the pedestrian castings of Grand Secret spells, but these summoned creatures are intelligent and malevolent in
the extreme.

Nephilim summoning involves the four planes of metaphysical existence beyond the physical, the circles of
summoning and the realms, the contracts, and the ruptures should summoning fail.

As the Kabbalists sat in their secret covens and probed the worlds beyond the physical, the Summoners
discovered four new planes of existence. They drew pentacles and drew servants from…

Assiah, also known as Olam Asiyah, the weakest of the four spiritual realms. The Realm of Action, the Nephilim
easily invoke the creatures here and pull them forth to do their bidding. This is the world of Korrigans, of Fairies,
of Elementals, of Those who Creep and Nibble and Those who Inhabit the Sunset Homes. Assiah is associated
with the Tarot suit of the Pentacles.

Yetzirah, known as known as Olam Yetsirah, the World of Formation. Yetzirah is the Astral World, a plane of
lesser devils and angelic servitors with glimmers of independent intelligence, elementals who embody concepts
and creatures smart enough to bargain. These are the Princes of Salt Wisdom and the Spirits of the 24th Part of
an Instant, those who stay until the day is favorable for their return. Yetzirah is associated with the Tarot suit of
the Swords.

Briah, or Olam Beri’ah, the World of Creation, the planes of Heaven and Hell, the dwelling worlds of true Angels
and Demons. They are cunning and wise and good and more evil than human comprehension. The Angels and
Demons stand in their Choirs and bow before their Archangels. While the Angels and Demons hate one another,
they hate Nephilim more, and do not stand to be summoned for trivial requests. They have full autonomy, full
intelligence, and are difficult to control. Briah is associated with the Tarot suit of the Cups.

Atziluth or Olam Atzilut, is the World of Emanation. Atziluth is the dwelling place of the Arch Angels and the
Demon Lords, of Gabriel and Beelzebub. They are proud and some have spent millennia worshipped as deities.
These beings are the most dangerous of all to summon, for they greatly desire escape from their Pentagrams to
walk the world of Men and they love to drag Nephilim slaves to their domains to serve them for eternity. The
contracts with these beings are life-and-death pacts and drenched in blood. Atziluth is associated with the Tarot
suit of the Wands.

Note: for those interested, Summoning is where Nephilim and In Nomine cross in super interesting ways,
especially when it gets down to Contracts and Rupture. We’ll leave that exercise up to the reader for the time
being. Suffice to say, one can assume In Nomine angels and demons can agree on one thing: they do not like
these strange inhuman elemental endlessly incarnating abominations called Nephilim who can speak the
forbidden Enochian tongue of Heaven and Hell and summon angels and demons to a Pentacle and force their
bidding for a day short of a week.

343
Seals Pentacles Keys

The Kabbalah

1st circle Malkut 1-2 Seals

Yesod 2-3 Seals

Hod 4-5 Seals

2nd circle Netzah 1-2 Pentacles

Tipheret 2-3 Pentacles

Geburah 4-5 Pentacles

3rd circle Chesed 1-2 Keys

Binah 2-3 Keys

Chokmah 4-5 Keys

The Kabbalist learns from each Sephirah a specific teaching.

The Seminarist is thus called the Kabbalist who traces the first three sephirah
( Malkut , Yesod , Hod ). Invocations of creatures are grouped under the category of Seals .

The Cenobite is the denomination of the Kabbalist who crosses the three median sephirah
( Netzah , Tipheret , Gebourah ). Invocations of creatures are grouped under the category of Pentacles .
At this stage, the Cenobite discovers the existence of the Worlds of Kabbalah .

The Unknowable is the title of a Kabbalist who explores the last three sephirah
before Kether ( Chesed , Binah , Chokmah ). Invocations of creatures are grouped under the category
of Keys . Arrived at the third circle, the Unknowable can begin to explore his world of Kabbalah of predilection.

Principle of invocation

Through the tracing of a pentacle, the Kabbalist will initiate a ritual to conjure a creature belonging to one of the
worlds.

First, the Kabbalist must create a door between our world and the kabbalah worlds to allow the creature to
manifest itself. This door will in fact serve to relay the call of the summoner to the Worlds of Kabbalah , the
creature then choosing to appear near the pentacle in general. However, contrary to an accepted idea, the
creature does not "pass" through the pentacle: it can come and go as it pleases between the two worlds.

This door is created by the invocation, which, if it can not be done directly by the Ka of the summoner acting on
the Magic Fields , must be realized in such a way as to be best perceived by the physical senses of
the Simulacrum . Four of the five human senses at least are necessarily concerned, the current practice generally
excluding taste for convenience.

The visual (and tactile) part relates to the plot of the pentacle. This must include all the inscriptions necessary for
the unambiguous identification of the creature called, among others, its names, its element, the world from which
it comes, the Olam from which it comes, its Sephirah , its functions , Its titles, its power, etc. The sound part is the
incantation, which must be declaimed at the same time as the Kabbalist traces the pentacle. It contains the same

344
information as the pentacle, but orally this time. Finally, the odor usually comes from the use of sulfur chalices,
special incense, fragrant oils burnt for the occasion, aromatic herbs, etc.

The complexity and length of the invocations are governed by a simple rule: the more the creature lives in a
Sephirah away from the physical world, the more symbols, titles, and so on. Which is associated with it will be
complex, and the more powerful it will be (ie if it lives in a distant Olam ), the more these symbols and titles will be
numerous and thus the pentacle charged with symbols and the long incantation to declaim. For example, a
powerful creature of Malkut will have a pentacle overloaded with symbols (so long to trace), but these symbols will
be simple, while a serving creature of Binah will have a pentacle not very long to trace but with very complex
symbols To reproduce.

Control

Once the creature has manifested itself in our physical world, it still remains to convince it to work in favor of the
Kabbalist. This is a delicate task that too many kabbalists tend to neglect. Indeed, there is nothing more
dangerous than to invoke without power to control a powerful creature of Malkut for example. For most creatures,
it is enough that the Kabbalist shows the power of his Ka to the creature. The latter, respectful, will then generally
be inclined to respond to its requests. Some creatures, more shady and / or more powerful, will react to the power
of the Kabbalist by simply accepting to speak with him, without placing himself under his command. It then
remains for the invoker to be convincing. In any case, the Kabbalist will not be able to impose his force on a newly
invoked creature if he has too much under his control. Similarly, as changes in astrological days cause the
Summoner's Ka-elements to fluctuate, the Summoner must each time prove to the creatures he controls at that
moment that he is still strong.

The Banishment

As a complementary practice of invocation, banishment consists in returning to the world a creature of Kabbalah
present on our plane of physical existence. There are two main cases:

Either the Kabbalist who wishes to banish the creature knows the way in which it is invoked. This means that he
knows her perfectly, so he can impose his will on her by a simple contract. If he emerges victorious from this
confrontation, the creature will then have no alternative but to return where it comes from.

Either the kabbalist does not know the creature, but possesses a sufficient knowledge of the kabbalistic arts to
achieve it. In terms of play, this means that it has a sufficient level in the appropriate circle of Kabbalah. He may
then initially order the creature to stop to catch his attention. This is called an order, and a kabbalist succeeds in
achieving a spin according to the circle of the creature. Then only the kabbalist will have the attention of the
creature and will be able to try to impose his will on him by passing a contract.

In any case, when the contract is made to banish the creature, if the Kabbalist obtains a critical success, the
creature will call the name of its invoker before leaving, which will betray it to the exorcist. Moreover, the
kabbalistic link binding the creature and its invoker will be perceptible by this same exorcist, who can then vaguely
guess the geographical position of the invocative kabbalist.

The procedure described above is valid when it is a creature in breaking or out of the presence of its summoner. If
a kabbalist tries to banish a creature in the presence of his summoner (and the latter of course controls it), the two
kabbalists must make a contract roll against the creature. If neither succeeds, the creature finds itself in breach of
contract. Otherwise, the one with the best margin of success takes control of the entity.

In general, a Kabbalist should not have too much difficulty banishing a creature he himself has invoked.Almost
always, moreover, it will be content to return from where it comes when its duration will have expired.However, it
may happen that some powerful creatures decide that they would prefer to stay on our physical world for some
time instead of returning to their world. This can happen especially when the contract roll made during the
invocation was not successful with a large margin. In this case, the Kabbalist must again beat the creature's
contract to force him to regain his world. If the throw is missed, the creature will immediately break.

345
Invocation and Banishment

The Invocation

1) Concentration: During the entire ritual of invocation, the kabbalist must channel the ka-element of his pentacle
by passing a summoning throw. In case of failure, the ritual can be resumed from the beginning. Changes If
hostile environment or injury. No need to Test if the Kabbalist takes his time and performs the ritual in an
appropriate place, c. To d. Devoted to the 5 elements (ie Tps 1 hour)

2) Duration of Invocation: Showing a Kabbalah creature requires as many Weapons Passes as its threshold
divided by 10.

3) Apparition: the creature appears in its pentacle if the kabbalist succeeds a spin in the competence of the circle
to which the invocation belongs. In case of failure, the ritual can be restarted from the beginning.

4) The Contract: Once the creature has appeared, the Summoner must pass an binding roll by taking its Binding
as the active characteristic and the contract of the creature as a passive feature. If failure => breach of
contract. Otherwise the creature submits.

Limit of Control

As changes in astrological days cause the Summoner 's ka-elements to fluctuate, the Summoner must each
time prove to the creatures he controls at that moment that he is always as strong (Test of the Contract).
The Kabbalist can control as many creature as his Ka. For every two points in Ka (rounding up) it can control
one Invocation from the First Circle. For each five points of Ka (also rounding up), the Nephilim can control one
Invocation from the Second Circle. A Nephilim may only control one Invocation from the third circle. If it reaches
this maximum and tries to impose itself on another creature, it will see that it is already overwhelmed and it will
not listen to it. It will then automatically be in Rupture.

The Banishment

Possibility to banish kabbalah creatures: for this you must know the creature in question and have invoked it at
least once. Then, it is enough to impose a new contract to him whose object is none other than its return in the
magic fields.

If the Nephilim does not know this creature but his knowledge of theSephirots is sufficient, he can impose an
Order:

• • For this, succeed a roll of -1 dice for a 1st circle creature


o A -2 dice for a second circle creature
o A throw of -3 for a 3rd circle creature if the Order is a failure, it can not repeat the ban.
• • Defeat the contract on the Resistance Table to banish the creature. If critical success, the banner
learns the nature of the summoner and his vague geographical position.

Kingdom Contract

Assiah 11-14

Yetsirah 15-21

Briah 22-28

Atziluth 29+

346
Seals – The Realm of Elemental Animals

The Elemental Animals are limeted and cannot long remain away from the magical fields. They have their kings
and elemental princes, but those are substantial creatures not of this classification. These creatures are like
animals to the Nephilim, and are summoned to perform simple tasks for the caster.

Malkut
The creatures living in this Sephirah are very limited because they are very dependent on their original magic
field.

SPELL THERESHOLD SUMMARY

Seals 1-2 Call a weak Rank 1 Elemental Spirit

The Ashrim, Doors of Adamantean, with Metal Feet ritual. They add their Ka (5) to the Nephilim's, no matter
Circle:Seals what Ka-element is used. It is not possible to Invoke these
Ka-element:Earth creatures more than once to add up the modifiers for the
Threshold weak 1 same invocation. These voices return to their realm at the
Contract:7 expiration of the duration, or upon their successful use in
Rupture:Immobility an invocation.
DuraHon:until next Thursday
Range:100rn The Lights of the Pharphar Fire Forests
Autonomy:limited Circle:Seals
Description: translucent creatures that fade into a door or Ka~lement:Fire
opening_ It is then sealed, making the door an equivalent ThreshoM: weak 1
of 10 Strength. If someone tries to force the door open Contract:7
(roll the character's STR vs STR 10), the Ashim protest by Rupture:flight
whispering danger warnings. The caster is automatically Duration:until next Tuesday
alerted of any intrusion attempt if it is within hearing. Range:100 m around the summoner
Autonomy:limited
The Whispering Rumors of the Lower Waters Description: seven fire spheres moving very fast in the air,
Circle:Seals drawing glowing ellipses around the summoner. The
b~lement:Water spheres are very bright and cannot be extinguished by
Threshold: weak 1 normal means. By concenlIating, the summoner can
Contract:5 cantrol one sphere at a time. The Nephilim's vision is then
Rupture:Disappearing replaced by the sphere's, and the Nephilim sees from the
Duration:until next Monday sphere's perspective. The caster cannot see shapes or col·
Range:500m ors, but only heat sources. For example, footsteps on the
Autonomy:guided ground would glow a soft yellow, fading slowly to green.
Description: these are immaterial rumors, composed of By succeeding in a Fire·Ka roll, the caster can make
the memory of sounds produced on earth that have the controlled sphere collide with a target, causing 1
crystallized point of magical damage and then disappearing. This
in the Ka streams. If they are not controlled, they attack can be parried or Dodged.
project, in a 500m radius, echoes ol voices, animal
noises and of all kinds of natural and artifICial sounds Those Who Creep and Nibble
they have heard. By concentrating, a Nephilim can send Circle:Seals
any sound it has already heard (even in past incarnations) Ka~lement:Earth
up to 500m away. The Nephilim cannot change the Threshold: strong 1
sound's intensity. It can send its own voice, which will be Contract:9
heard a few seconds later. Rupture:Befuddlement
Duration:until next Thursday
The Invoking Voices of the Luminous Desert Range:500m
Circle:Seals Autonomy:partial
Ka·element:Air Description: these are six lillIe house-cat sized imps, each
Threshold: weak 1 with razor-sharp claws, over-developed teeth, and the
Contract:5 ability to climb anywhere. They attack only inanimate
Rupture:Disappearing matter and can devour anything at a combined rate of
Duration: until next Wednesday or one invocation one kilogram per minute. Whatever they devour is utterly
Range:pentacle destroyed. Their only side-effect is the continuous noise
Autonomy:limited of suction, mastication, gurgling, and fightin& making
Description: these immaterial voices help the summoner them totally unquiet.
il"lOease its chances in a summoning ritual by reciting the
ritual aloud, along with the caster, and by backing the The Kerubin of Exasperation and Confusion
caster during the Ka-element fight. They add a +1 Dice bo- Circle:Seals
nus to the Summoning Circle Technique used during the Ka-element:Moon

347
Threshold: strong 1 Duration:until next Tuesday
Contract:14 Range:caster
Rupture:special (attack every person around them) Autonomy:guided
Duration:until next Monday Description: creates a fire elemental that surrounds the
Range:100m caster, who then looks like a human torch, leaving a fire
Autonomy:limited tail behind him. The caster's clothing and possessions are
Description: these creatures are invisible except to Ka- burned to ashes, but the caster is not harmed. Any
visian. nammabie
They confuse every person around them by inspiring matter which the caster touches will catch fire.
bad feelings and insane ideas. They kick people's legs The invocation must be cast near an open flame, and
out to make them trip others, give somebody a shove on cannot be cast in a room or other closed place. The
a crowded escalator. pinch in the elevator, and perform caster is then totally immune to any damage caused by
otner hostile pranks. Their efficiency is increased by the fire. The caster can ny, moving as fast as 400 km per
number of people in their range, so that a subway platform hour, increasing or decreasing its speed by 100 kph per
would become a true maelstrom. They are less efficient round. The elemental will not voluntarily collide with
against vel)' determined people, such as trained anything.
fighters. The victims of their attentions receive a -1 The elemental is very sensitive to water. Each round of
negative modifier to all actions, and the probability of a contact with water (even for a very short moment), injures
critical failure is increased to 1-2. The Kerubim the elemental at the following rates: -1 for a glass of
must oppose their Moon-Ka against a Nephilim's MoonKa water, 0 for a light rain, 1 for a bucket or a
to have any effect on a Nephilim. An individual Keru· storm, 2 for a water pump. If the elemental is destroyed
bim's Moon Ka is equal to 14 divided by the number of while moving. the caster is subject to the nonnal
Kerubim summoned. laws of gravity. It is unwise to use this spell in the rain.
If the Summoner gives no restricting order to the Keru·
bim, they will attack evel)' person in their range, except Those Who Whisper, the Spirits of the Basalt Forests
the Summoner. The summoner can state some restrictions Circle:Seals
during the summoning and ritual. To change these orders Ka element:N\oon
after the invocation, the summoner must spend ld6 Threshold: weak 2
actions. Conl'ilct:13
The summoner can specify how many of these crea· Rupture:Immobility
tures it desires to summon in one casting, up to a DuraHon:unlil next Monday
maximum of the Summoner's Moon·Ka. Range:1km
Autonomy:limited
The Jade Flowers, Mysteries of the Dark Forests Description: they are spectral shadows. vaguely humanoid
Circle:Seals The whisperers search for any shadowy place where
Ka-element:Moon they can make themselves totally invisible except to
Threshold: strong 1 Kavision.
Contract:14 They move at 3 meters per second (10 kph) and
Rupture:immobility can enter any opening Of crack.
Duration:until the end of the vision The caster can ask that they whisper their sinis(er canticle.
Range:pentacle Everyone within a 20m radius is shaken by a terrible
Autonomy:guided fear of the dark and thus tries to flee &Ie darkness_ To
Description: greenish flowers blossom within the pentacle, overcome
giving off a sweet, cloying odor. Their enchanting one's fear requires an INT roll every round lhal
perfume envelopes the senses of the NephiJim, causing it the whispering continues. The whisperings cause a
to enter a higher state of consciousness. The Nephilim sleeping
can then see in the past in a 20 meter radius around the person to have horrifying nightmares and will give her
center of the pentacle. One hour of trance is required for a -1 negative modifier to all actions during the two
every two weeks in the past the Nephilim wishes to see. hours after awakening. They are immune 10 physical
Observing an event from one month ago, for example, damage, though a one minute exposure 10 bright light wilt
would require 2 hours of trance. destroy them.

The Kerubim, Agile Inhabitants of the Sunset Homes Adonai, the Premier Master of Creation, Great Emerald
Circle:Seals Grail
Ka-element:Water Circle:Seals
Threshold: weak 2 Ka-element:Fire.Air,Water,Earth,Moon
Contract:12 Threshold: weak 2
Rupture:Disappearing Contract:70
Duration:1hour Rupture: special. Adonai can punish the summoner for
Range:500m having disturbed him, either by dissolving the caster's
Autonomy:total Ka.elements (resulting in the destruction of the Nephilim)
Description: These Kerubim are invisible except to Ka- or fordng it to sign a pact of annual Ka points sacrifice,
visian. whichever the gamemaster chooses.
They are technical counsellors to the Nephilim, Duration: until Adonai wants to leave.
who receives a +2 bonus to all DEX·based activities, Range: as far as Adonai wants to go.
such as Jumping; and to athletic skills such as Acrobatics, Autonomy: tocal.
Climb, Swim - but not to combat skills. Three of them Description: Adonai is the king of the elements. His
appear, giving each 4 Ka. For each destroyed Kerubim, shapes are uncountable. The most common is that of a
the bonus is reduced by -1. It is not JXlssible to Invoke creature as large as a cathedral, with a fish tail, silver
the Kerubim more than once at a time. scales, clawed paws anchored in the ground, membra·
nous wings and the head of a reptile spitting fire. Some
The Swift Flame Portals daring summoners have seen him as a majestic giant.
Circle:Seals head bearing a crown decorated with diamonds, rubies,
Ka-element:Fire sapphires, pearls and emeralds. He always appears sur·
Threshold: weak 2 rounded by his uncountable elemental servants. He is a
Contract:14 wild and impulsive king, and his invocation is a real
Rupture:Flight danger even for Nephilim close to the Agartha. Adonai

348
masters all elements. Succeeding in a Contract does not and can only be dismissed by one of his equals.
mean that the sumfT'lOr'lef has dominated A.dooai, it To perform a deed for the summoner, Adonai demands
means only thai Adonai has found it worth some attention the permanent sacrifice of a number of points of Ka
and so the summoner wilt survive the encounter. appropriate to the deed (al the gamemasler discretion).
Adonai can cause any transmutation or- metamorphosis Here are some examples of Ka point expenditures:
of any matter, element or creature. When Invoking -a simple transmutation (0.25 Kilo lead to gold, water to
Adonai, the casler plays with the most elemental powers. earth for 10m3), create a storm: 1 point
Adonai is overwhelmingly clairvoyant. He is seen as the -a 5 km zone partially destroyed by a natural cataclysm:
protector of the alchemists and can accomplish miracles 10 points
for them. He is said to be the inspiration of the discovery -a new hill in Manhattan: 20 points.
of Alchemy. -a complete one hour lunar eclipse: 35 points.
Adonai incarnates the raw strength of the elements. -Diversion of the nemesis meteor: 150 points (for one
He can initiate any natural cataclysm. Adonai is attempt).
indestructible

Strong 1

349
Seals – The Realm of Elemental Illusions
The Nephilim have classified these creatures as elemental illusions. Humans often consider them to be ghosts,
knocking spirits or spectres. These creatures love to play tricks on their summoner.

Yesod
This is the Sephirah of elementary illusions.

SPELL THERESHOLD SUMMARY

Seals 2-3 Call a strong Rank 1 Elemental Spirit

The Powerful Cuirasses of Fire is extremely resistant to physical damage (even


Circle: Seals against mooern firearms), though as light as winter
Ka-element:Fire clothing.
Threshold: strong 2 and provides 3 armor points. It also adds 3 points to
Contract:18 the Nephilim's defending Ka-elemenl when DEFENDING
Rupture:Disappearing on the resistance table against a magical spell of Air or
Duration:until next Tuesday Water.
Range:caster
Autonomy:limited The Silvery Scales of the Ocean Meadows
Description: the Invocation appears as articulated plate Circle:Seals
armor. Its material seems organic, like dark, red chitin Ka-element: Water
that fit precisely to the caster's body. The caster can take Threshold:40%
the armor off and on, each of these operations requiring Contract:18
five minutes. The armor is extremely resistant to physical Rupture:Disappearing
damage (even against modern firearms), though as light Duration:unlil next Friday
as winter clothing.. and provides 3 armor points. It also Range:caster
adds 3 points to the Nephilim's defending Ka-element Autonomy:limited
when DEFENDING on the resistance table against a Description: the Invocation appears as a flowing armor of
magical spell of Water or Moon. silvery scales, with greenish reflections. It fits precisely to
the caster's body. The caster can take the armor off and
The Temestuous Bands of Ariel on, each of these operations requiring five minutes. The
Circle:Seals armor is extremely resistant to physical damage (even
Ka-element:Air against modern firearms), though as light as winter
Threshold: strong 2 clothing,
Contract:18 and provides 3 armor points. It also adds 3 points to
Rupture:Disappearing the Nephilim's defending Ka·element when DEFENDING
Duration:until next Thursday on the resistance table against a magical spell of Fire or
Range:caster Earth.
Autonomy:limited
Description: the Invocation appears as interwoven chains The Imperishable Fabrics of Time, Animated Clothes
of cloudy blue that swirl and move as if in a breeze. From of Silver
far, it looks like blue sky. It fits precisely to the caster's Circle:Seals
body. The caster can take the armor off and on, each of Ka-element:Moon
these operations requiring five minutes. The armor is Threshold:40%
extremely Contract:18
resistant to physical damage (even against modern Rupture:Disappearing
firearms), though as light as winter clothing, and Duration:until next Monday
provides 3 armor points. It also adds 3 points to the Range:caster
Nephilim's defending Ka-etement when DEFENDING on Autonomy:limited
the resistance table against a magical spell of Earth or Description: the Invocation appears as a very fine mail
Moon. armor, looking like silvery clothes that fit precisely 10 Ihe
caster's lxxIy. The caster can lake the armor off and 011,
The Armor of those Who Are Born of the Sowed Flesh each of these operations requiring five minutes. The armor
Circle:Seals is extremely resistant to physical damage (even
Ka-element:Earth against modem firearms), though as light as wint~ clothing.
Threshold: strong 2 and provides 3 armor points. It also adds 3 points to
Contract:18 the Nephilim's defending Ka-element when DEFENDING
Rupture:Disappearing on the resistance table against a magical spell of Fire or
Duration:until next Thursday Air.
Range:caster
Autonomy:limited The Quicksilver Mirrors, Ministers of Resemblance
Description: the Invocation appears as black armor. From Circle:Seals
far, it looks like rigid leather, though it seems more like Ka-element:Moon
black onyx stone when touched. II fits precisely to the Threshold: weak 3
caster's body. The caster can take the armor off and on, Contract:14
each of these operations requiring five minutes. The armor Rupture: Capture: the creature fades into the caster's

350
body and frees the Simulacrum of the Nephilim's control It communicates through little shrieks, has feline
for the spell's duration, as in the case of Shouit (Shadow). eyes, a curved beak and is armed with a magnificently
Duration:until next Monday decorated stick ending in a barbed hook from which
Range:5km nows a black liquid. This is a magical weapon and
Autonomy:limited disappears with the creature. It understands all the orders
Description: creates a rep{ica d the summoner or any of the caster and tries to execute them as well as it can.
other person the summoner can see during the invoc.ltion. Protection: 2 points of leather
The target d the replication must be physically present- Initiative: 5
video tapes or photographs will oot suffice. It has Weapon: Hook 3, damage 1 + venom POT 1. If the
the same characteristics and skills as the target, except hook does 2 or more points of damage to the victim, the
INT, which is equal to 1. The caster has no access to the venom attacks on the resistance table against the victim's
thoughts of the original through the replica. It can only CON. If it succeeds, the victim receives 1 point of damage.
undertake physical actions (as driving.. climbing.. jumping) To medical examination, the wound appears to be
and no intellectual ones. It has the same hit points as the that of a scorpion (intense pain, weakness. hemorrhaging).
original. If it fails, the victim nas her actions halved (rounded
The Nephilim can control the replica in one of two up) for the next round, due to pain.
ways or can alternate between them: The Characteristics 0 ( this creature, if needed, are all
- by demanding a series of actions executed as a equal to its Ka (16). It is vulnerable to physical damage.
programmed
automaton. In this case, if any problem arises The Riders Armed from Head to Feet from the River of
that prevents the cre<lture from executing the orders, it Dreams
freezes immobile until the caster gives it further instruction. Circle:Seals
- by concentrating and guiding the creature. The caster Ka-element:Water
can perform no other actions while guiding the creature. Threshold: weak 3
The caster looses all contact with its (MIn body, but can Contract:16
hear, feel, and see through the creature, and make it t.llk Ruplure:Flight
and act in any physical way. Duration:until next dawn.
Range:1km
Those Who hit the Scorpions Autonomy:partial
Cirde:Seals Description: Four sinIster, masked riders appear in the
Ka-elemenl:Earth center of the pentacle, mounted on jet-black horses.
Threshold: weak 3 When the contract is made, they fade to a barely visible
Contract:16 ectoplasm, t!len rush to the victim. The summoner can
Rupture:Befuddlement then assign a dream of its choice to the victim. The dream
Duration:until next Thursday will be so realistic tnat the victim will think it actually
Range:unlimited happened unless they make a Ka roll while sleeping
Autonomy:total (humans make a Willpower roll). The dream ends by dawn
Description: a strong blue creature appears, vaguely at the lates
humanoid.

Strong 2 Weak 3, Arcanum Lore (Justice) 3

351
Seals – The Realm of Spiritual and
Elemental Comprehension
The Nephilim call this group the Realm of understanding, or the realm of spiritual and elemental comprehension.
Through interaction with these creatures the Nephilim can reach a better level of understanding of the
sourrounding world and archive passage to the Pentacles Circle. These creatures are said to be good servants
and have high autonomy.

Hod
It is the Sephirah of the understanding, the spirit, and the elementary understanding. Creatures are helpful and
autonomous in their movement.

SPELL THERESHOLD SUMMARY

Seals 3-5 Call a weak Rank 2 Elemental Spirit

The Procurators Whose Eyes are Basilisks or Ruby target. The Trumpet wilt try again until it succeeds, is
Circle:Seals dismissed or is destroyed. If it succeeds, it temporarily
Ka-element:Fire dissociates the Nephilim from its lowest Ka-element,
Threshold: strong 3 lowering it to 0. The value of this Ka-element must
Contract:14 furthermore furthermore
Rupture:Capture:the Nephilim immediately confesses be subtracted from the values of all other Ka-elements.
Any harmful intention towards it holds anyone, and then Having 0 in one or more Ka-element makes impossible
is released. the use of any magic of this Ka-element. The
Duration:until the interrogation ends, 24 hours maximum. diminished Ka-element returns to normal at sunrise on
Range:20m the next day corresponding with its element. (See Grand
Autonomy:guided Conjunctions, page 131, for the table of correspondences.)
Description: this is one of the most common instruments The Trumpet stops its attack as soon as the victim is
of the Pyrim, many of whom are members of the out of its range. The caster can then declare another
Judgement Arcanum. The Nephilim performs this ritual target.
while sitting within the summoning pentacle. After the
summoning The Prince of the Salt of Wisdom
and contract, the summoner is possessed by the Circle:Seals
creature. Its eyes become red as rubies. The Nephilim Ka-element:Earth
then looks straight into the eyes of the person it wants to Threshold: weak 4
question. This person must be immobile. After two Contract:22
rounds. the victim is fotally hypnotized and paralyzed. Rupture:Disappearing
She must then answer the truth to the Nephilim's Duration:until next Thursday
questions. Range:Pentacle
This spell can also be used to question Nephilim. For Autonomy:total
them to resist, the following procedure is applied: for each Description: the prince answering the invocation is always
question, oppose the Fire Ka +14 of the questioner against draped in flowing white robes, with a crystal
the dominant Ka of the interrogated Nephilim. The crown. He can heal any wound or illness, regenerate
summoner amputated limbs, remove any scar and even restore
can know that the Nephilim tries to resist, but not if declining health by agreeing to restore lost points of DEX,
it succeeded or failed. If the questioned Nephilim resists a CON and STR at the permanent cost of one of the
particular question, it does not need to roll again to resist summoner's
that question. It can continue to stick to its answer even if Ka points per Characteristic point restored. Curing
the question is refonnulated and asked again. Final illness, curing wounds, removing scars, and other
judgement on this is in the hands of the gamemaster. minor healing the prince will do without cost. For greater
heatings, such as regenerating limbs or lost organs (such
the Orichalka Trumpet, Minister of Dissension as an eye), the prince asks the permanent sacrifice of 2
Circle:Seals Ka from the caster. The prince wilt only perform healing
Ka-element:Air on one person per summoning, and must be dismissed,
Threshold: strong 3 resummoned and contracted again to heal someone else.
Contract:21 He can also dismiss, at no cost, harmful possessions
Rupture:Capture:the creature will turn its powers against such as the Lords of Torment and the Crown of the
the Nephilim. Powerful Pale Queens of Pain.
Duration:until next Wednesday.
Range:1km The Dark Govenors of the Poweers of Pestilence
Autonomy:limited Circle:Seals
Description: a whirlwind appears, visible only in Ka-visian. Ka-element: Water
It immediately attacks a target designated by the Threshold: strong 4
caster. The attack is resolved on the resistance table, with Contract:14
the Ka of the Trumpet (21) against the lowest Ka of the Rupture:Capture ;only the caster will incur the attack.

352
Duration:14minutes Circle:Seals
Range:500m Ka-element:Fire
Autonomy:limited Threshold: weak 5
Description: a gas cloud appears in the pentacle and Contract:21
dissipates into the atmosphere. Everyone in the radius of Rupture:Capture
the invocation, except the summoner, smells the most Duration:until next Tuesday
fonnidable stinking, the foulest odor ever smelled. Any Range:unlimited
creature with as sense of smell must make a series of Autonomy:total
CON rolls as long as it is in the 500 meter range of the Description: the creature has the body and stature of a
odor. First roll is STA -0, then STA -1 and then STA -2 large man. It is draped in a long hooded cape, under
every round thereafter. Upon first failing the roll, the which is visible only the hands and forearms, black and
creature is overcome by nausea, convulsions and fleshless. It has a long two-handed sword and smells
vomiting; heavily of sulphur. But most terrifying is the absence of a
all it can do is try to flee as far as possible. On the head, in the place of which is a steady, bluish flame.
second failed roll, the creature faints. All creatures that Humans must make a Solar-Ka x3 roll to face this creature
faint revive after 10 +1d5 minutes. or flee.
It is possible to resist for some rounds without CON This creature can only be wounded by a cutting
falls if one has been alerted and held her breath during weapon, the edge of which has been covered with blood,
the summoning. In that case begin rolling CON every or by magical weapons,
round, starting with STA +3 and decreasing the multiplier All characteristics are equal to 5 (if needed).
by one each round, until the victim fails her roll and Initiative: 6
must breathe. Then begin the STA -0 rolls mentioned Weapon: Two-handed sword 3, damage 3. The
above. weapon is magical and disappears with the creature.
The Invocation acts like a gas and can thus incur no
physical or magical damage. It is not possible to magically The Shadow-cloaked Sages from the White Mountain
resist the odor. across the Misty Shores
Circle:Seals
The Spirits of the 24th Part of an Instant Ka-element:Air
Circle:Seals Threshold: weak 5
ka-element:Moon Contract:25
Threshold: strong 4 Rupture:special:the Nephilimcannottry the invocation
Contract:22 Again until nextThursday
Rupture:Capture;if the summoned creature succeeds, Duration:one question
the Nephilimtemporarily loses all its CON points but Range:Pentacle
one. Autonomy:total
Duration:until the Nephilim reaches 1Ch'awe. Description: five ephemeral sages form within the
Range:caster pentacle, dressed in robes and bearing a huge and ancient
Autonomy:total book. These sages maintain all memories concerning
Description: three little creatures appear. They are terrestrial matters of the Nephilim. Within the ghostly book
translucent, with two talons, large ears, and an eye is written all the knowledge of all past incarnations of all
hanging from a long stalk. The creatures cling to the caster the NephiJim that are now in Stasis. The sages have no
and are undetectable except through Ka-vision. They access to the knowledge of Nephilim that are not in Stasis
create a temporary symbiotic relationship with the caster, at the time of the invocation. They cannot transcribe
who spells and will give no information that can imperil other
then becomes very receptive to its environment. The Nephilim.
caster receives a +2 bonus to all listen, Scan, Scrutinize, For any summoning, they will only answer questions
Smell and Taste rolls, and is able to see all around about one single Nephilim. They can only answer specific
in a full 360 degrees. The caster cannot be surprised, as questions, and are unable to respond to general "fishing
the Spirits alert it to any immediate danger. The creatures expeditions.... "'How did the Nephilim Nimue die in the
feed off of the caster's life energies; one Point of Ch'awe year 600 Ad?'" is an appropriate question, but not "Tell us
is lost for every 10 minutes of symbiosis. everything about Nimue.... Gamemaster judgement is
called for.
The Implacable Ministers, Living Lamps of the Hidden After the invocation, the sages cannot be called again by
Altar the same caster until the next Thursday.

sylves serve als die gardens from former times


Circle: Seal
Ka-élement: Earth
Focus:Carnets secrets of hermeticbotany of Nicodemus in Latin
Threshold: weak 4
World: Hesed
Aim: - Reach: the garden
Duration: indeterminée
Autonomy: limits
Sichtbarkeit:Ja
Contract: 14
Break: Disappear
the natural magic of all elves of HimEtsyan permits he of the reveillergenetic and atavistic one
Memory of the herbal biosphere, aroundin the plants theirs caracteritiquesbefore the case still
to give once which break her Involutionto let éclore merveiles éphemères ofher
edeniques gardens of Atlantis. Theflowers and the petrols are bigger, hercolours magnifiés,
variable, you bruissement is musical,and mélodieux her smells becomeelated, and they are
from trip able limits for him autorganiserand her arrangement artificially in morenatural
To complete elaboration. The insectsand birds, them goutent, are they tosame ones, in
to fantastic creature’s zillions wereconverted.

353
The children of pain of the distorted appearance, Gastérocéphales in to the dark splinters of the deep sympathy
Circle: Seals
Ka-élément:Earth
World:Zakaï.
Focus:Die oak in 700000 voices.
Threshold:strong 1 (Malkut).
Contract:16.
Break:Unverständnis (deformity).
Duration:bis to the next Friday.
Reach:500 m.
Autonomy:Partiell.
Visibility:Ja.
These pain children seem sharp in the
form of big struggled brunâtres snails Climaxes as the sharpened steel better.They are a mud mass of a grayish one, crumbly m
ore alike, and gelatinös rotaryin a puddle morve, that from any kind however, of developed life, but one may not confide there,
because this creature, takes part in pains of others (thing only,
for the rest, which it can perceive, it is equipped neither with eyes nor no
other perception organ), only his Help for injured kabbalistes or for an aim
requires to offer, humanoïde someone, they require or destroyed or his services,while it any amputated limb mass ill organ in
the form of a magic refining substitutes.These gastérocéphales have up to the next Friday, around the form “of the
missing piece”
to accept completely and to pull backtheirs viciously, they awful pain in the aim can cause. (Some think
kabbalistes according to the analysis ofthe phenomenon, that these creatures themselves as it were
from this pain “feed”, around her change to complete, after the example of our
cousins maudits the most pessimisticones will say),
Children have the rest of the regulation week, about three throws of Ka in thescale to create of an attempt per day with a
higher premium if the injury is new,even yet does not heal. The aim what it concerns needs only only one
successfully former throw, so that his body accepts the refining and pain überwindt,
under the condition, the fact that his mind tolerates theré
pugnante image of this foreign body,with his meat this merges, and generally in prey incramps, shivering and according to
hallucinations of his constitution near the bed tied up
and feverish week spends. Within thescope of the possible if he is well of yours to use this creaturefor his victim to himself in
spite of thesuffering to ask and to thank..
During this period the creature can be exiled by someone kabbaliste, his place a leaning magma of dirty blood
from ichor and more decayed and of stinking liquids leaves which adds to the victim (number of the throw been successful
+ 1) D4 injury points. The break is able of the amount of a foothere of a hand or an eye in that Place of a lung lie, for example.

The invocation is able retentée. This Gastérocéphales can give in no casebirth to an organ which is natural, third
Arm, eye, additional bone, etc. . . . .
The next Friday that the change beensuccessful is included or not, or not, finally the child resolves, while it
to the member or him again made organ the place leaves. The new member completely obeys the aim like
one Origin organ and has no magic quality ifit is only he remains in vision-Ka in Form of a vascular system obviously
compound from Ockerveinules, and thathe one Überempfindlichkeit in Orichalque maintains.
Rare kabbalistes maintain even, that incertain implying cases Orichalque in
of very big quantity some members to themselves against her owner “would have rebelled” and
would have become uncontrollable, shaken by shivering or from spasmatiques and
to the anarchic movements which testifies from the elementary grid whichto them the creature printed,
in they have to do her existence, but nobody never has a coherent use
of this chance phenomenon found.

Strong 3

354
Weak 5

355
Weak 4, Arcanum Lore
(Hierophant) 2

Weak 4, Arcanum Lore


(Star) 2

Stron 3, Arcanum Lore


(Star) 4

Weak 3, Khaiba 3, Arcanum


Lore (Devil) 2

356
Pentacles – The Realm of Emotions
This is the kingdom of emotions. These summoned creatures act directly on emotions deep in the Nephilim. They
cause great Joys as well as intense pains.

Netzach

SPELL THERESHOLD SUMMARY

Pentacles 1-2 Call a strong Rank 2 Elemental Spirit

The Minister of Peace, Clothes with Beryl Rupture: Capture: the Nephilim cannot dismiss the
Circle:Pentacles Tarshishim and cannot stop playing. It faints with fatigue in
Ka-element:Air 10+ Earth-Ka hours unless someone takes the flute away.
Threshold: weak 1 The Tarshishim then vanish.
Contract:23 Duration:untilnextThursday
Rupture:Capture:the caster will be the only one to un- Range:thesoundoftheflute
dergo the spell's effects Autonomy:limited
Duration:30minutes Description: the Nephilim must supply a pan flute. In the
Range:100m center of the pentacle appears a multitude of small
Autonomy:total ectoplasms,
Description: the invocation must be cast during a conflict, visible only in Ka-vision. If the Nephilim controls
whether physical or verbal. A translucent man appears, the invocation, these small Tarshishim enter the flute. The
who speaks with a sweet voice, rich and deep. caster can keep the flute until the next Thursday. When
When he is present no one can fight, either physically or the caster decides to play the flute, the Tarshishim inspires
verbally. If they are present, he easily dismisses Ihe the caster with brilliant melodies. After 5 minutes
Kerubims of uninterrupted playing, during which the caster can do
of Exasperation and Confusion with his winged nothing else except move and dance, the caster can send
wand. He will dismiss as well any first circle Summoned the Tarshishim into any listeners within a 100 meter radius
creature, Sorcery spell or Alchemy Formula that troubles around the flute. It can decide to send them on the
the peace and harmony between living creatures. His whole audience or only some chosen targets. The targets
presence creates a feeling of love and friendship between must roll their INT against the 18 Ka of the Tarshishim (if
all human beings, and with nature in general. Once it's a crowd, 80% of the people are affected). The affected
peace is established, he pronounces a 15 minute sermon victims begin to dance like mad people, filled with a
on the futility of hatred, and then disappears. No one can frenzied ecstacy.
try any aggression for 15 minutes after his departure. The victims follow the player while it moves, and as
People will try to talk, explain themselves or leave. they pass, others will join. Every five minutes, the player
may try to send the Tarshishim on newcomers. If some·
The Guardians of the Pharphar Wells body tries to stop the Nephilim, the vidims interpose
Circle:Pentacles themselves. After 10 minutes, the crowd becomes
Ka-element:Water something
Threshold: weak 1 like an Orgy. After 15 minutes, even if the Nephitim
Contract:21 stops playing, the frenzy continues. The possession ends
Rupture:Capture:the creature attacks the memory of the in about three hours with the exhaustion of the victims.
caster's Simulacrum,who loses 20%in a random skill. The caster is not affected and other Nephilim may resist
Duration:1 h with their Earth-Ka, only needing to roll once. Once used,
Range:21 km the flute loses its power and the Tarshishim must be
Autonomy:limited resummoned.
Description: these spirits are invisible except to Ka-vision.
A blue Triton appears, with empty eye orbits. The The Lords of Torment with Diamond Helms
summoner Circle:Pentacles
then directs him towards a person who must be Ka-element:Fire
either asleep or unconscious. He can order the creature Threshold: weak 1
to delete anyone remembrance or period of the person's Contr~ct: 21
life. The summoner can delete as much as a whole year's Rupture:Possession:tile Nephilim stays in the Simula-crum
duration. It takes one minute for the Guardian to do this. but undergoes the effects of the possession.
Once the memory is deleted, the creature disappears. Our.ttion:24h
This spell does not work on Nephitim, but can be used Rangee:unlimited
against their simulacra if the Nephilim is in 5houit, 5ek~ Autonomy:lotal
met, or otherwise not in control. A Nephilim may use it Description: one lord appears. It is invisible save in
against its own Simulacrum, if it wishes. Kavision,
but for those who can see it appears as a Creek
The Smiling Tarshishim, Sentinels of the Silver Castle warrior dressed in white-hot armor and a glittering helm
Circle:Pentacles which appears to be carved from a single piece of
Ka-element:Earth diamond. This lenible spirit possesses its victim and
Threshold: weak 1 tortures her to death.
Contract:18 The lord follows the caster for up to 24 hours until the

357
caster chooses a target, which must be visible. Attacking, weapon, BUT the wearer will incur the same damages.
the caster's player rolls the 21 Ka of the lord of Torment Some summoninHS, such as the Princes of the Salt of
against the INT of the defender. If the roll fails, the creature Wisdom, can dismiss the Queen or her crown.
disappears. Otherwise. the victim is possessed by the
lord. First nothing happens. On the first night after the The White Lady on the shores of the Lake of Shadows,
possession. the victim grows terribly anxious and tense Reflection of the Spectral Amor
and finds it difficult to sleep. Mer a few minutes 0( sleep, Circle: Pentacles
she awakens drenched with sweat, heart pounding; she Ka-element: Moon
feels like an inside fire devours her, though she is vety World: Zakai
cold. Every day, she loses one point of STA and 5% in all Focus: the description of Guinevere in the Roman of the
her skills, and finally dies until reaching 0 STA. Some Grail (Chrétien de Troyes)
summonings, such as the Princes of the Salt of Wisdom, Threshold: weak 2 (Netzach)
can dismiss the lords of Torment. Contract: 22
Nephilim can be attacked by the lords as well, but de. Rupture: Capture, the Nephilim undergoes the effects of
fend with their Fire Ka-elemenl. If they are possessed, the invocation
Nephilim shares the body with the lord ofTorment, but is Duration: one day
unable to prevent the lord from tormenting its Simulacrum. Scope: unlimited
Autonomy: Total
The Powerful Pale Queen of Pain with Tears of Flame Visibility: no
Circle:Pentacles A majestic lady with a noble bearing and a melancholy
Ka-element:Moon look appears in the pentacle. A veil makes his features
Threshold: weak 1 indistinct and his body is covered with a long white
Contract:28 robe. Then it dissolves into the air and follows the
Rupture:Capture:the Nephilim undergoes one attack by Kabbalist until he points to a target. Then the Lady merges
The Queen. into the body of the victim and waits until the latter falls
Duration:24h asleep. In her dreams, the victim will see the image of a
Range:unlimited beautiful young woman ethereal and fall madly in love. She
Autonomy:total must pass a Ka-Sun / Contract opposition to escape the
Description: invisible except by Ka-vision, OJ vety beautiful curse of the spectral Amor. If it is a failure, the image of the
woman appears, dressed in a light white dress, with Lady haunts the dreams of the victim, night after night. The
reddened eyes flowing with tears of blood. She wears a latter will sink quickly into a deep melancholy, disinterested
thorn crown and follows the caster for up to 24 hoot'S little by little of the world that surrounds her, living only to
until the caster selects a target, who must be visible. The rejoin her loved one during her sleep. Finally, mad with
Queen approaches the target and attacks her at the end despair, she will commit suicide in a final attempt to rejoin
of the next round by taking off her crown and pUlling it her beloved, beyond death ...Against a Nephilim, the
on the victim's head. The victim won't know what's effects differ somewhat, the target is certainly immersed in
happening an Amorous Fulgurance, but it will not have this tendency
unless she has Ka-vision. The victim must roll her suicidal. It will plunge on the contrary in a desperate quest
INT against the Ka of the Queen on the resistance table. to find it in the kingdoms of Kabbalah, abandoning any
(Nephilim resist with their Moon-Ka.) If the roll succeeds, other occult quest .....NB: the invocation unfortunately only
the queen dis.lppears with a cry of pain. Otherwise, the works on male subjects. Used against a woman, the White
queen heaves a relieved sigh and disappears. Lady will automatically turn against the Nephilim.
Instantly, the victim goes mad, assailed by terrifying
hallucinations that give her no peace and drive her to
ruin. The only way to free the victim is to opfX)Se one's
Moon-Ka against the crowns Ka of 28. The victim is always
free, but if the roll is a failure, the freeing Nephilim
acquires the crown and becomes mad in the victim's
stead. Otherwise, the crown disappears. The crown can
be destroyed if given 14 points of damage with a magical

Die Hirtinan to hundredfaces, that them the lost souls bringsback


Circle:2. (Pentagramme).
Sephirah:Netzah.
World:Méborack.
Element:Earth
Threshold: weak 1
Failure (ally):Verschwinden.
Failure (Féal):Flucht.
Clumsiness:Qualen feels only Nephilimand lost.
Visibility:Vision-Ka.
Autonomy:voll.
Contract:Schwieriger less.
This Invokation demonstrates a womanwho holds a gilt shepherdess’sshepherd’s stick, and
their face by an almost opaque white sailis covered, only one
bluish light in his eyes allows to see.Kabbaliste has to do to him the truename Nephilim
in anaesthesia give, like theapproximate place where this Nephilimis. Then the shepherdess goes
in search of Nephilim away. If she findsit, she takes the appearance in Vision-Ka
of a companion Nephilim in anaesthesia.In this form she pulls Nephilim beyondher
to magic fields near and pulls back tohim half of her anaesthesia points. Shebrings home it
with invocateur back, before she turnsround in her world.

358
The white ram on the edge of the lake ofthe shades,
Reflexion Cupid to spectral ones
Circle: Pentagramme
Ka-élément:Moon
World: Zakai
Focus: the description of Guenièvre inRoman Graal (Christian of Troyes)
Threshold: weak 2 (Netzach)
Vertrag:22
Break: Capture finds out Nephilim theeffects of the Invokation
Duration: one day
Reichweite:unbeschränkt
Autonomy: Completely
Sichtbarkeit:nein
A majestic ram in the noble harbour andin the mélancolique mine appears in thePentagramm.
A sail makes his trains indistinct, and hisbody is covered by a long white dress.
Then she resolves in the air and followsKabbaliste, until he calls an aim to him.Then it is based
Ram for it in the body of the victim andwaits that this falls asleep to itself. In hisdreams this becomes
Victims the picture of a nice youngéthérée woman see and of it isincredibly fallen in love fall. They
if an opposition must create Ka-Soleil/contract to escape malédictionCupid spectral ones. If it
a failure is, the picture of the rampursues the dreams of the victim,damages after night. The latter becomes
fast in deep mélancolie set which losesthe interest, which bit by bit to the world
surrounds, living only more to hit againyou liked during her sleep. Finally,
arget0_0_verrückte, she will commit toherself in a very last attempt suicide tohit again you
liked beyond the death. . .
Against Nephilim the effects differsomething, the aim becomes absolutelyin Fulgurance
the in love dipped, but they will nothave this suicidal trend. She becomes onthe contrary
in an éperdue search dive to find again itin the kingdoms of Kabbale, anyone
mysterious search leaves. . .
N. B. : unfortunately, the Invokationfunctions only on male subjects. Usedagainst a woman it becomes
white ram automatically againstNephilim turn.

359
Pentacles – The Realm of Hidden
Knowledge
In this realm the Nephilim discovers hidden knowledge giving true power. The Nephilim must be strong as it will
often doupt its path.

Tipareth

SPELL THERESHOLD SUMMARY

Pentacles 2-3 Call a weak Rank 3 Elemental Spirit

Gabriel, Prince of the Kerubin, Master of Illusion care, It is an essential elemenl of some Third Circle
Circle:Pentacles Invocalions,
Ka-element:Moon Gabriel will teach this Invocation under the following
Threshold: weak 3 conditions:
Contr.tld:35 •The caster has 4 in Penlacles (and Ihus has command
Rupture:Capture:the Nephilim loses one point of Ka and of the summoning realm of violence),
Gabriel leaves. -II has already concluded a pact with Gabriel,
Duntion:time to execute one task -It is a Moon Nephilim.
Range:unlimited -The student agrees 10 never transcribe or reveal his
Autonomy:total Invocation to anyone (if he doesn't resped Ihis, Gabriel
Description: Gabriel has white hair, and a silver crown will never come back, nor will the Daughter of Paline)
inset with pearls. He wears a ring mail of the same metal, -It accepts to sacrifice one point of Ka immedialely to
a swOfd and an ivory wand. He is cynical, often facetious Memorize the spell.
and his anger is terrible.
Gabriel can decipher any Moon invocation and translate Sandolphan, Princess of the Ashim, Queen of the
it for the caster into any language. These translations Wind Rose, Countess of the Cardinal Points
are at the threshold of the original, with no negative Circle:Pentacles
modifier. Ka-elemenl:Air
Gabriel can correct a transcribed Summoning focus Thresho'd: weak 3
to cancel accumulated threshold negative modifiers. He Contract:35
can describe the precise effects of an invocation the Rupture:the Nephilim loses one point of Ka and Sandor-
Nephilim cannot learn (due to failed attempts at studying), phan leaves.
but will not teach it to Ihe Nephilim, Duration:time to execute one task
Gabriel can create all kinds of illusions. He asks no Ka Range:unlimited
sacrifice as long as the illusion ;s passive and in itself Autonomy:tot.al
harmless. Here are some examples: a fetid broth looks Description: Sandolphan is a very beautiful winged
like a delicious gourmet meal, a sordid house looks like a woman, with bluish hair and eyes. She wears a javelin, a
richly decorated one, a disguise, a horse changed 10 look sword and winged sandals. Her presence is both majestic
like a Pegasus, or a wall of flame coming out of the and sensual, filled wilh the wisdom of lhe airs and the
ground, If the transformation is more aggressive or violence of hurricanes.
harmful, The powers of Sandolphan regarding the de<:iphering,
(as in the front of a house turned into Dracula's castle, corredion and lIanslation of Air spells are identical to
or a bus of Japanese tourists tuming inlO little goblins those of Gabriel for Moon spells.
armed with pikes), Gabriel will ask for a one point Ka Sandolphan is the guide. She can locate a Stasis, even
sacrifice. i( its owner is not incarnate. She can answer any question
More points are demanded if lhe Iransformation is on human knowledge and history; she can show the
major (a building turning into Godzilla; or the whole caster a one minute scene happening at the same time
house changed in Dracula's castle, with the hunchback anywhere else (1 point of Ka for 10 minutes, 2 for 30
servant, creaking doors and all), The gamemaster must minutes,
state the number of points to be sacrificed. 3 for one hour, 4 for 2 hours, etc.). The Nephilim
Any illusion 24 lasts hours. To exlend this duration, must know precisely the place it wants to see.
Gabriel asks for one Ka poinl sacrifice for 48 hours, 2 She can also move things through the air. She will do
points for 4 days, 3 points for eight days, etc. it (ree for one person-sized object (approximately 100 kg)
He has dominion over magics linked with Moon, such (or up to 500 m, with a maximum speed of 40 kph. She
as casting Mtx>n-Ka based sorcery, or lifting a curse will require one point of Ka for each additional person,
linked to this element. 500m or 40kph.
Gabriel can perform other magical services linked to She has dominion over magics link.ed with Air, such as
the moon, such as curing madness or dispelling a curse casting Air-Ka based sorcery, or lifting a curse linked to
linked to the moon_ this elemenl.
The only Invocalion Gabriel wilt teach to Ihe caster is The only Invocation Sandolphan will teach the caster
"The Daughters of Paline: Patine is Gabriel's sword, This is "The Daughters o( Lul of Faltenin.~ LuI of Faltenin is
Invocation belongs to the violence realm, and is thus a Sandolphan's sword. Lui of Faltenin belongs to the
terrible inSlrument of destruction that must be used with violence

360
realm, and is thus a terrible instrument of destruction Description: Raphael is a man with a martial attitude and
that must be used with care. II is an essential element red hair. He holds a bough. a sword and wears a long
of some Third Circle Invocations. Sandolphan will teach multicolored tunic. He is hot-headed and susceptible to
this Invocation under the following conditions: anger, but with a sensible heart. He is very emotional. He
-the caster has 4 in Pentacles (and thus has command loves truth and frankness above all. He will detect
of the realm of violence), immediately any lie told in his presence
-it has already concluded a pact with Sandolphan, The powers of Raphael regarding the deciphering,
-it is an Air Nephilim, correction and translation of Fire spells are identical to
-it agrees to never transcribe or reveal this Invocation those of Gabriel for Moon spells.
to anyone (if the Nephilim doesn't respect this, Raphael can force someixKfy to tell the truth when
Sando!pnan answering his questions. He can light., hea~ or melt 100
will never come back, nor will the Daughter of lui kg of any matter. He will ask one point of Ka for each
of Faltenin) addilional 100 kg. He can maRe a. fanatic of anyone so
-It agrees to sacrifice one point of Ka immediately to that
Memorize the spell. she wi II bl incUy follow the.-orders otthecastel' during one
hour. This will not work on someone t'OStile 10 the caster.
Michael, Prince of the Crystal Understanding, Raphael can heal or cool anyplace from ·100 to +100 "C
Tirfiridian of the Ivory Tower in a 500 meters radius. He WIll ask one point of lea for
Circle:Pentacles every additional SOOm_ He is the only Prince who will
Ka-element:Earth agree to use his sword fOr the casllCf. During the
Threshold: weak 3 Invocation.
Contract:35 the caster ma'£POint at a target he caR.see"3nd will
Rupture:the Nephilim loses one point of Ka and Michael ask Raphael to hit him. for each point of ka expanded
leaves. Raphael will do ld6 points of damage. The blow cannot
Durataon:time to execute one task be dodged or parried and will automatically hit. It will
Range:unlimited also affect the Ka of magical creatures. Raphael will
Autonomy:total NEVER hit a Nephilim at the command of another.
Description: Michael is a slIongly built man, with black He has dominion over magics linked with Fire, such
eyes and hair, wearing a sword, a golden and ivory as casting Fire-Ka based sorcery, or lifting a curse linked
scepter, to this element.
and shining plate armor. He speaks with a strong The ooly Invoeatioo Raphael will teach to the caster is
voice. He is extremely clairvoyanl and can often guess "The Daughlers of Noubosse.· Noubosse is Raphael'
the reason of his Invocation. He loves beautiful things sword. This Invocalion belongs to violence realm. It is
and has a tendency to lewdness. thus a terrible instrument of destructioo that must be used
The powers of Michael regarding the deciphering, with care. It is an essential element of some Third Circle
corre<:lion and translation of Earth spells are identical to Invoeatioos. Raphael will teach this Invocalion under the
those of Gabriel for Moon spells. following conditioos:
Michael has a great understanding of the magic rtelds. ·the caster has 4 in the Pentacles,
He can locale the nearest Nexus or Pfexus, metals and -it has already concluded a pact with Raphael,
metal ores, and any ground resource in a 1 k.m radius -it is a Fire Nephilim,
around the caster. Each additional km costs 1 point of Ka. -it agrees to never transcribe Of reveal this Invocation
He can change 100 kilograms of any non-living. Earthy to anyone (if the Nephilim doesn't respect this, Raphael
substance into any other substance, although he is VERY will never come back, nor the Daughter of Noubossel
unlikely to do this fOf any purposes other than his own. -it agrees to sacrifice one point of Ka immediately to
He can cure any wound, afflidion or illness. Memorize the spell.
He has dominion over magics linked with Earth, such
as casting Earth-Ka based sorcery, or lifting a curse linked Ariel, Prince Freed from the Island of Oblivion
10 this etemenL Circle:Pentacles
The only Invocation Michael will teach to the casler is Ka~lement:Water
"The Daughters of Sail'll Fabeau." Sail'll fabeau is Threshold: weak 3
Michael's Contract:35
5word. This Invocation belongs to the realm of violence. Rupture:the Nephilim loses one point of Ka and Ariel
and is thus a terrible instrument of destruction that leaves.
must be used with care. It is an essential element of some Duration:time to execute one task
Third Circle Invocations. Michael will leach this Invocation Range:unlimitoo
under the following conditions: Autonomy:total
-the caster has 70%+ in Pentacles (and thus has Description: Ariel is a teenager, with green eyes and hair,
command and a (inc angular face. He wear a trident, a sword and a
of the realm of violence), loin-cloth at the waist. He is quick and agile, and usually
·it has already concluded a pad with Michael, protests when asked for a service, always asking what the
-it is an Earth Nephilim. caster would do if he was not here. He is sensible to
_il agrees 10 never transcribe or reveallhe invocation compliments and a high intelligence is hidden behind his
to anyone (if the Nephilim doesn't respect this, Michael childish looks.
will never come back, nor the Daughter of Saint Fabeaul The powers of Ariel regarding the deciphering. correction
-it agrees to sacrifice one point of Ka immediately to and transla.tion of Water spells are identical to those
memorize the spell. of Gabriel for Moon spells.
Ariel can make anyone forget a moment, a name, a
Raphael, the Prince Crucified on the Tree of Life face or anything that can be remembered. He can even
Circle:Pentacles make someone a total amnesiac, or make her past events
Ka~lement:Fire she had forgotten or induce in her false memories. The
Threshold: weak 3 target must b&.less than 500 m from the caster and must
Contract:35 be asJeep ()( unconscious. Ariel can retrieve objects at the
Rupture:the Nephilim loses one point of Ka and Raphael bottom of the sea, allow people to breath and walk in
leaves. water. He can also change 100 liters of any liquid in
Duration:lime to execute one task another one. Ariel asks for one point of Ka for every
Range:unlimited additionall 100 liters.
Autonomy:total He has dominion over magics linked with Water, such

361
as casting Water-Ka based sorcery, or as lifting a curse -the caster has 4 in Pentacles,
linked to this element. -it has already concluded a pact with Ariel,
The only Invocation Ariel will teach to the caster is -it is a Water Nephilim,
"The Daughters of Malourene.· Malourene is Ariel's -it agrees to never transcribe or reveal this Invocation
sword. This Invocation belongs to the violence realm. It is to anyone (if the Nephitim doesn't respect this, Ariel will
thus a terrible instrument of destruction that must be used never come back, nor the Daughter of Malourenel
with care. It is an essential clement of some Third Circle -it agrees to sacrifice one point of Ka immediately to
Invocations. Ariel will teach this Invocation under the Memorize the spell.
following conditions:

Weak 3, Khaiba 5, Arcanum Lore


(Devil) 3
Weak 4

Strong 3, Arc. Lore (Judgment) 4

Weak 3, Arcanum Lore (for


Egregors Arcanum) 4

362
Pentacles – The Realm of Violence
This realm explores the raw force of the magic fields. This energies are powerful and violent and are often used to
destroy. The creatures are wrathful, dangerous an difficult to control.

Geburah

SPELL THERESHOLD SUMMARY


Pentacles 3-5 Call a strong Rank 3 Elemental Spirit

The Daughters of Paline Duration: until the Nephilim dismiss it


Circle:Pentacles Range:caster
Ka-element:Moon Autonomy: NA
Threshold: weak 4 Description: Each daughter of Malourene appears in the
Contract:I shape of a sword. Each has a proper name the caster
Rupture: Disappearing must say aloud while tracing the pentacle of invocation.
Duration: until the Nephilim dismiss it II will always be the same sword appearing 10 the caster.
Range:caster This sword is green with gold reflections, and is invulner·
Autonomy:NA able to any physical or magical damage. It does 3
Description: Each daughter of Paline appears in the shape magical damage.
of a sword. Each has a proper name the caster must say
aloud while tracing the pentacle of invocation. It will The Daughters of Noubosse
always be the same sword appearing to the caster. This Circle:Pentacles
sword is silver colored, and is invulnerable to any physical Ka-element:Fire
or magical damage. It does 3 magical damage. Threshold: weak 4
Contract:1
The Daughters of Lul Faltenin Rupture: Disappearing
Circle:Pentacles Duration: until the Nephilim dismiss it
Ka-elemenl:Air Range:caster
Threshold: weak 4 Autonomy:NA
Contract:1 Description: Each daughter ci Noubosse appears n the
Rupture: Disappearing shape of a sword. Each has a proper name the casler
Duration: until the Nephilim dismiss it must say aloud while tracing the pentacle of invocation.
Range:caster It will always be the same sword appearing 10 the caster.
Autonomy:NA This sword shines with every color, and is invulnerable to
Description: Each daughter of Lui Faltenin appears in the any pnysical or magical damage. It does 3 magical
shape of a sword. Each has a proper name the caster damage.
must say aloud while tracing the pentacle of invocation.
II will always be the S<lTnC sword appearing to the caster. The Crystal Net, Ship of the Infinite River
This sword is deep blue, and is invulnerable to any Circle:Pentacles
physical or magical damage. It does 3 magical damage. Ka-element:Air
Threshold : weak 5
The Daughters of Saint Fabeau Contract:28
Circle:Pentacles Rupture: Disappearing
Ka-element:Earth Duration: one trip
Threshold: weak 4 Range:unlimited
Contract:I Autonomy:total
Rupture: Disappearing Description: a beautiful, translucent blue airship appears,
Duration: until the Nephilim dismiss it with a bow magnificently sculpted in the shape of a bird's
Range:caster head. Its sails billow in an invisible wind, and on the
Autonomy:NA deck can be seen silent winged ghosts manning the sails.
Description: Each daughter of Saint Fabeau appears in When passengers board, the ship and everything on il
the shape of a sword. Each has a proper name the caster becomes invisible. The ship is suspended in time, unable
must say aloud while tracing the pentacle of invocation. to go back in the past or into the future. but it can voyage
It will always be the same sword appearing to the caster. in the present. From an outside perspective. it can move
This sword is light green, sometimes blackening, and is anywhere on earth instantly. The passengers will feel the
invulnerable to any physical or magical damage. It does trip has been going on for some time, though they witt
3 magical damage. arrive at their destination at the exact moment they len.
Vv'hile the ship voyages, the world turns an indistinct
The Daughters of Malourene blur as it sails by. To those on board, time progresses
Circle:Pentacles normally as the vessel seems to travel about 100km an
Kil-element:Water hour. Passengers must eat and sleep as normal, until they
Threshold: weak 4 finally arrive at their destination. Time does nO( pass, 50
Contract:1 magic does not expire. and no neYJ magic can be cast.
Rupture: Disappearing

363
Keys – The Realm of Gods
This realm have generally permanent effects on the physical and magical enviroment of the Nephilim.
Summoners of this circle risk fantastic dangers in search of power. The entities summoned here cannot be
dominated by Nephilim. They can be seen as gods or Nephilim reached Agartha. They are free and fully
autonomous, acting as they wish. They will answer the summoners call, but the summoner had best have
intentions agreeable to those of the entity.

Chesed, Binah, Chokmah and Kether

SPELL THERESHOLD SUMMARY

Keys 1-2 Call a weak Rank 4 Elemental Spirit

Keys 2-3 Call a weak Rank 5 Elemental Spirit

Keys 4-5 Call a strong Rank 5 Elemental Spirit

The Dragon Azim, Lord Principality of the First Gate seeks to pervert and destroy the Nephilim through
Circle:Keys missspoken
Ka-elemenl:Fire requests or statements. Azim, lord Principality of
Threshold: strong 2 the First Gate has complete knowledge of all fire based
Contract:72 spells, but will teach or inscribe none of them for the
Rupture: Capture: All possible targets within 100m are caster. Azim is "typically'" summoned by a Nephilim
immediately attacked by Alim. Azim attacks each target seeking
on the resistance table with his Ka versus the Fire KA of to destroy someone or something utterly. Azim has
the targets. Each target he succeeds against is bound to complete control over the re-animated humans, and is
his will for 100 years of servitude. typically asked to perform a service similar to "Destroy
Duration:1Request the existence of and all intimate friends of my eternal
Range:-Autonomy:Total enemy,
Description: The summoning of the Azim, lord Principality the Black Star sorcerer Karkan." In the accomplishment
of tne First Gate must (irst be sanctified by the ritual of this task, Azim's servants (the humans) all act with
murder of seventeen virgin human children under the age Azim's Intelligence, malevolence, and perverse wit. Azim
of 17. The dismissal of Azim, lord Principality of the First decides upon a Ka cost for the task, generally ranging
Gate requires the buming of Soo Kg of costly woods, from 1 to 20 at the gamemaster's discretion. Extreme tasks
spices, and anger Azim, who turns his servants against the caster and
fragrances of not less than the value of 1 Kg of gold. disappears.
Azim, Lord Principality of the First Gale's appearance
is presaged by clouds of choking smoke (see Choking Va Azim's Servants: Human Children
por, in the first circle sorcery spells) that affect all but the STR 6 DEX 5 INT 5
caster. Once the smoke has cleared. Azim is only visible PRE 0 STA 6 Fire--K<J vari.lble
10 the caster. Any entiry present beyond the caster will not Hil PolnlS: 20, All wounds heal at a rate of 1 hp per round
see Azim, lord Principality of the First Gale but must Attacks: Bite 4, Damage 2 , will seek to kill and consume
make a Ka roll Of flee in terror of his hidden presence. The victim.
casler sees Azim as a small red salamander slowly This attack destroys eqal amount of Ka.
creeping Special: Know all fire sorcerey' spells as if Inscribed, and
about the edges of the pentangle seeking a gap in the castIne spells with the combined Ka of all members
warding. The salamanders eyes glow a deep red. The present. Communal mind, can make complelely
caster hears Azim's voice in her head only. Coordinated attacks
Upon Azim's successful summoning.. the seventeen Can only be destfOYed by reducing to negalive hp and
sacrirlCed humans each have 1/17th of their combined immersing in Water for 5 rounds.
Solar·Ka total converted 10 Fire-Ka and bound back into Do not breathe, eat, sleep or have other physical needs.
them. causing all to reanimate. In this re-animated state,
they all act simultaneously as Azim's senses around the The Gryphon Gazur, Lord Principality of the Second
world. They do not look dead, nor do they decay. Anyone Gate
not making a dominant-Ka x3 roll in their presence will Circle:Keys
leave on pressing business, unaware of any compulsion to Ka-element:Air
do so. To Ka-vision, each appears to be filled solely with Threshold: strong 2
Fire-Ka, but in the shape of the pillar of Solar-Ka which Cont~ct:70
humans should posses. Rupture: Special, immediate caster madness. incurable.
After Azim's manifestation, the casler is free to make Duration:1Request
one request of him. Dealing with Azim is a careful, Range:-
horrifying business. Azim is malevolent in the extreme, and Autonomy:Total

364
Description: The summoning of Gazur, lord Principality of Rupture:Special,immediate caster reduction to 3 in all
the Second Gate, requires the voluntary sacrifice of five statistics.
treasured and important skills of the caster, which never Duration:1 Request
can be recovered. Range:-Autonomy:Total
These sacrificed skills must be the Nephilim's, Description: The summoning of Ualama, lord Principality of
not the Simulacrum's. Each skill is reduced to 0 the Third Gale requires the voluntary acquisition of one
immediately. geas-such as complete paralysis on Wednesdays, giving
The dismissal of Gazur, lord Principality 01 the Second birth 10 and raising Octuplets, etc. lhe geas is at the
Gate requires the sacrifice ol500 Kg of costly woods, gamemaster's discretioo, must be severe and related to
spices, and fragrances of nolless lhan the value of 1 Kg of control over and use of the body. The dismissal of
gold. Gazur appears with a deafening report and a blast of Ualama, lord Principality of the Third Cate requires the
wind sufficient to shatter windows at 15m. Gazur appears sacrifice of500 Kg of costly woods, spices, and fragrances
as a Gryphon-lion boclied, winged and eagle headed of not less than the value of 1 Kg of gold. Ualama, lord
and clawed. Gazur is invisible and unnoticeable by Principality of the Third Cate appears silently, visible to all
bystanders. watchers in the guise of a small, nude, wizened man or
Gazur speaks directly to Ihe mind of the casler. woman with long hair. Close examination reveals that this
Gazur is the mistress of Goetic, Hermetic, and Earthly body is composed of many flowing liquids. Ualama
kl'l(Mltedge. There is no secret Of arcana beyond Cazur's speaks audibly, and all listeners must roll vs. or be
grasp. Once CalOr appears, the caster is free 10 ask a immediately
favor of her. These favors cost between 1 and 20 Ka, at possessed with powerful sexual longings demanding
the gamemaster's discretion. Gazur has knowledge of all immediate gratification. Only the caster is immune to
ranks of all Sorcery and Summoning spells, focuses, and this effect. Should bystanders succumb to these urges, all
inscriptions. heterosexual ;oinings are fruitful. Ualama is the ruler of
Cazur can be asked 10 teach or inscribe one of the realm of all animal and instinctual emotion.
Ihese spells for the caster. Typically, il costs 2 Ka for any The caster is free to make one request of Ualama, lord
first circle Sorcery, 4 for second, 8 for third, 3 for firsl circle Principality of the Third Cate once she has appeared.
summoning, 6 for second, and 12 for third. (Knowledge Typically, these favors cost between' and 20 Ka, at the
of and inscription of are separate tasks.) gamemaster's discretion. Ualama has all knowledge of all
Gazur can be asked to reveal a secret 10 the caster. ranks or Sorcery and Summoning Water spells, but does
The cost of lhese secrets is based up:Jn Ihe size of the no teaching or inscription of them. However, Ualarna can
group or society holding the secret and how "important"" it be asked to make the effecl of an Water sorcery spell
is to them. For example, it would cost 1 Ka to learn the permanent on the casler if it is in effect at the time of her
complete contents of a sealed p:Jlice file, 2 Ka to overhear summoning. This type of request typically costs 7 Ka for a
a Mafi., strongman bribe a juror in a nationally famous first circle sorcery, and 14 for seconcI circle sorcery, and
case, 4 to learn the perverse weaknesses of a Rosicrucian 21 for third. Camemaster's discretion is advised.
Initiate, 8 to learn the location of all Israeli nuclear Usually, Ualama is asked to perform a favoc- related to
weapons, the love or sexual attachment of another. Often Ualama is
16 to read an Arcanum Tribe list of agents, etc. The asked to m<lke someone fall head over heels in love with
humor with which Cazur regards Ihe request is at the the caster, losing all sense or proportion and propriety.
gamemaster's diSCTe(ion. Outrageous requests cause Ualama makes no distinction among male and female
Gazur to become angry. destroy a critical memory d the relationships, and the target of Ihis effect must succeed in
casters, and disappear. resisting this effect against an Water·Ka attack of 73. This
Gazur can also be requested to destroy aU knowledge type of favor generally costs between 10 and 15 Ka.
0( a secret. Typically, this costs 4 lXlints if less than 10 Ualama can be asked to make a coward brave, a brave
entities know the secret, 8 if less than 40, 16 jf less than woman cowardly, a self confident man become weak and
160, etc. Cazur does not forget the knowledge he has vacillating. etc. These favors work like the previously
destroyed from the world. and can be asked to reveal a described "'Iove" spell. Ualama is outraged by no passion
secret losl to the world if the caster can ask for it exactly or longing. however base, and finds all Nephilim or human
and precisely. Cazur charges highly for these secrets, requests quite funny. Ualama can also be asked to raise or
typically 20+ points. lower a characteristic of the caster or target. Ualama asks
3 points of Ka for each changed point. Ualama places no
The Undine Valama, Lord Principality of the Third Gate limits on how high she will lake a characteristic, but she
Circle:Keys will only reduce them to 3 points at most. The target may
Ka-element: Water resist this attack with an Water-Ka resistance roll against
Thrnhold: strong 2 Ualama's Ka of 73.
Contract:73

The hunt of potash Don sublimates huntof Atalante hunter


Circle: Key
Ka-élement: Fire
Focus:Les 9 doors of Giordano Bruno in1666 in Greek
Threshold: weak 2
World: Meborak
Aim: - Reach: the garden
Duration: up to the end of the hunt or upto the impetus of the sun with break
Autonomy: limits
Visibility: no
Contract: 50
Break: Disappearance or turns roundagainst kabbaliste
Description: Recognizable only inVisionKa the hunters of the potash DonJägerinkreaturen are in in arget1_0_gruppe, rider and
wolf leaderleoninischen or Hundevêtus in theantique and distributesto the faces, splendidly as well aseffrayants. These hunters
of strict aspectpursue vêtu toge in the antique method and rabatentthe prey, while it mutuelem cornant.Humanely, she does not
cruise in them sees,but bya terror feeling penetrated, moon coversitself, Horns sound, and in the distant one oneperceives the s
houts of the pack. Hiseffects in one Town (cf. New York), are dévastateurs. Ifkabbaliste fails in his Invokation, takes venerie it fo
r prey. Otherwise is hepotash Don or anyone afolée exhaustedinjured prey, afaiblie (the qualities which weredivided from 3) if he
masters kabbaliste.

365
List of Sohar Creatures Invocations
Kabbalah List Summoning Sohar Seals Pentacles Keys Creatures

List of Sohar Creatures Invocations

Sephirah Ka-element Contract Creature

Malkut Earth 7 Ashim, doors of adamante with feet of metal (The)

Air 14 The Kerubim of Exasperation and Confusion

Water - Kerubim, Agile inhabitants of dusk houses (Les)

- - -

- - -

- - -

Yesod - - -

Fire 7 Lights of Pharphar Fire Forests (The)

Earth - The sandy Tarshishim, the surly henchmen of the Pharphar oases

Earth - The Stoic Hills of Pharphar Fortresses

Water - Hydroglyphs, those who hunt red shadows (The)

Moon - Kel Essuf, the spirits of solitudes

Fire 18 Children of the seven thunders, the Oracles of purity (The)

Water - Sirens hallucinating of the lake of Emerald (The)

Air - Little inquisitive minds

- - -

- - -

Hod Water - Guardians of the wells of Pharphar (The)

- - Spirits of the 24th part of an instant (The)

- - Spirits with tears of rubies, those who mourn the fighters (Les)

- - -

Netzah Air - Daniel, the sign of mercy, the angel of confessions

Fire - Spirits that watch in the caves of Pharphar (The)

Earth - Smiling Tarshishim, Sentinels of the Silver Castle (The)

366
Sephirah Ka-element Contract Creature

Earth - Nymphs of the little enchanting forest (The)

- - -

- - -

Tipheret - - Thorny Tarshishim of Lleug, guardians of viperine humors (Les)

- - Painful Shadows of the 7th Wound (Les)

Fire - Amethysts coated with flames that arm the north (Les)

- - Regents of impaled splendor, governors of the sparkling temple (The)

- - -

Gebourah - - Those who hunt at night

- - -

Chesed - Powerful sons, reapers of fire dragons (The)

Air - Ezethiel, the vital purifying breath

- - Abnhazer, the oracle frozen, the one who opens the way to Sohar

Fire - Translucent warriors with eternal blades

- - -

- - -

- - -

Binah Fire - Being of flames and scales, the powerful guardian whose eyes are lamps of truth (L ')

- - Powerful seraphim of the palace of the stars

- - -

Hockmah Fire - Tzebaoth, Sacred Heart, Bow and Arrows of Gold

- - -

- - -

Kether - - -

- - -

367
The Ashim doors of adamante with feet of metal Hydroglyphs, those who hunt red shadows
Seals - 1 circle of Kabbalah Seals - 1 circle of Kabbalah
Element: Earth Element: Earth
World: Sohar World: Sohar
Threshold: weak 1 ( Malkut ) Line: strong 2 ( Yesod )
Contract: 7 Contract: 22
Breaking: Immobility Rupture: misunderstanding
Duration: Until next Wednesday Duration: until next Saturday
Range: 100 meters Range: 20 meters
Autonomy: Limited Autonomy: Limited
Visibility: Yes Visibility: No
Description: diaphanous creatures blend into the door or Description: Hydroglyphes are moving symbols. The
opening. The door is magically scaled and becomes Kabbalist may order them to settle on a wall. The surface
resistant to all physical damage. If anyone tries to force the thus marked becomes completely flame-retardant and
opening, the Ahim profess murmurs of protest and insensitive to fire and heat. It also becomes very shock
warnings.The caster is automatically notified of an resistant.
intrusion attempt, anywhere. To hunt Ashim, you must Moreover, the Hydroglyphs, visible in vision-Ka, are fixed
inflict the equivalent of their Ka points on magical damage. on the wall and the summoner can thus leave a message
in Enochéen of twenty words at the most.
The children of the seven thunders, oracles of purity
Seals - 1 circle of Kabbalah The Kerubim of Exasperation and Confusion
Element: Fire Seals - 1 circle of Kabbalah
World: Sohar Item: Air
Threshold: weak 3 ( Tipheret ) World: Sohar
Contract: 18 Threshold: strong 1 ( Malkut )
Rupture: Misunderstanding Contract: 14
Duration: Until the next conjunction Rupture: The Kerubim will attack all who are within their
Range: 1 kilometer range of action
Autonomy: Total Duration: 1 hour
Visibility: Noni Range: 100 meters
Description: Children of the seven angels tonnnerres are Autonomy: Limited
equipped with bows and a golden arrow. It always arises Visibility: No
very high in the sky. They may, under the direction of the Description: These Kerubim are invisible except through
Kabbalist, draw their arrow towards heaven. A storm will vision Ka. They sow confusion and discord around
break out then. They can also fire their arrow on a them. They give people resentment, unhealthy ideas,
designated target (60% chance to touch it). Lightning make them hook their neighbors and many other
makes 4d6 damage. things. Their effectiveness is proportional to the number of
people within their reach. A subway train will quickly
become a rat race. Against specific individuals who are
The lights of the fire forests of Pharphar
concentrated in a specific task, such as combatants, their
Seals - 1 circle of Kabbalah
effectiveness is less. The victims will however have a
Element: Earth
penalty of -1 to all their actions and a chance to make a
World: Sohar
total failure increased to 1-2. Against magical creatures
Threshold: weak 1 ( Malkut )
like the Nephilim, they must defeat their Ka of air on the
Contract: 7
resistance table to attack. If the Kabbalist does not give
Rupture: Leak
orders to the Kerubim, they will attack all the individuals
Duration: Until Tuesday
who are within their reach except the invoker himself. The
Range: 100 meters around the kabbalist
Kabbalist may, however, specify during the ritual the
Autonomy: Limited
targets he wishes to attack, or introduce restrictions on
Visibility: Yes
their attacks. If he wants to change the choice of targets,
Description: September fire spheres move in the air very
he must devote a pass to reformulating his orders. The
quickly, describing ellipses around the Kabbalist. It can
number of Kerubim is determined by the playmaker
choose to control one at a time, maintaining its
knowing that there will be as many as there are people
concentration. His vision will be replaced by that of the
present in the 100 meters around the summoning
sphere.However, his perception of the world will be dif-
pentacle.
ferent. He will not perceive the form and colors of objects,
but will see them as sources of heat. Traces of footsteps
on the bitumen will be perceived, for example, as yellow The Kerubim, Agile Dwellers of Twilight Mansions
stains turning green as the person moves away. If the Seals - 1 circle of Kabbalah
sphere is thrown at someone, it will do 1 level of damage Element: Water
before it goes out. The spheres brilliantly illuminate the World: Sohar
environments around them and can not be extinguished by Threshold: weak 2 (Malkut)
physical means. Contract: 12
Rupture: Disappearance
Duration: 1 hour
The sandy Tarshishim, the surly henchmen of the
Range: 500 meters
Pharphar oases
Autonomy: Total
Seals - 1 circle of Kabbalah
Visibility: No
Element: Earth
Description: These Kerubim are invisible except through
World: Sohar
vision Ka. They act as real technical advisers to the
Kabbalist who invokes them and then gives him a +2
The Stoic Hills of Pharphar Fortresses bonus for actions that request that involve Dexterity. The
Seals - 1 circle of Kabbalah Kerubim offer wise advice and inspire the brilliance of the
Element: Earth Nephilim. The +2 bonus also applies to Agility jets. The
World: Sohar Kerubim appear in three. They can be wounded only by
magic and each have 4 Ka points. For each destroyed
Kerubim, the bonus will decrease by -1. One can not

368
invoke several trios of Kerubim and accumulate their Autonomy: Limited
bonuses. Indeed, they are extraordinarily jealous, Visibility: No
susceptible and will all seek to harm the Kabbalist giving Description: These spirits are invisible except through
him a -3 penalty to his actions. vision Ka.The invocation brings up a bluish newt in empty
orbits. The Kabbalist then directs him towards a person
who must be either asleep or unconscious. He can then
Spirits of the Twenty-Fourth Part of an Instant
order this creature to erase any memory or period of his
Seals - 1 circle of Kabbalah
life from the memory of the victim. The Kabbalist can, if he
Item: Moon
wishes, erase all the memory of a year. The goalkeeper
World: Sohar
takes a minute to complete the task. This spell does not
Line: strong 4 ( Hod )
work on the Nephilim.
Contract: 22
Rupture: Capture: Nephilim temporarily loses all but one
Constitution Points. Those who hunt at night
Duration: Until the Nephilim has only one constitution Pentacles - 2 circle of Kabbalah
point Element: Water
Scope: On the Kabbalist World: Sohar
Autonomy: Total Threshold: weak 3 ( Yesod )
Visibility: No Contract: 15
Description: The invocation reveals three small Rupture: The creature attacks the Nephilim
translucent creatures that accrochen the Nephilim. They Duration: Until next Wednesday
have two greenhouses and one eye hanging from an Scope: Unlimited
antenna in place of the head. They are only detectable by Autonomy: Partial
Vision-Ka.These creatures return in symbiosis with the Visibility: Yes
Nephilim. The latter then becomes extremely receptive to Description: These creatures are as humanoid beings
its surroundings. He receives a 30% bonus on all his often green skin, the demonic face, membranous wings
Perception rolls. His field of vision is then 360 °. Moreover, and crooked feet or bird talons. There are five of
it can not be surprised by anyone. If he is threatened by them. Those who hunt at night are armed with a scimitar
imminent danger, the spirits warn him. Finally, it doubles and can only be wounded by magic weapons or blades
its acion points per round. The Nephilim on his side tainted with the combatant's blood. They are able to fly and
temporarily loses 1 Stamina point per period of five track someone through their sense of smell. They are
minutes where he is in symbiosis with his creatures. When superbly intelligent and capable of daring initiatives. These
he finds himself at a single point of Constitution, the creatures have caused many losses among the Nephilim
creatures disappear. The Nephilim recovers a Stamina because the Knights Templars seem to have a large
point every five minutes. number of them thanks to specialized Homuncles
designed to constitute horns of call of those who hunt at
night.
Spirits with tears of rubies, Those-who-cry-the-
fighters
Seals - 1 circle of Kabbalah Health Points: 10
Element: Fire Scimitar: 3
World: Sohar Damage: 2
Line: strong 4 ( Hod ) Smell: 5
Contract: 8 Armor: 2 points
Rupture: Misunderstanding
Duration: 1 hour
Regents of Impaled Spenders, Governors of the
Scope: The Kabbalist
Sparkling Temple
Autonomy: Limited
Pentacles - 2 circle of Kabbalah
Visibility: No
Element: Earth
Description: Spirits are six small creatures that carry
World: Sohar
different weapons, chosen by the game master They perch
Threshold: weak 3 ( Yesod )
on the shoulders of the Kabbalist, hang to her nose and
Contract: 35
ears.. If the Kabbalist is wounded during a fight, even by
Rupture: Capture. The Kabbalist breaks Shadow and
him and even very slightly, they begin to give him advice to
joins Sohar dream where he stayed in the Sparkling
help him. At the same time, drops of a ruby red liquid
Temple and undergoes the torments of the owners.
percolate in the eyes of the Kabbalist, who begins to better
Duration: Until next Friday
grasp the combat through the vision of tears of
Range: 10 Km
rubies. Because of the spirits, the Kabbalist can not fight
Autonomy: Limited
reasonably in vision ka (they pass before his eyes without
Visibility: Yes
stopping). If another group is invoked by the Kabbalist, the
Description: The Regents of Spendeurs impaled arise two
spirits distrust, and immediately leave on Sohar.
in number. They have the appearance of warriors in
In game terms, the game master will grant a +1 advantage
Baroque armor clothed in green capes. If they beat the Ka
to the base of confrontation if a Spirit possesses the
of their victim with their Contract, they take their prey to
weapon manipulated by the Kabbalist.If a Kabbalist misses
their palace. She will return at the next Conjunction in a
his contract, he will be badly advised, his vision troubled by
place within a radius of ten kilometers around the
the tears of rubies, and all his failures can be transformed
pentacle. The victim will be totally naked and deprived of
into clumsiness.Besides its slightly salty taste, the red
memory. This amnesia ends one week after his return.
liquid is very staining, but it has no other properties.

Smiling Tarshishim, Sentinels of Silver Castle


The Guardians of Pharphar Wells
Pentacles - 2 circle of Kabbalah
Seals - 1 circle of Kabbalah
Element: Earth
Element: Water
World: Sohar
World: Sohar
Threshold: weak 2 ( Netzach )
Line: strong 4 ( Hod )
Contract: 18
Contract: 21
Rupture: Capture. The Kabbalist can not free the
Break: Capture
Tarshishim and he can not stop playing. Either it collapses
Duration: Until sunrise
from exhaustion, or somebody snatches it by force from
Range: 10 Kilometers

369
the flute, which then erupts into dust. Item: Moon
Duration: Until next Friday World: Sohar
Range: 100 m Threshold: weak 1 ( Chesed )
Autonomy: Limited Contract: 45
Visibility: No Rupture: Disappearance
Description: In the center of the pentacle materializes Duration: One hour
panpipes and a multitude of small ectoplasm visible only Range: 1 Km
in Vision-Ka . If the Nephilim accomplishes his ontrat, the Autonomy: Total
Tarshishim will return to the flute. He can then keep it with Visibility: No
him until next Friday. At the time he decides to use it. The Description: The mighty Son in the form of black giants
Tarshishim inspired him with brilliant melodies. At the end the size of a big cloud hanging in the sky. They have the
of a minimum of five minutes of music during which the power to create a solar eclipse. They act right away. All
Nephilim can not take any action except to move or dance, Ka-Sun (even humans) within a radius of 1 km will be
he is able to let go his Tarshishim on all those who listened reduced by half. There will be no penalty or
to him during this period. bonus Conjunction . the Orichalcum will be temporarily
The Nephilim can either let go of creatures on all the ineffective as under the effect of interference.There is 40%
assistance or on selected targets. The listeners must make chance that the following phenomena occur: appearance
an INT roll against the Tarshishim Ka on the Resistance of Nexus or Plexus in the area, their dissolution if any,
Table (TU). If it's a crowd, consider that about 80% of the stasis emptied 99%. The eclipse will disappear after one
public is affected. The individuals possessed by the hour.
Tarshishim will begin to dance like endiables. At the same
time, they will feel drunk and ecstatic. If the Nephilim
The powerful Seraphim of the Star Palace
moves while continuing to play, the possessed public will
Keys - 3 Kabbalah Circle
follow.It is likely that others will join the procession. Every
Element: All
five minutes, the Nephilim can try to free Tarshishim from
World: Sohar
new arrivals. If anyone tries to stop the Nephilim, the
Threshold: weak 3 ( Binah )
possessed will interpose. After ten minutes, the
Contract: 50
atmosphere will become frankly orgiastic. At the end of
Out: Special: the stasis of the Kabbalist is emptied.
fifteen minutes, even if the Nephilim stops playing, the
Duration: End of ritual
party will continue on its own. Indescribable scenes which
Range: pentacle
will defy the imagination of the Game Master and which
Autonomy: Total
will have to be modestly evoked to the players of 18 years
Visibility: No
of age will take place. The possession will end only with
Description: Mighty Seraphim appear in the form of five
the exhaustion of the participants. The Nephilim resist the
birds each having the color of five Ka elements . They
Tarshishim with their Ka-Earth. The Kabbalist is not
move through the air and weave with their beaks
affected.
a Nexus moving the magical currents. This usually takes
five hours. The Nexus lasts 1D10 days.
Amethysts clothed with Flames that arm the North
Pentacles - 2 circle of Kabbalah
Tzebaoth Sacred Heart, Bow and Arrow of Gold
Element: Fire
Keys - 3 Kabbalah Circle
World: Sohar
Element: Fire
Threshold: weak 3 ( Tipheret )
World: Sohar
Contract: 32
Threshold: weak 5 ( chockmah )
Rupture: Leak
Contract: 70
Duration: Until the end of the next fight
Rupture: Tzeboath will punish the kabbalist who disturbed
Scope: On the Kabbalist
him by destroying all his Pentacle except the Ka-Feu. He
Autonomy: Total
considers it rather as a service rendered.
Visibility: No
Duration: According to the wishes of Tzeboath
Description: The Amethysts are also called Shadows of
Scope: Unlimited
the perfect warrior.These creatures come in the form of a
Autonomy: Total
woman with green eyes with an amethyst inlaid in the
Visibility: Depending on the will of Tzeboath
forehead. It possesses the Nephilim who then becomes a
Description: Tzeboath appears on a winged fire flesh. He
perfect warrior for his next fight: this one can however use
is a man of golden hair, clad in a white tunic with a metal
only weapons of melee and never of projectiles. It is
sun in the center. It has a very large bow and a quiver of
invulnerable to the projectiles itself.Nephilim's combat
sparkling arrows. It is capable of heating the earth up to 50
skills are doubled to a maximum of 5. His body which
°, producing large fires with its arrows. Each arrow also
shines with a bluish light has naturally two points of
has an extraordinary striking power. It can also produce a
armor. Its speed is increased by 50% (rounded down).
luminous intensity over an area of 10 KM equal to a flash
of magnesium. Tzeboath will demand a sacrifice in Ka
Powerful Sons, Harvesters of Fire Dragons determined by the MJ and the eloquence of the Kabbalist
Keys - 3 Kabbalah Circle for his services.

370
Meborack Creatures Invocation List
Kabbalah List Summon Meborack Seals Pentacles Keys Creatures

Meborack Creatures Invocation List

Sephirah Ka-element Contract Creature

Malkut Air - Invocative voices of the luminous desert (The)

- - Seraphim of compassion, those who suffer the sufferings (The)

Fire - Véloces of the flame portals (Les)

Water - Sparkling Dew, Invincible Gems and Invisible Drops (The)

- - Floating Occula of Extended Acuity (L ')

- - -

- - -

Yesod - - -

Earth - Those who hit the scorpions

- - -

- - -

Hod Earth - Children laughing at the arrows of Cinah (The)

Moon - Mirrors of quicksilver, Ministers of resemblances (Les)

Air - Braids of myrrh and Asadulas, Voices of inspiration (The)

- - Powerful lords with damascened armor of gold and steel (Les)

- - Senechal Courageous Prodigal in Council (The)

- - Those who rodent in the forest with 10000 terraces

- - Idols murmuring, those who sing in the forgotten temple (The)

- - Carriers of Jade (The)

- - Children laughing at the arrows of Cinah (The)

Earth - Princes of the Salt of Wisdom (The)

- - Infallible Cerberes of Serene Sleep (The)

- - Clouds with blue drops, blessing of Danaë (Les)

Moon - Princesses blanche, Those that repair the silver canvas (Les)

371
Sephirah Ka-element Contract Creature

- - -

Netzah Fire - Powerful pale queens of pain, tears of flames (The)

- - Lords of torment with diamond helmets (Les)

Moon - Empresses of sadness who dispense melancholy (Les)

- - Lord without face, polemic of the foam of the infinite ocean (The)

Tipheret Earth - Beast who lives at the bottom of the labyrinth, the Son of Behemoth (La)

- - Daniel, the sign of mercy, the angel of confessions

- - -

Gebourah Water - Sentinels veiled on the Chaussée d'onyx (Les)

Air - Labyrinth of the destiny of the divergent of the World

- - Guardians of the zoo of the labyrinth of the island

- - -

Chesed Earth - Guardians dressed in rainbow, from the vessel to distill blood (The)

Air - Lords of torment with diamond helmets (Les)

- - Orthémios-clogs of gold, the one who watches over the path of Meborack

- - -

Binah - - Lords of the Plain of Chrysolite (The)

- - Guardian of peace pacts (The)

- - -

Hockmah Moon - Great architects, Sublime palace builders

- - Guardians of scales of ancient science, the advisers of the emperor of the sublime palaces

- - -

Kether - - -

The Invocative Voices of the Bright Desert Visibility: No


Item: Air Description: These immaterial voices help the Nephilim to
World: Meborack increase his chances of success in the next invocation by
Threshold: weak 1 ( Malkut ) singing with him the ritual and by assisting in the fight
Contract: 5 against the summoned creature. They will add a +1 bonus
Rupture: Disappearance to the Kabbalah Circle used during the ritual. Moreover,
Duration: 1 hour they add their Ka to that of the Kabbalist, whatever the Ka
Scope: On the pentacle element used in the invocation.It is impossible to invoke
Autonomy: Limited the Invoking Voices of the Luminous Desert several times

372
and to accumulate their bonuses during the same The Floating Occulus of Extended Acuity
invocation. Indeed, in the presence of members of the Element: Water
same species, they have the unfortunate tendency to World: Meborack
quarrel, then giving a -2 penalty to the magician who has Threshold: strong 1 ( Malkut )
difficulty concentrating. Contract: 14
Rupture: Leak
Duration: Until next Thursday
The Seraphim of compassion, those who appease
Scope: On the Summoner
suffering
Autonomy: Guided
Element: Earth
Visibility: Yes
World: Meborack
Description:
Threshold: strong 1 ( Malkut )
Contract: 10
Rupture: Disappearance Those who hit the scorpions
Duration: Time for a cure Element: Earth
Range: 100 meters World: Pachad
Autonomy: Guided Threshold: weak 3 ( Yesod )
Visibility: No Contract: 16
Description: Seraphim of compassion is in the form of Rupture: Misunderstanding
small white angels.They are five in number and carry a Duration: Until next Friday
branch of laurel by hand. The Kabbalist can ask them to Scope: On the Summoner
take care of someone. Touching it with their branches will Autonomy: Total
make it recover two levels of health while they will sing a Visibility: No
litany that only the Kabbalist and the wounded one can Description: The invocation shows a bluish stocky
hear. The injured person can recover a level of injury per creature, vaguely humanoid communicating with small
pass when he listens to the chant without doing anything chirps. It has feline eyes, a curved beak and is armed with
else. If he does another action, the Seraphim, vexed at the a magnificent wrought stick which ends in a barbed hook
little case of them, will disappear immediately. If from which a black liquid oozes. This weapon is magical
necessary, they will leave after having completed their and will disappear with the creature. The latter will
work. understand all the orders of the Kabbalist and will try to
execute them as best he can. It has 1 level of protection
due to herds of leather. The characteristics of his weapon
Swords of the flame portals
are the following: Hook 3, Damage 1 basic (POT Gravity 8)
Element: Fire
+ venom POT 1 (1 level of damage).If the hook does at
World: Meborack
least two levels of damage, the venom attacks on the
Threshold: strong 1 ( Malkut )
resistance table the constitution of the victim. Venom
Contract: 14
attacks only creatures of constitution. As the creature is
Rupture: Leak
autonomous and can undertake all physical actions it
Duration: Until next Thursday
deems necessary to accomplish its mission, it may be
Scope: On the Summoner
forced to use its strength or agility. It is considered that the
Autonomy: Guided
value Ka (here 16) determines at the same time the value
Visibility: Yes
of all its characteristics STR, STA ... and the jets of idea,
Description: This invocation creates an elemental fire that
agility, effort ... Thanks to these values, the Kabbalist can
envelops the Nephilim. This one will look like a living torch
solve all Actions that the creature undertakes.
leaving a trail of fire in its path.Invocation does not work in
a room or any covered space. The Kabbalist will be
insensitive to fire damage (but not to any other type of The Laughing Children of Cinah's Arrows
damage) and will be able to move up to 400 km / h Element: Fire
speeding or decelerating by 100 km per round. The World: Meborack
elementary will avoid hitting any obstacle and will refuse to Threshold: weak 4 ( Hod )
do so intentionally. (He has an irrational fear of getting Contract: 25
hurt). It also has the ability to ignite any highly combustible Rupture: Misunderstanding
material. Contrary to what the elementary thinks it does not Duration: Task time
undergo non-magical damage. However, it is extremely Scope: Unlimited
vulnerable to water. Each round where he has been in Autonomy: total
contact with water, even for a brief moment, he will suffer Visibility: No
basic damage of 3 levels. Each damage test attacks the Description: The Child Laughing has the appearance of a
contract and when it reaches 0; The elementary is little cherub with a playful bow in gold. The Kabbalist has
destroyed. If this is the case, the Kabbalist finds himself the power to ask him to pierce with one of his arrows the
projected at the speed that the elementary had acquired target of his choice. This one must have been already
during its destruction and thus has an unexpected seen by the Kabbalist but can now be found anywhere on
opportunity to test the laws of inertia on the terrestrial earth. The Laughing Child will pierce the chosen victim of
bodies. his arrow. The subject must then resist not to suffer the
effect of the projectile (opposition of the Ka of the victim
against the contract of the Child). If the arrow takes effect,
The Glittering Dew, Invincible Gems and Invisible
the person will fall desperately in love with the Kabbalist
Drops
and seek to join him at all costs.She will even have the
Element: Water
approximate intuition of where she is. The outcome of the
World: Meborack
contract is secretly drawn by the playmaker. If the
Threshold: strong 1 ( Malkut )
Kabbalist fails, the child will pretend to accept his orders,
Contract: 14
but instead of throwing a single arrow at the designated
Rupture: Leak
target he will draw one Another on the Kabbalist and will in
Duration: Until next Thursday
turn make him in love with the target.
Scope: On the Summoner
Autonomy: Guided
Visibility: Yes Mirrors of quicksilver, Ministers of resemblances
Description: Item: Moon
World: Meborack
Threshold: weak 4 ( Hod )

373
Contract: 14 Those who rodent in the forest with 10000 terraces
Rupture: Capture. The simulacrum is released for the Pentacles 2 Circle of Kabbalah
duration of the invocation. Element: Water
Duration: 1 hour World: Meborack
Range: 5000 meters Threshold: weak 3 ( Yesod )
Autonomy: Limited Contract: 10
Visibility: Yes Rupture: Disappearance
Description: This invocation creates a perfectly identical Duration: Completion of the task
image Kabbalist or any other person can see during the Reach: 1 km
invocation. This replica, in addition to its Ka, has the same Autonomy: Limited
characteristics and skills as the original, except Visibility: No / Yes
Intelligence.The Kabbalist can not know the motivations, Description: Those who prowl have the appearance of
information or intentions of the original through his copy. It scaly shark floating in the air. They have two squamous
can only perform physical actions (eg driving a car, legs at the front and are equipped with powerful claws. The
climbing, jumping). It can not perform intellectual shark's mouth hosts powerful and cruel jaws. These
activities. The Nephilim can control two ways: he can give creatures specialize in combatting dragon effects. They
him a series of tasks to accomplish that the copy will never attack any other type of creatures than the dragon
execute as a programmed automaton; If an unexpected effects of the five primordial magic fields. To get to their
happens and prevents him from executing the order, he end, they have different types of attacks. For various
paralyzes himself on the spot. The Nephilim can also situations, consider that Those who prowl have
concentrate and guide the creature. The Kabbalist will then characteristics equal to their contract. The creature can
be able to do nothing else. He can, however, see, hear, disappear in the eyes of men and thus be insensitive to
feel ... through the creature, make it speak and undertake non-magical damage.
through it all action by the sole means of his thought. The
copy may be physically damaged. She will have heard the
The murmuring Idols, those who sing in the forgotten
same levels of health as her original.
temple
Pentacles 2 Circle of Kabbalah
The Braids of Myrrh and Asadulas, the Voices of Element: Fire
Inspiration World: Meborack
Item: Air Threshold: weak 4 ( Geburah )
World: Meborack Contract: 37
Threshold: weak 3 ( Yesod ) Rupture: Disappearance
Contract: 20 Duration: Time for execution of sentence
Rupture: Misunderstanding Scope: Unlimited
Duration: Until next Thursday Autonomy: Total
Range: 1000 meters Visibility: Yes
Autonomy: Total Description:
Visibility: No
Description: The voices that this takes the form of a
The Jade Bearers
muse. She sits next to the designated target and guides
Pentacles 2 Circle of Kabbalah
her in her work, which must be creative in nature. The
Element: Fire
intellectual faculties of the subject will be doubled, he will
World: Meborack
work twice as fast and if he already has a certain talent in
Threshold: weak 4 ( Geburah )
this activity, he will be able to produce brilliant
Contract: 37
works. Votes must be invoked according to a specific
Rupture: Disappearance
discipline. They will appear with symbolic attributes that
Duration: Time for execution of sentence
relate to the discipline in question. They can not help other
Scope: Unlimited
creative fields. Some modern Kabbalists have noted with
Autonomy: Total
relief that there is also a muse of computer science.
Visibility: Yes
Description:
The Mighty Lords in Damascus Armor of Gold and
Steel
The Laughing Children of Cinah's Arrows
Element: -
Pentacles 2 Circle of Kabbalah
World: Meborack
Element: Fire
Threshold: weak 4 ( Hod )
World: Meborack
Contract: 14
Threshold: weak 4 ( Geburah )
Rupture: -
Contract: 37
Duration: -
Rupture: Disappearance
Range: -
Duration: Time for execution of sentence
Autonomy: Limited
Scope: Unlimited
Visibility: Yes
Autonomy: Total
Description:
Visibility: Yes
Description:
The Courageous Seneschal
Pentacles 2 Circle of Kabbalah
The Princes of Salt of Wisdom
Element: Fire
Seals 1 circle of Kabbalah
World: Meborack
Element: Fire
Threshold: weak 4 ( Geburah )
World: Meborack
Contract: 37
Threshold: weak 4 ( Hod )
Rupture: Disappearance
Contract: 22
Duration: Time for execution of sentence
Rupture: Disappearance
Scope: Unlimited
Duration: Until next Friday
Autonomy: Total
Scope: On the pentacle
Visibility: Yes
Autonomy: Total
Description:
Visibility: No

374
Description: Prince that meets the invocation is always victim. The Kabbalist must see his target to command the
draped in white, crystal crown on his head. The Wisdom Queen to attack him. The Queen will advance to her victim
Salt Princes are able to heal and cure any illness or injury, and attack at the end of the next round. She will remove
regenerate amputated limbs, remove scars, restore her crown and gird the forehead of her victim. She will not
integrity to a disfigured face, and even restore deteriorated know what is happening to her if she does not have the
physical health or decline. (It allows to recover the points Vision-Ka capability. The victim must pass an INT roll
of DEX, STA, STR possibly lost). against the Queen's Ka on the resistance table.The
Nephilim resist with their Ka-Moon. If the victim resists, the
Queen disappears in a cry of pain. Otherwise, the visibly
The infallible Cerberus of serene sleep
relieved will also disappear but the victim will fall into
Pentacles 2 Circle of Kabbalah
madness instantly. A madness that will always be
Element: Fire
hallucinatory and terrifying. The victim will be nothing but a
World: Meborack
screaming and wailing wreck, incapable of doing any
Threshold: weak 4 ( Geburah )
action? The only way to free her will be to face the Ka of
Contract: 37
the crown (equal to that of the Queen) to remove it. Only a
Rupture: Disappearance
Nephilim is able to do it. The one who tries to rescue the
Duration: Time for execution of sentence
victim confronts the Ka of the crown with his Ka-
Scope: Unlimited
Moon. Whatever happens, the victim is released.If the
Autonomy: Total
crown wins, it is the liberator who inherits and suffers the
Visibility: Yes
effects of madness otherwise the crown disappears.
Description:
If someone tries to destroy the crown by magical damage,
the wearer will take the same amount of damage as the
The Clouds with Blue Drops, Danaë's Blessing crown. Some invocations of Kabbalah as the Wisdom of
Pentacles 2 Circle of Kabbalah Salt Princes or the White Princesses have the power to
Element: Fire free the victim.
World: Meborack
Threshold: weak 4 ( Geburah )
The Lords of Torment with Diamond Helmets
Contract: 37
Pentacles 2 Circle of Kabbalah
Rupture: Disappearance
Element: Fire
Duration: Time for execution of sentence
World: Meborack
Scope: Unlimited
Threshold: weak 1 ( Netzach )
Autonomy: Total
Contract: 21
Visibility: Yes
Rupture: Possession. The Nephilim remains in the
Description:
Simulacrum but suffers the effects of possession)
Duration: one day
The White Princesses, Those who repair the silver Scope: Unlimited
canvas Autonomy: Total
Seals 1 circle of Kabbalah Visibility: No
Item: Moon Description: The Torment of the Lords are invisible
World: Meborack except for the Vision-Ka.They present themselves as
Threshold: weak 5 ( Hod ) warriors in a white heated armor and wearing a Greek
Contract: 22 diamond helmet cut in one piece. These terrible spirits
Rupture: Disappearance possess the victim and torture her until she dies. The
Duration: Until the next Monday invoked Lord will follow the Nephilim until he designates a
Scope: On the pentacle victim. The Kabbalist must see his target to command
Autonomy: Total possession. This one must make a roll on the table of
Visibility: No resistance INT against the Ka of the Lord of the
Description: The White Princess who answers the Torments. If it succeeds, the creature disappears. In case
invocation comes in the form of a white draped woman, of resistance to attack, it has it. At first nothing
surrounded by a crystal crown with a large diamond happens.From the first evening after possession, the victim
tiara. It is capable of curing all madness, psychic will have difficulty falling asleep. She will be horribly
imbalance, curse, loss of memory and all that touches the anguished and tense. When she falls asleep, she wakes
diseases of the mind. If it is a magical illness, it must face up sweating with a beating heart. It will have the
with its contract the magic force of the spell (the Ka of the impression that a fire is devouring it from within and yet it
Nephilim) or the curse (of the entity that launched it). In the will always be cold. Each day she will lose a Constitution
event of a dispute, the GM will decide. It is however Point permanently and will have a penalty of 0,5 to all her
possible to face a particularly powerful curse to invoke skills that will accumulate day by day (on the 5th day,
several Princesses who will then join their efforts to fight Malus -3). When her Constitution comes to zero, she will
evil. die. The attacked Nephilim will defend themselves with
their Ka-element Fire. Some invocations of Kabbalah
as the Wisdom of Salt Princes or Princesses White have
The Powerful Queens Pale with Pain, Tears of Flame
the power dechasser the Lord of the body of his victim.
Pentacles 2 Circle of Kabbalah
Element: Fire
World: Meborack Empresses of sadness who dispense melancholy
Threshold: weak 1 ( Netzach ) Pentacles 2 Circle of Kabbalah
Contract: 28 Element: Fire
Rupture: Capture. Automatic Queen Attack World: Meborack
Duration: One day Threshold: weak 3 ( Geburah )
Scope: Unlimited Contract: 37
Autonomy: Total Rupture: Disappearance
Visibility: No Duration: Time for execution of sentence
Description: The Queens are invisible except ar Vision- Scope: Unlimited
Ka. The invocation brings out a very beautiful woman Autonomy: Total
dressed in a light white robe, her eyes reddened, from Visibility: Yes
which flow tears of blood, her forehead girt with a crown of Description:
thorns. They will follow Nephilim until he calls him a

375
Lord without face, polemic of infinite ocean scum Orichalque and especially those caused to the branches of
Pentacles 2 Circle of Kabbalah the Pentacle of a Nephilim which are often damaged or
Element: Fire cut.Daniel will return the Pentacle of the Nephilim in its
World: Meborack initial state. However, the general total in Ka will be
Threshold: weak 4 ( Geburah ) reduced by one point.Thus a Nephilim who has fourteen in
Contract: 37 Ka and who should have eleven in the moon (favorable
Rupture: Disappearance neutral) but who has only one will see his Ka move to 13
Duration: Time for execution of sentence and his Ka-Moon to 10. (cf. table).
Scope: Unlimited
Autonomy: Total
The Veiled Sentinels of the Onyx Causeway
Visibility: Yes
Pentacles 2 Circle of Kabbalah
Description:
Element: Water
World: Meborack
The Beast who lives at the bottom of the labyrinth, the Threshold: weak 5 ( Geburah )
Son of Behemoth Contract: 40
Pentacles 2 Circle of Kabbalah Break: Capture
Element: Earth Duration: Until the end of the ritual
World: Meborack Scope: On the pentacle
Threshold: weak 3 ( Tipheret ) Autonomy: Total
Contract: 40 Visibility: Yes
Rupture: Misunderstanding Description: This ritual invocation creates more than just
Duration: Until next Friday a door to the onyx palace although the Kabbalist or any
Range: 10 km other person can not enter. Once the invocation succeeds,
Autonomy: Total the Sentinels will appear in a fog which allows to glimpse a
Visibility: Yes long flight of steps of onyx which is lost to infinity. The
Description: This invocation reveals a son of Sentinels are beings dressed in large black bures, wearing
Behemoth. He has a bull's head and a human body three a veil of the same color. Their face is entirely in the shade
meters and forty, and is armed with an enormous ax. I lne with the exception of their eyes which are those of a
can suffer only magical attacks. This creature is a force of woman of a beauty that one supposes to take the
nature. It usually tries to solve all the problems it faces by breath. The one who unveils a Sentinel dies instantly. They
brute force. Its strength and all its characteristics are 10. have the power to resurrect someone already dead. For
this they demand a price equal to that of the dead being. It
is the Kabbalist who must pay tribute. The contract is
The Beast of the Labyrinth secret and managed by the GM. Indeed, in case of
rupture, the Ka is lost but the dead does not resume.
Initiative: 6
The Labyrinth of the Destiny of the World's Different
Pentacles 2 Circle of Kabbalah
Ax: 5, damage: 4 Element: Fire
World: Meborack
Hit Points: 40 Threshold: weak 4 ( Geburah )
Contract: 37
Rupture: Disappearance
Armor: 3 points Duration: Time for execution of sentence
Scope: Unlimited
Autonomy: Total
Visibility: Yes
The Beast is regarded as a pole of choice for the Description:
Nephilim. Sachair shared during a ritual tub provides 1D6
points of Ka. The son of Behemoth, however, must be
Guardians of the zoo of the labyrinth of the island
beaten singularly by a Nephilim during a ceremony. This
Pentacles 2 Circle of Kabbalah
ritual must be directed by an initiate belonging at least to
Element: Fire
the 2nd circle of the Way of Meborack. It is forbidden to
World: Meborack
consume the flesh of the Son of Behemoth more than once
Threshold: weak 4 ( Geburah )
a year.
Contract: 37
Rupture: Disappearance
Daniel, the sign of mercy, the angel of confessions Duration: Time for execution of sentence
Pentacles 2 Circle of Kabbalah Scope: Unlimited
Item: Air Autonomy: Total
World: Meborack Visibility: Yes
Threshold: weak 3 ( Tipheret ) Description:
Contract: 33
Rupture: Disappearance
The Guardians dressed in the rainbow, the vessel to
Duration: Until next Thursday
distill blood
Scope: Unlimited
Keys 3 circle of Kabbalah
Autonomy: Total
Item: Air
Visibility: Yes
World: Meborack
Description: Daniel is one of the guardian angels of the
Threshold: weak 1 ( Chesed )
Nephilim. He relieves their sufferings and experiences
Contract: 45
mercy for their unfinished nature. However, if a Nephilim
Rupture: Destruction of the object
misses his contract, the angel will believe that he is not yet
Duration: Completion of the task
worth saving and that he must continue to suffer and wait
Scope: The pentacle
another year before he becomes interested again. Daniel
Autonomy: Total
presents himself as a man of tall stature dressed in a
Visibility: No
loincloth, his body covered with tattooed kabbalistic
Description: The Guardians dressed rainbow sky are
signs. It has the power to repair the damage due to the

376
creatures with human-sized animal heads dressed in The Guardian of the Peace Pacts
shimmering and changing colors. They have the power to Pentacles 2 Circle of Kabbalah
make any object alive. He can feel, speak in Enoch and Element: Fire
behave like an intelligent creature. Little by little, it will be World: Meborack
able to acquire a certain mobility and even skills. Thus a Threshold: weak 4 ( Geburah )
tree will be able to use its branches and a table to walk. A Contract: 37
sword will gain experience as if it were fighting and thus Rupture: Disappearance
provide a combat bonus and so on. These objects will Duration: Time for execution of sentence
develop personalities related to their nature and function. Scope: Unlimited
The Guardians ask for a sacrifice of Ka points that is Autonomy: Total
transferred into the object thus making it magical in Visibility: Yes
nature. The points of Ka give a scale of the degree of Description:
awakening of the object. An object with a Ka point will
progress very difficult and will only be able to react trivial
The Great Architects, The Sublime Palace Builders
and instinctive while being relatively deaf to its
Keys 3 circle of Kabbalah
environment. An object with ten points of Ka will have the
Element: Earth
intelligence of an average man while an object of twenty
World: Meborack
will be supremely intelligent and alert, learning
Line: strong 4 ( chokhmah )
unpredictable powers. Ancient objects animated by the
Contract: 70
Guardians are legendary artefacts among the Nephilim.
Rupture: Disappearance
Duration: 1 hour
Orthémios-clogs of gold, the one who watches over Scope: The pentacle
the path of Meborack Autonomy: Total
Pentacles 2 Circle of Kabbalah Visibility: No
Element: Fire Description: The Great Architect is invoked has the
World: Meborack appearance of a golden centaur. It has the possibility of
Threshold: weak 4 ( Geburah ) building a palace or a house in an hour. He will read the
Contract: 37 mental image that the Kabbalite is making of the
Rupture: Disappearance construction and realize it at best by embellishing it and
Duration: Time for execution of sentence making improvements. It will furnish and generally add a
Scope: Unlimited garden with Greek statues. The Kabbalist must draw the
Autonomy: Total pentacle on the opening of any object (cupboard, safe,
Visibility: Yes cardboard box, etc.). The palace will materialize on the
Description: other side of the passage but will occupy no place in this
world. When you open the door, you will see an alley
leading to the palace. If the container of the palace is
The Lords of the Chrysolite Plain
destroyed, all the objects that did not belong to the original
Pentacles 2 Circle of Kabbalah
project as well as the people inside are aspirated in a
Element: Water
violent hurricane to the outside. This invocation is highly
World: Meborack
prized by the powerful Nephilim who travel a lot.
Threshold: weak 3 ( Binah )
Contract: 50
Rupture: A totally false but credible vision The Scale Guardians of ancient science, the advisers
Time: Vision of the emperor of the sublime palaces
Scope: The pentacle Pentacles 2 Circle of Kabbalah
Autonomy: Guided Element: Fire
Visibility: Yes World: Meborack
Description: Lord of the plain of Chrysolite has the Threshold: weak 4 ( Geburah )
appearance of a malachite stone the size of a menhir with Contract: 37
polished edges. It has the possibility of giving an image of Rupture: Disappearance
a future event concerning the kabbalist who will most likely Duration: Time for execution of sentence
be realized. This event can be an important or dangerous Scope: Unlimited
moment for the Nephilim or an answer to a specific Autonomy: Total
question. The contract must be secret because in case of Visibility: Yes
failure the Nephilim must not know if the image is false or Description:
not.

377
List of Creatures Invocations of Zakai
Kabbalah List Summoning Zakai Seals Pentacles Keys Creatures

List of Creatures Invocations of Zakai

Ka-
Sephirah Contract Creature
element

Malkut Earth 18 Armor of those who are born of teeth sown (L ')

Air 18 Celestial Shields, Wings Coated with Mail (The)

Water 18 Silver Scales of the Prairie Marines (Les)

Fire 18 Powerful Cuirasses de feu (The)

Moon 18 Imperishable Fabrics of Time, Silver Animated Clothes

Air 10 Blue Flames of the Last Moment (The)

Moon 14 Jade Flowers, Mysteries of the Forests of the Shadows (The)

Earth 7 Those who erase Esoteric Reliefs, Meticulous Lutins of the Kingdom of the King Fisherman

- - -

- - -

Yesod Moon - Cyndaryl, the Foul basket whistling, sounding, shrill

- - -

- - -

Hod Air - Ministers of Peace dressed in Béryl (Les)

Moon - Princes of the Labyrinth lit by a Torch (The)

Air 25 Sages to the Coats of Shadows, the White Mountain of Beyond the Shores of Brûmes (Les)

- - -

- - -

Netzah Water - Ladies watching over the lake (Les)

Water 25 Chevalier Vert, the Guardian of the Lake of the Forest of Shadows (The)

- - -

Tipheret Earth - Spirits industrious, Those who inhabit the tower with a thousand languages (Les)

Air - Lord of the air currents (The)

Moon - Passengers of the inter-world, those who speak with souls (The)

378
Ka-
Sephirah Contract Creature
element

Earth 32 Spirits at the Thousand Arms of the Forest of Shadows (The)

Gebourah Moon - Fairies of the Sanctuary of the Bell

Air 28 Crystal Net, Infinite River Vessel (The)

- - -

Chesed Fire - Voices Rauques, the Sisters of Vengeance clothed with thorns (Les)

Water - Sarn Helen, the one who unveils the twinkling path

- - -

Binah - - -

- - -

Hockmah Fire - Oak-Memory that burns like a Pyre of the Arrogances (The)

- - -

Eloath Daath, The Mystery of the Five Wounds, the Skull, the King Fisherman, Emperor of
Kether All 100
Zakai

- - -

The Celestial Shields, Wings Coated with Mail Rupture: Disappearance


Seals - 1 circle of Kabbalah Duration: Until Tuesday
Item: Air Scope: On the Kabbalist
World: Zakai Autonomy: Limited
Line: strong 2 ( Yesod ) Visibility: Yes
Contract: 18 Description: Scales Silver Marine prairies are as a shining
Rupture: Disappearance armor with silvery scales with green highlights. When the
Duration: Until Tuesday Kabbalist invokes it, it adjusts to its size and envelops it. It
Scope: on the Kabbalist can then undress and restore it, these two operations
Autonomy: Limited taking five minutes each time.
Visibility: Yes The armor is exceptionally resistant to physical damage
Description: The invocation looks like a glittering chain even in the face of modern firearms while being as light as
mail that is metal reinforced joints and chest. Observed winter clothing (1 level1 of protection). However its most
very closely it seems made up of small metal feathers valuable feature is also to have 1 levels of protection
riveted by small sapphires.When the Kabbalist invokes it, it against magical damage and to add 5 points of Ka of the
adjusts to its size and envelops it. He can then undress her Nephilim when it defends itself on the table of resistance
and put her back, these two operations taking five minutes against a magic attack under the two Ka-elements
each time. opposite to (Fire and Earth).
The armor is exceptionally resistant to physical damage
even against modern firearms while being as light as
The Powerful Fire Breastplate
winter clothing (1 level of protection whatever the
Seals - 1 circle of Kabbalah
weapon). However its most valuable feature is to also have
Element: Fire
1 levels of protection against magical damage and add 5
World: Zakai
points to the Nephilim's Ka when he defends himself on
Line: strong 2 ( Yesod )
the resistance table against a magical attack under the two
Contract: 18
opposite Ka-elements of the (Earth - Moon).
Rupture: Disappearance
Duration: Until Tuesday
The Silver Scales of the Maritime Prairies Scope: On the Kabbalist
Seals - 1 circle of Kabbalah Autonomy: Limited
Element: Water Visibility: Yes
World: Zakai Description: The invocation looks like a formed plate
Line: strong 2 ( Yesod ) armor fitted joints. The material which composes it appears
Contract: 18 to be organic, or even chitinous, and tinged with a dull

379
red. When the Kabbalist invokes it, it adjusts to its size and around the Nephilim.They seem conscious and through
envelops it. He can then undress her and put her back, their displacements they can dialogue with the Kabbalist. A
these two operations taking five minutes each time. The Nephilim who attends this spectacle is always seized with
armor is exceptionally resistant to physical damage even a certain melancholy. According to Galatini, these lights
against modern firearms while being as light as winter are the last vestiges of the Nephilim lost forever. However,
clothing (1 level of protection whatever the the Blue Flames know where to find the location
weapon). However its most valuable feature is to also have of stasis all Nephilim. If the Kabbalist knows the name of a
1 levels of protection against magical damage and add 5 Nephilim and if it is trapped in a stasis flames will guide to
points to the Nephilim's Ka when he defends himself on him. In fact, they always swirl around the Nephilim pointing
the resistance table against a magical attack under the two the direction to follow. If the Nephilim sought by the
Ka-elements opposed to the fire (Water - Moon). Kabbalist is out of his stasis, they will immediately
depart. If it does not exist, the Blue Flames will refuse to
leave and begin an agitated ballet. They will try to stay until
The Impermissible Tissues of Time, Anime Clothes
the next Thursday. The Kabbalist must succeed in a new
Seals - 1 circle of Kabbalah
contract to drive them out. The presence of the Blue
Item: Moon
Flames around the Nephilim has a disastrous effect on his
World: Zakai
morale. A few hours are enough to make him sullen and
Line: strong 2 ( Yesod )
one or two days to make him pessimistic as under the
Contract: 18
effect of a violent depression.
Rupture: Disappearance
Duration: Until Tuesday
Scope: On the Kabbalist Sages to the Coats of Shadows, the White Mountain of
Autonomy: Limited Beyond the Shores of Brûmes (Les)
Visibility: Yes Seals - 1 circle of Kabbalah
Description: The invocation has the appearance of a very Item: Air
fine metal mesh to close the appearance of a silvery World: Zakai
fabric. When the Kabbalist invokes it, it adjusts to its size Threshold: weak 5 ( Hod )
and envelops it. He can then undress her and put her Contract: 25
back, these two operations taking five minutes each Break: Attempt to invoke only from the following Thursday
time. The armor is exceptionally resistant to physical Duration: The time of a question
damage even against modern firearms while being as light Scope: On the pentacle
as winter clothing (1 levels of protection whatever the Autonomy: Total
weapon).However, its most valuable feature is also to have Visibility: No
1 levels of protection against magical damage and to add 5 Description: These are wise memory of earthly affairs of
points to the Nephilim's Ka when it defends itself on the the Nephilim. They hold the sum of all knowledge acquired
resistance table against a magical attack under the two during the successive reincarnations of the Nephilim that
Ka-elements opposed to the Moon (Fire - Air). are currently in stasis . They can not access the
knowledge held by a Nephilim is not in stasis at the time of
invocation. Even if this knowledge relates to the current or
The Armor of those who are born of sown teeth
previous incarnation, they will not be able to transcribe a
Seals - 1 circle of Kabbalah
spell. The Sage will not reveal any information that could
Element: Earth
harm other Nephilim. After an invocation, the wise men
World: Zakai
can not be invoked by the same Nephilim until the next
Line: strong 2 ( Yesod )
Thursday.
Contract: 18
Rupture: Disappearance
Duration: Until Tuesday Those who erode the esoteric reliefs, the meticulous
Scope: On the Kabbalist elves of the Kingdom of the King Fisherman
Autonomy: Limited Seals - 1 circle of Kabbalah
Visibility: Yes Item: Air
Description: The invocation looks like a black World: Zakai
breastplate. View from afar it has an aspect close to rigid Threshold: strong 1 ( Malkut )
leather. However when we observe it more closely or when Contract: 7
we hit it, we realize that it is closer to a black stone like Rupture: the elves erase the pentacles of the Kabbalist
onyx. When the Kabbalist invokes it, it adjusts to its size before the latter has finished his invocations
and envelops it. He can then undress her and put her Duration: 1 hour
back, these two operations taking five minutes each Range: 500 meters
time. The armor is exceptionally resistant to physical Autonomy: Partial
damage even against modern firearms while being as light Visibility: Yes
as winter clothing (1 levels of protection whatever the Description: A half dozen elves appear before the
weapon). However, its most valuable feature is to also Kabbalist. Some are equipped with brooms, others with
have 1 levels of protection against magical damage and mops or sponges ... The Kabbalist can then draw his
add 5 points to the Nephilim's Ka when he defends himself pentacles of invocation or throw his alchemical powders,
on the resistance table against a magical attack under the the elves will take care to erase any physical trace that can
two Ka-elements opposed to the Earth. betray the Nephilim.If the work to be done is out of the
ordinary (pentacle engraved in stone for example), the
Kabbalist must try to explain to the sprites what he expects
The Last Flames Blue Flames
from them. The elves will return to their world to look for
Seals - 1 circle of Kabbalah
the material they need. The Kabbalist will have to invoke
Item: Air
them again with an amended contract from +1 to +10
World: Zakai
depending on the difficulty of the task for the elves.
Threshold: strong 1 ( Malkut )
Contract: 10
Breaking: Immobility Jade Flowers, Mysteries of the Forests of the Shadows
Duration: Until next Thursday (The)
Range: 5 meters around the Kabbalist Seals - 1 circle of Kabbalah
Autonomy: Guided Item: Moon
Visibility: Yes World: Zakai
Description: Small blue flames the size of fireflies rise Threshold: strong 1 ( Malkut )

380
Contract: 14 Autonomy: Total
Breaking: Immobility Visibility: No
Duration: Until the end of vision Description: This is a Knight of the features hidden by a
Scope: On the pentacle greenish bronze helmet and armor glistening with silvery
Autonomy: Guided scales that return cuoleur green reflections. It is the jailer
Visibility: Yes of the Nephilim who are on the Shadow . The Kabbalist
Description: Flowers are born bright green pentacle. Their who invokes The Green Knight must demand the release
heady perfume disturbs the senses of the Nephilim, who of the imprisoned Nephilim (whose name he must know)
then falls into a second state. It can thus see in the past by launching a Challenge Green Chevalier. The Nephilim
and this within a radius of twenty meters around the center must be armed with a sword. The Knight then confronts
of the pentacle. The trance will last half an hour a day him in a duel. Another Nephilim eesaierait involve itself in
visited in the past. Some Nephilim like to use the remains battle automatically fall into shadow . The Knight does not
of dried flowers to inhale them to regain the same bliss felt inflict any physical damage. Each blow he carries definitely
during the ritual. We can not but too strongly advise lower the Ka of the Nephilim by a point.
against this practice peculiar to the decadent Nephilim.
The Shadow inflicted by the Green Knight is drawn, as
Les Esprits Industrieux Those who live in the Tower of usual, on the appropriate table. If the Kabbalist defeats the
the Thousand Languages Knight, the Nephilim, whose liberation he demands,
Seals - 1 circle of Kabbalah regains possession of his body.
Element: Earth If the combat turns to the disadvantage of the Kabbalist,
World: Zakai the Chevalier would pursue him in case of flight.
Line: strong 4 ( Hod )
Contract: 20
Rupture: Misunderstanding The Green Knight
Duration: Time of a task - Until sunrise
Scope: Purpose of their work
Armor: 4
Autonomy: Total
Visibility: Yes
Description: This invocation can not be accomplished at Hit Points: 13
sunset. The pentacle must be drawn on the spot of the
task and during the contract, the Nephilim must specify the
nature of the pentacle. The industrious spirits are small Initiative: 3
creatures 25 cm high. They have a humanoid appearance
but have disproportionate hands and arms. Their thick skin
Sword: 3 touch, 2 Damage
has the appearance of tanned leather. The industrious
minds are hard workers. They can repair any object, car,
computer, building, roof, or sew, patch, paste, repair a
metal object, a dilapidated house ... In this case the object
Ministers of Peace dressed in Beryl (Les)
of their care will be like new. They can also activate a
mechanism, an electronic lock, access a computer file ... Pentacles - 2 circle of Kabbalah
Finally they are able to improve the performance of a Item: Air
mechanism, a car, a device or any object. The level of World: Zakai
improvement is left to the judgment of the playmaker but Threshold: weak 2 ( Netzach )
generally the performances should double;(A sword, Agreement: 23
however, will not be able to inflict twice as much damage: Rupture: Capture. The Kabbalist will be the only one to
it will be a little more manageable, a bit sharper and twice suffer the effect of the Spell
as solid for example). The industrious Spirits always Duration: Until the end of the sermon.
outnumber the task they have to perform and are always Range: 100 m
equipped with complex tools that have the appearance of Autonomy: Total
wood. They always have a spokesperson who is appointed Visibility: No
during a long consultation. As long as they have not Description: The invocation must be launched in full fight,
chosen, they will not address the Nephilim. Then they will brawl or shooting.It brings forth a translucent man with a
begin to discuss with him the nature of the task to be majestic appearance, a soft voice and rich and deep
accomplished and then they will try to convince him of the modulations. As soon as it arrives it is impossible to fight
uselessness of his request. If the Nephilim insists they will or quarrel. If Kerubim of exasperation and confusion are
comply with his demands. Whatever the nature of the task, present, he drive them with an imperious movement of his
it will be completed exactly at sunrise. winged staff. It will make likewise disappear any other
Note on the contract: The jet that determines the success creature of Kabbalah, Spell of Magic or alchemical
of the contract must be done secretly by the playmaker. If preparation that inluences the spirits in order to disturb the
it is a success, the Spirits will do what is asked of peace and the good understanding between the beings. All
them. Otherwise, they will do exactly the opposite (usually those within range, including the Kabbalist himself, will feel
with a little humor) and the Nephilim will only realize it at transported by an irrational love for their neighbor, a deep
sunrise. awareness of their place in the universe. After a well-felt
sermon on the futility of the detent, the shotgun, or the
machine-gun, which each one now tries to conceal, the
Chevalier Vert, the Guardian of the Lake of the Forest invocation will dissipate. For about 15 minutes, no one can
of Shadows (The) attempt any aggressive gesture. The people present will
Pentacles - 2 circle of Kabbalah tend either to discuss and explain themselves, or from
Element: Water each side.
World: Zakai
Threshold: strong 1 ( Netzach )
Lord of the Air Currents
Contract: 25
Rupture: The Kabbalist must face the Knight and suffer the Pentacles - 2 circle of Kabbalah
consequences if he is defeated. In case of victory, the Item: Air
Knight will disappear without further effect. World: Zakai
Duration: Until the end of the duel. Threshold: strong 1 ( Netzach )
Scope: Near the Nephilim Contract: 21
Rupture: The Lord will lay the Nephilim in the highest place

381
at 1 Km around. entered the house in question but that it is not the right
Duration: Until next Thursday one, changing it or that it was empty.
Scope: On the Kabbalist
Autonomy: Total
Crystal Net, Infinite River Vessel (The)
Visibility: No
Pentacles - 2 circle of Kabbalah
Description: The Kabbalist sees an eagle appear to be
Item: Air
five large, translucent drunk plumage. He will take the
World: Zakai
Nephilim by the shoulders in his talons. The Nephilim will
Threshold: weak 5 ( Geburah )
be relatively free of its movements with however a penalty
Contract: 28
of -1 to all its actions that require a movement of the
Rupture: Disappearance
arms. He will find himself empathy with the creature and
Duration: Until next Thursday
can ask him to carry it in the air while performing other
Scope: Unlimited
actions. The eagle can cross any obstacle but it is not the
Autonomy: Total
case of the kabbalist that remains to him material. The
Visibility: -
Lord of the Air Currents moves at a maximum speed of
Description: The invocation called airship to the hull of a
100 Km / h.
diaphanous blue bow is beautifully carved bird's head
shape and sails seem inflated by an invisible wind. On
Spirits at the Thousand Arms of the Forest of board, a silent crew of winged ghosts is calmly busy. As
Shadows (The) the passengers board, the ship becomes invisible as well
Pentacles - 2 circle of Kabbalah as everything in it. The invocation and its occupants are
Element: Water then suspended in time. The Vaiseau can neither go up
World: Zakai nor down the course of time. (Neither traveling in the past
Threshold: strong 1 ( Netzach ) nor in the future) yet it can go into the present.Travelers
Contract: 25 will be able to travel anywhere on land (place, city,
Rupture: The Kabbalist must face the Knight and suffer the continent) without taking any time whatsoever. They will
consequences if he is defeated. In case of victory, the feel that the trip lasted for some time and will eventually
Knight will disappear without further effect. choose the place where they want to go on the cards of
Duration: Until the end of the duel. the captain's cabin and the Game Master will estimate the
Scope: Near the Nephilim travel time objective. Nevertheless, they will arrive at the
Autonomy: Total precise moment when they embarked.
Visibility: No
Description: The Kabbalist must indicate a person aui is
Raucous Voices, Sisters of Vengeance dressed in
in range of sight and can see completely. Around this one,
Thorns (The)
an oak will come out of the ground and will swallow its
Keys - 3 Kabbalah Circle
victim. The latter will just be entitled to an attempt to
Element: Fire
disengage. In order to oppose its Force against the
World: Zakai
Command of the Reature on the Table of Resistance. If
Threshold: weak 2 ( Chesed )
she does, the oak will materialize anyway but the victim
Contract: 39
will be out of reach. If the victim fails to escape the grip of
Rupture: The kabbalist targets a morale of steel during the
the oak, it will completely wrap it. It will be suspended from
night. He will have the impression that during his sleep
the inside of the tree until the kabbalist banishes it. To
women of a breathtaking beauty watch over him and his
extract an individual from the tree by physical means, one
dreams. His sleep will be partly restorative. He will only
should proceed exactly as if caught in a block of
need to sleep for half the time that is usually necessary for
hardwood. The oak is seven meters high and two in
him to recover.
diameter. If it pops up inside a building, it will pierce all
Duration: Until Revenge is Satisfied
obstacles less resistant than steel.
Scope: Unlimited
Autonomy: Total
Princes of the Labyrinth lit by a Torch (The) Visibility: No
Pentacles - 2 circle of Kabbalah Description: This invocation releases like creatures
Item: Moon women traits ravaged by pain; Their clothes are torn, their
World: Zakai hair bristling and half ripped. They have extremely long
Threshold: strong 3 ( Tipheret ) black nails with which they are lacerated and branches of
Contract: 35 nettles and thistles by which they continually whip. This
Rupture: Disappearance invocation is to be launched on the occasion of the violent
Duration: The time of banishment death of a close Nephilim di Kabbalist who has not
Range: 50 m returned to his stasis or is permanently lost. He can then
Autonomy: Total direct the Raucous Voices to the murderer who has
Visibility: No attacked the Nephilim wherever he may be. On the
Description: silver winged creatures and very easily evening following the invocation, the murderer will see the
discernible arise around the pentacle. They cling to the Sisters distinctly arrive and start tormenting him. A
hand of torches which diffuse a white light.The Kabbalist Nephilim will obviously see them too but a human will think
may ask them to hide an area that can be up to 50 meters that the victim has become mad. Indeed this is what will
wide and fifty meters high. The Kabbalist must agree with happen at the end of the first night. Wherever he is, the
the Princes on a sentence that serves as the key to murderer will constantly see the Sisters around him,
overcoming the illusion. Anyone who does not have the snatching the covers at night, whipping him with their
key will never be able to enter the designated area. The nettles branches and constantly harassing them with their
sprinces will use all possible methods that suggestions and lamentations. The victim will quickly become physically
illusions can allow. Thus, someone who seeks to go to an and mentally dilapidated. She will be unable to
apartment protected by these creatures will have the communicate with anyone. The Sisters torment the
impression that the door does not exist or that it is wrong murderer until the Nephilim that revenge is reinstated in
of floor.Someone who walks past a house protected by the hisstasis . If, on the other hand, the Nephilim is definitively
princes will not notice it or feel that it is not the right house destroyed, the torment will never cease. If the victim is
and so on. Prices shall use methods which will appear to released from his curse after more than a month, he will
them to be well advised according to circumstances. They have irreversible sequelae of his experience. This
may, for example, make someone believe that he actually invocation is often used by the Arcane of Justice ,
especially to punish murder between Nephilim.

382
Sarn Helen, the one who unveils Contract: 60
The twinkling path Out: Kabbalist share in Shadow. The duration is to be
Keys - 3 Kabbalah Circle determined.
Element: Indifferent Duration: According to the will of the Lady
World: Zakai Scope: Body of water used for invocation.
Threshold: weak 1 ( Chesed ) Autonomy: Total
Contract: 60 Visibility: No
Rupture: Leak Description: Women should be given near a sufficiently
Duration: The time for an interview large body of water such as a lake, a sea, a river, etc. then
Range: - they come out of the water to help the Nephilim if they feel
Autonomy: Total that their cause can help the plight of the Fallen in
Visibility: No general. Their help can manifest in various ways such as
Description: After the successful invocation, the Kabbalist healing wounds due to the Orichalcum , sauté a forgotten
is projected into an abstract vortex that soon takes shape memory, make available to the Kabbalist the Lake
and finally reveals a fascinating landscape while green Knights(an ever greater number seven).
meadow and rolling hills. The sun floods this idyllic country
with a soft and fading light above which the spirit of the
Nephilim flies. The Chevalier du Lac
Time seems to accelerate and the sun continues its course
rapidly towards the west, direction followed by the
Armor: 4
Kabbalist. The star finally sets to reveal the landscape
under another even more magnificent light. The moon then
rises and continues a rapid race.Dazed by his singular Hit Points: 15
journey, the Kabbalist distinguishes a high plateau bathed
by the rays of the nocturnal star on which is erected a
stone circle.The Kabbalist is placed in the midst of the Initiative: 6
megaliths which are finally of Cyclopean dimensions but
not oppressing yet. In the center, a heap of crumbling
Sword: 4 to the touch, 2 Damage
stones form a rudimentary rudimentary throne in which sits
a tall woman of such striking beauty that she can not be
human. Her eyes are amber, her long blond hair falls on Knights can only be wounded by melee weapons, natural
her loins and harmoniously harmonize with her red and elements (fire etc) or magic.
gold clothes. The pretender to Zakai is to utter a ritual
sentence in enocheen intended to attract the attention of
Sarn Helen. This done, the Guardian will guide the
Kabbalist between two megaliths to reveal the landscape They may also place at the disposal of a Nephilim the
beyond the plateau. On a sign, a multitude of sparkling sword of the soul. It can only serve for a fight and then
paths that seem as many paths to follow by the Kabbalist disappear.
illuminate the surrounding countries. Time to understand The damage of this weapon is (Nephilim Ka / 10) and
the richness and complexity of the quest that awaited him, affect the magic tricks; The Lady of the Lake who presents
Sarn Helen will have disappeared but he continues to hear himself to the Nephilim is not obliged to accede to the
carried by the wind the sentence that will open the paths of request of the Kabbalist. The latter must justify the
Zakaï ... soundness of its approach. On the other hand, it is the
Lady of the Lake who will decide the best way to help the
Tzeboath the Clairvoyant Nephilim.
Keys - 3 Kabbalah Circle
Element: Earth Eloath Daath, The Mystery of the Five Wounds, the
World: Zakai Skull, the King Fisherman, Emperor of Zakai
Threshold: strong 3 ( Binah ) Keys - 3 Kabbalah Circle
Contract: 55 Element: Earth, Air, Fire, Moon, Water
Rupture: The Nephilim will have an irrational approach to World: Zakai
the place where he is and will be unable until the next Threshold: Strong 5
month to approach it around a radius of ten kilometers. Contract: 100
Duration: One hour Rupture: At the discretion of the Emperor.
Scope: Pentacle Duration: At the discretion of the Emperor.
Autonomy: Total Scope: Unlimited
Visibility: No Autonomy: Total
Description: The Kabbalist sees appearing a man five Visibility: At the discretion of the Emperor.
meters tall dressed in simple homespun, a traveling stick in Description: Eloath Daath is the Emperor
one hand and in the other unecloche.Tzeboath knows all World Zakai . He is the archetype of what the Nephilim
the Subtle Bodies and can open doors to allow chooses to choose. He rarely leaves his world and to see
access.Drawing a pentagram on the floor, it will open a him, we must go to him. He likes to take the appearance of
path for accessing a possibleAkasha linked to this a King-Knight as high as a mountain sitting on a throne
region. It can also inform the Nephilim on the existence carved in the rock or that of a fragile old man sitting on the
and location of other Subtle Plans . edge of a river. He commands all the creatures of his world
and can give them all the orders he desires. He has
Ladies Watching the Lake (The) extensive powers over everything concerning time, ancient
Keys - 3 Kabbalah Circle creatures, the Akasha and all the vestiges and the material
Element: Water / immaterial traces left by the Nephilim. The Nephilim at
World: Zakai the gates of the Agartha must enter the World Zakai and
Threshold: weak 5 ( cHockmah ) travel in it to meet Eloath Daath.

383
Aresh Creatures Invocation List
Kabbalah List Summon Aresh Seals Pentacles Keys Creatures

Aresh Creatures Invocation List

Ka-
Sephirah Contract Creature
element

Malkut Moon - Those who murmur, the spirits of the basalt forest

- - -

- - -

- - -

Yesod Water - Those who chew in the depths

Earth - Seraphim of ruin, the Masters of the reversed columns (The)

Water - Cavaliers armed from foot to cape of the river of dreams (Les)

Fire - Demons-horses, the Couriers with the eyes of embers and the claws of flames (Les)

Mael the unpredictable, the one who denies time, the inconsistent passer of the river of
- -
dreams

Air - Clarifiers d'Orichalque, ministers of dissensions (Les)

- - -

- - -

Hod Water - Audia, the Sighing Rumor of the Lower Waters

Fire - Relentless Ministers, Living Lamps of the Hidden Altar (The)

Fire - Prosecutors whose eyes are Ruby Basilisks (Les)

- - Aradia, the firefly princess, guide of the lost ones

Kerubim of the second view, cohorts of the cohesion of Kamael, the legion of the warblowers
- -
(The)

- - Warrior angels, spies of heaven, heralds of victory (The)

- - -

- - -

- - -

Netzah Air - Seraphim of compassion, Those who appease suffering (The)

- Moon - Wings of madness covered with frost, Lunar Hunters (The)

384
Ka-
Sephirah Contract Creature
element

Moon - Rodeurs that ooze walls (Les)

- - Humming Hummingbirds, Children Gushing from Aresh's Falling Falls (The)

- - Embruns of scorching falls, raging scum (Les)

- - -

- - -

Tipheret Fire - Fury rulers, princes of rage crowned with jasper (The)

Air - Specters to the seven hundred mouths, the Messenger Slaves of Kamael (The)

Moon - Torchbearers of Life (The)

- - -

- - -

Gebourah - - Ministers of Justice, those who separate the truth from the lie (The)

- Relentless Bloodhounds, Melancholy Hunters of the Fiery Spiral (The)

Demons who haunt the metal caves, the inspirers of madness with the red eyes of anger
- -
(Les)

- - -

- - -

- - -

Chesed - - Living Crystal Tree of ice garden (L ') ]

Fire - Cortège Servant, Arm and Legs of the Imperial Scepter (The)

- - Zeth Adraan with 100 eyes, the one who watches the paths of Aresh

- - -

Binah Fire - Army of Amber Ships, Lampes of Terror (L ')

- - Lords of the lower worlds escaped by the tear, the ultimate destructors (The)

- - -

Hockmah Air - Kamael, the Demon of Destruction, Prince of the Seraphim

- - -

- - -

Kether - - -

385
Those who murmur, the spirits of the basalt forest The Demons-horses, the Couriers with the eyes of
Seals - 1 circle of Kabbalah ember and
Item: Moon With the claws of flames
World: Aresh Seals - 1 circle of Kabbalah
Threshold: weak 1 ( Malkut ) Element: Fire
Contract: 9 World: Aresh
Breaking: Immobility Threshold: weak 3 ( Yesod )
Duration: Until the next Monday Contract: 18
Range: 1000 m Rupture: Fleeing, he will go hunting ground horses to
Autonomy: Limited devour them
Visibility: Yes Duration: Until Tuesday
Description: These are vaguely humanoid spectarles Scope: unlimited
shadows. They seek the slightest corner of shadow where Autonomy: Partial
they can make themselves totally invisible except the Visibility: Yes
Vision-Ka. They travel at a speed of 3 meters per second Description: These are very large black horse with red
or about 10 km / h and can enter any small opening or eyes, the nostrils exhale fire. They are provided with teeth
crack. The Nephilim can see through them. In the dark, he piontues that protrude from the jaw and sharp and sharp
can order them to murmur their hymns. Every person at 20 clamps in place of the hooves. They move very quickly (up
meters will be seized with an irrational fear of black. She to 150 km / h and never get tired). The Kabbalist can
will naturally seek to escape from this place. If she tries to however easily mount them and they will obey his
overcome her fear, she must make an INT roll all rounds. If orders. Another Nephilm may also try to drive him but they
the person is asleep, she is assured of violent will be as difficult to direct as a thoroughbred a little
nightmares. Within two hours of waking she will have a -1 nervous. On the other hand, if a human tries to coward
penalty to all her actions. Shadows endure only magical one, the latter will try to devour him. These horses can
damage. However, exposure of more than one minute in cross practically all obstacles and even climb rocky slopes.
full sunlight or under violent light will destroy them. They use their sharp claws to cling to the walls. However,
they do not like water. To make them cross a body of
water, we must again beat the Courier's contract with his
The Seraphim of ruin, the Masters of the reversed
own Ka. In case of a failure, he will try to dismantle his
columns
rider. This dunner can ask the demon to attack someone
Seals - 1 circle of Kabbalah
with a new successful contract.
Element: Earth
World: Aresh
Threshold: weak 3 ( Yesod ) Bite: 3
Contract: 18 Damage 3
Rupture: Misunderstanding Claws and trampling: 3
Duration: Until next Friday Damage 3
Range: 100 m Initiative: 5
Battery life: 1/4 hour
Visibility: No
Orichalque trumpets, ministers of dissension
Description: The ruins of Seraphins are as Cyclopean
Seals - 1 circle of Kabbalah
giant with feet instead of a pillar. They seem to be made of
Item: Air
stone.The Kabbalist can make appear and order a
World: Aresh
Seraphim to jump. This one will begin to make enormous
Threshold: strong 3 ( Hod )
leaps on the ground that will be shaken as by a seismic
Contract: 21
shake.It will be very difficult to keep his balance and all the
Break: Capture
people who are within a fifty meters radius will have to roll
Duration: Until the next Monday
Agility every round to keep the balance. Several Seraphim
Range: 1000 m
of ruin jumping will amplify the phenomenon in scope and
Autonomy: Limited
indeed in proportion to their number. From three, they will
Visibility: No
crack on the ground or on the walls that surround it.
Description: The invocation will show a visible lanky
whirlwind only by the vision Ka. This nightmare of the
Cavaliers armed from foot to cape of the river of Nephilim will immediately attack the one who is designated
dreams as the target by the invoker.The attack is played on the
Seals 1 circle of Kabbalah resistance table between the Ka of the trumpet and the
Element: Water weakest Ka of the Nephilim or target magical creature. If
World: Aresh the creature suffers a failure it will renew its attempt until a
Threshold: weak 3 ( Yesod ) success or until it is destroyed or banned by its invoker. If
Contract: 16 the creature succeeds in its attack, it temporarily
Rupture: Leak dissociates the Nephilim from its weaker Ka-
Duration: Until the next dawn element. Moreover, it must subtract the value of the lowest
Range: 1000 m Ka-element from all other Ka-elements.Example: Sif,
Autonomy: Partial Nephilim of the water, undergoes an attack of a Bison of
Visibility: No Orichalque. The Bright of Orichalque thus opposes on the
Description: Within the Pentacle be discerned briefly table of resistance to the weakest Ka-element of Sif which
sinitres masked knights whose horses snort and is the fire. The bugle has 21 in Ka and Sif has 7 on
whinny. Quickly, knights and mounts become a scarcely fire. The creature makes 2 dice attack and succeeds in its
visible ectoplasm (except in Vision-Ka) which rushes attack. Sif finds himself temporarily at zero in Ka-feu and
towards the victim. The kabbalist then has the possibility to has moreover a penalty of -7 (for he has seven on fire) in
impose the dream of his choice on his target. The dream all his other Ka-elements. The Clairon will automatically
can have a high degree of realism, leaving the victim in stop its attack when the Nephilim is out of its range. The
doubt. At the latest at dawn, the dream will come to an Summoner can then cause him to attack another target.
end.

386
The Relentless Ministers, the Living Lamps of the Rupture: Disappearance
Hidden Altar Duration: Time for a cure
Element: Fire Range: 100 meters
World: Aresh Autonomy: Guided
Threshold: weak 5 ( Hod ) Visibility: No
Contract: 21 Description: Seraphim of compassion is in the form of
Rupture: Misunderstanding small white angels.They are five in number and carry a
Duration: Until the next Monday branch of laurel by hand. The Kabbalist can ask them to
Scope: Unlimited take care of someone. Touching it with their branches will
Autonomy: Total make it recover two levels of health while they will sing a
Visibility: Yes litany that only the Kabbalist and the wounded one can
Description: Venice Thifur says in "The court Arcane" hear. The injured person can recover a level of injury per
have glimpsed these creatures guarding a terrifying basalt pass when he listens to the chant without doing anything
monolith. It is certain that the appearance of a living lamp else. If he does another action, the Seraphim, vexed at the
is a test for the mental equilibrium of the strongest little case of them, will disappear immediately. If
human. A living lamp has the body and stature of a tall necessary, they will leave after having completed their
man. The creature is draped in a large cape or hooded work.
bure that covers it entirely leaving just showing through the
broad sleeves blackened and emaciated hands and fore-
Audia, the Sighing Rumor of the Lower Waters
arms. What terrifies most in her appearance is neither the
Seals 1 circle of Kabbalah
infernal odor of suffering that she releases nor the long
Element: Water
sword with two hands she carries, but the discovery under
World: Aresh
the hood instead of the face of the void with the center A
Threshold: strong 3 ( Hod )
large bluish flame like that of a candle. These creatures
Contract: 5
can only be wounded by white weapons whose thread is
Rupture: Disappearance
smeared with blood or by magical weapons. Actions:
Duration: Until next Wednesday
Living Lamps may act a second time when all actions have
Range: 500 m
been resolved. Two-handed sword: 3 Damage: 3 basic
Autonomy: Guided
levels (POT Gravity 5). The weapon is magical, it
Visibility: No
disappears with the creature. As for the invocation "Those
Description: Rumors are imatérielles. They are the
who strike the scorpions" (1st circle Yesod), if the creature
memory of the sounds produced on Earth that crystallized
solves actions, one considers that its characteristics (FOR,
in the currents of Ka. If the Nephilim does not control them,
CONS ...) are equal to its Ka (here 21) It uses the jets
they echo within a 500-meter radius the echoes of voices,
associated with it (idea, effort ...) as skills to solve them.
the sounds of animals, the natural or artificial sounds they
have heard. By concentrating, the Nephilim can project
Prosecutors whose Eyes are Basilisks of Ruby within its range all the sounds it has already heard at least
Element: Fire once during its existence even in previous incarnations. It
World: Aresh can not alter or alter the sound volume.However, he can
Threshold: strong 3 ( Yesod ) project his own voice that will be heard with a second lag.
Contract: 14
Rupture: Capture. If the Nephilim intends to harm
Aradia, the firefly princess, guide of the lost ones
someone, he will make a confession
Seals 1 circle of Kabbalah
Duration: Until the end of the examination
Element: Water
Range: 20 meters
World: Aresh
Autonomy: Guided
Threshold: strong 3 ( Hod )
Visibility: No
Contract: 5
Description: This invocation is one of the most used by
Rupture: Disappearance
the fire Nephilim instruments which play a role of
Duration: Until next Wednesday
judges. After the ritual, the Kabbalist is possessed by his
Range: 500 m
invocation. His eyes become like rubies of red
Autonomy: Guided
flamboyant.The Nephilim must then look into the eyes of
Visibility: No
the person he is interrogating, who must be in front of him
Description: This invocation shows a firefly light the
and relatively immobile. His eyes have a high hypnotic
center of the pentacle.Indeed, Aradia rarely appeared in a
power and at the end of the second round the victim is
feminine form. This firefly will indicate the path to the
completely paralyzed. The Kabbalist will then be able to
nearest exit. It is able to divide if one asks several
begin his interrogation. The respondent will feel compelled
directions at the same time.
to respond by telling the truth. This spell also applies to the
Nephilim. They may, if they wish, resist interrogation. For
each question, it will be necessary to oppose the Ka-feu of The Kerubim of the second view, cohorts of Kamael's
the interrogator plus 14 (Ka of the invocation) plus the cohesion, the legion of warblowers
possible modifiers against the dominant Ka of the Nephilim Seals 1 circle of Kabbalah
interrogated with its possible modifiers. The Kabbalist will Item: Air
know that the Nephilim resists but will not know if he has World: Aresh
been able to do it effectively. If the questioned Nephilim Threshold: weak 5 ( Hod )
succeeds in lying and the same question is reformulated Contract: 16
(or a similar question about the same information), the Rupture: Misunderstanding
Nephilim can keep the same version of the facts even if he Duration: 1 hour
does not resist again. In the cases in dispute, the opinion Range: 1 km
of the playmaker will take the place of jurisprudence. Autonomy: No
Visibility: No
Description: The legions of War blowers is an army of
Seraphim of compassion, Those who appease
blue llutins with glowing wings. The Kabbalist invokes them
suffering (The)
on a battlefield, and one of them will then come and talk to
Element: Earth
him. He is the only one to have a helmet, and is the
World: Aresh
commander of the Legioon.
Threshold: strong 1 ( Malkut )
When the Kabbalist persuaded the commander to come
Contract: 10
under his orders, he would blink once. The rest of the

387
Cohort will then come out of the pentacle in the form of a kabbalist must make him sniff an object that belonged or
swarm of Kerubim of the Second View, in large numbers was touched by the victim.
so that one of them will rest on the shoulder of each soldier
of the army Of the Kabbalist. If Kabbalah's creature on the
Capture 5 (the victim may attempt a dodge to avoid
battlefield can reduce the effectiveness of the kabalist's
capture as in a normal combat). In case of capture, it can
army such as the Kerubim of Exasperation and Confusion,
dedicate these two actions to try to disengage by putting
a phalanx of warblowers can lead the chase to prevent
on the table of Resistance its Force against the contract of
them To sow discord, at the discretion of the DOJ.
the creature.
When all War Blowers are in place, their commander will
place himself on the shoulder of the Kabbalist and relay in
real time the tactical and strategic information available to The Wings of Madness
him, as well as possible instructions. However, the others
will be perceived unconsciously by the soldiers.
Claws: 2 Damage: 2
Warrior angels, spies of heaven, heralds of victory
Seals 1 circle of Kabbalah
Item: Air
Rodeurs that ooze walls
World: Aresh
Pentacles 2 Circle of Kabbalah
Threshold: weak 5 ( Hod )
Element: Earth
Contract: 16
World: Aresh
Rupture: Misunderstanding
Threshold: weak 1 ( Netzach )
Duration: Until the end of the battle
Contract: Variable. (Spectrum Force)
Range: -
Rupture: Possession
Autonomy: Yes
Duration: Until next Friday
Visibility: No
Scope: Unlimited
Description: The Angels Warriors are strong men,
Autonomy: total
endowed with mottled red black wings. The spots are like
Visibility: Yes / No
eyes, like the plumage of a peacock. The Kabbalist must
Description: Kabbalah incantation must be launched
invoke them on a battlefield, either in progress or in
within a building or a place that was frequented by thinking
preparation. The Warrior Angels will fly and hover over the
beings she révème Specter. This is the result of all the
terrain.No wind or any form of precipitation seems to
emotions that have inhabited this place. The older he is,
disturb them while they espionenet the acts and gestures
the more intense drama or emotion he has witnessed, the
of the enemy soldiers. From time to time, one of the
more powerful he will be. The Specter is in connection with
Warrior Angels redescends to the Kabbalist to transmit to
the kabbalist and this one can concentrating to attend
him what he and his companions have seen. It is only
scenes seen by the Specter. He can also warn the
tactical and strategic information, as well as assumptions
kabbalist that an intru has entered his "place", but the
about what the opposing camp is trying to prepare
Kabbalist must then defeat the Specter's contract in order
according to its movements.
to tear himself away from this vision, which also transmits
Technically, if the commander takes into account the
to him the melodies that the creature feels. He can make
information of the kabbalist, he is awarded a +2 bonus to
another attempt every half hour. The Specter can move or
all his tactical jets.
operate all objects that belong to the house (turn on the
Whenever the Kabbalist's army makes a notable advance
television, move glasses or an armchair). He may also
towards victory, the Warrior Angels cease, for one to two
attempt to incite a violent emotion to an epersone present
minutes, to spy on the enemy's army, and instead fly
in the place, but for this he must make himself visible and
rapidly over their camp, shouting The next defeat of their
confront with his strength the Ka of the victim. The
opponents. These inaudible cries by who is not sensitive to
Spectrum Force is to be determined by the GM according
the Ka, will nonetheless bring down the morale of the
to the history of the site. A very recent or uncrowded place
losing army, as if it suddenly becomes aware of their
will give the Specter a Force of 10. A newly built Parisian
approaching end.
apartment will give SPECTre a force of 15, an old building
a 20, a place of several centuries from 30 to 50 and a
Wings of madness covered with frost, Lunar Hunters place with a past Very loaded as Notre Dame or
Pentacles 2 Circle of Kabbalah Stonehenge can arrive up to 10. If this place has been
Item: Moon linked to tragic or intense events, this scale is increased at
World: Aresh the discretion of the GM. If the Spectrum has a Strength
Threshold: strong 1 ( Netzach ) greater than twice the Nephilim, it will not be able to control
Contract: 25 it and the creature will automatically seek to possess it. A
Rupture: Misunderstanding Specter of fifty or more in Strength is controllable only by a
Duration: Until next Friday Nephilim who has reached the 10th sephira of Kabbalah
Scope: Unlimited and will not leave on the next Friday.
Autonomy: Partial
Visibility: Yes
The Specters to the seven hundred mouths, the
Description: These are the flying creatures with
Messenger Slaves of Kamael
membranous wings which emanates an intense cold.Their
Seals 1 circle of Kabbalah
eyes are globose and their black and crooked bodies are
Item: Air
provided with long legs terminated by impressive claws
World: Aresh
that are folded to fly. The kabbalist can order them to
Threshold: strong 1 ( malkut )
remove someone and bring him to a specific place. The
Contract: 9
creature will try to immobilize the victim, then with his
Rupture: Immobility. The Specter begins to groan and utter
tongue with a pointed sting, it will pierce the brain and
inarticulate sounds.
inoculate a poison Violent that will give him terrifying
Duration: Until the end of the task
hallucinations plunging him into a catatonic being. She will
Scope: Special
then offer her victim to the Kabbalist. The prey will recover
Autonomy: Partial
its spirits after 1D5 hours but will generally keep an
Visibility: No
irrational fear for something, usually for the Moon, the cold
Description: These are ghosts dressed in a white shroud
or the great heights. For the creature to chase, the
and chains, whose face is covered entirely toues mouths
different from each other. Inside some, you can see ears,

388
nose and eyes. The spectra can carry oral messages to The Torchbearers of Life
another Nephilim known by the kabbalist, even if the latter Seals 1 circle of Kabbalah
does not know its location because it is enough to know its Element: Fire
name. The spectra move at the speed of the sound and World: Aresh
deliver the message in the English language, which must Threshold: weak 3 ( Tipheret )
not exceed 700 words. Indeed, every time the Specter Contract: 35
pronounces a word, it loses a mouth.If there are any Rupture: Disappearance
mouths left, the Nephilim who receives the message can Duration: One week and one day
send a reply back, but for each word, the Specter will lose Range: 100 m
100 mouths. Each loss of mouth will be accompanied by a Autonomy: Total
visible suffering of the Specter. He is incapable of giving Visibility: No
any indication or uttering any other words of his own Description: These creatures look like wisps. They have
initiative. the possibility of seizing a corpse or a skeleton in good
condition and living it. In a week, the creature will have
completely reconstituted the body and it will be in all points
Hummingbirds, Children Gushing from Aresh's Falling
identical with the living personage. As this transformation
Falls
is progressive, a body in bad condition will doubtless pass
Seals 1 circle of Kabbalah
through stages of recomposition inspiring disgust. The
Element: Water
bearer will have access to all the memories and skills of
World: Aresh
the dead man and will execute all orders of the Kabbalist
Threshold: strong 1 ( Malkut )
as best he can. He may exhibit the same resources and
Contract: 9
presence of mind as the deceased would have had under
Rupture: Immobility. The Specter begins to groan and utter
similar circumstances, but he will have no will of his
inarticulate sounds.
own.After a week, the body decomposes in one day,
Duration: Until the end of the task
returning to its initial state increased by one week.
Scope: Special
Autonomy: Partial
Visibility: No The Ministers of Justice, those who separate the truth
Description: from the lie
Pentacles 2 Circle of Kabbalah
Element: Fire
The Embruns of Rumbling Falls, Raging Fumes
World: Aresh
Pentacles 2 Circle of Kabbalah
Threshold: weak 4 ( Geburah )
Element: Water
Contract: 37
World: Aresh
Rupture: Disappearance
Threshold: strong 1 ( Malkut )
Duration: Time for execution of sentence
Contract: 9
Scope: Unlimited
Rupture: Immobility. The Specter begins to groan and utter
Autonomy: Total
inarticulate sounds.
Visibility: Yes
Duration: Until the end of the task
Description: The Kabbalist who shall make this invocation
Scope: Special
must belong to the Arcanum of Justice. This invocation is
Autonomy: Partial
used in a judgment where the crime is the death of
Visibility: No
another. The Minister presents himself as a man of tall
Description:
stature, his bare chest, his face hidden by a hood. He is
armed with a long sword with two hands. The Kabbalist
The rage rulers, princes of rage crowned with jasper must state all the facts and announce to the Minister the
Pentacles 2 Circle of Kabbalah crime imputed to the accused. The Minister has the power
Element: The one of the Kabbalist to know whether the accused Nephilim has actually
World: Aresh murdered anyone and the motive of his act. If the accused
Threshold: weak 3 ( Tipheret ) has not killed in self-defense, to defend the interests of the
Contract: 35 Nephilim, or in mitigating circumstances sufficiently strong
Rupture: Possession to the judgment of the Master, the Minister shall execute it
Duration: Until the end of the next fight with the cutting edge of his Blade.
Scope: On the Kabbalist
Autonomy: Not applicable
The Relentless Bloodhounds, Melancholy Hunters of
Visibility: No
the Falling Spiral
Description: The Kabbalist has the ability to invoke Stage
Pentacles 2 Circle of Kabbalah
Fury. It appears under the aspect of the fully accomplished
Element: Fire
Metamorph of the Nephilim, but it is of a translucent
World: Aresh
green. The Regisseur will possess the Nephilim who will
Threshold: weak 4 ( Geburah )
assume the appearance of his completed Metamorph. The
Contract: 37
Nephilim will be seized with an atavistic fury which will
Rupture: Disappearance
make him berserk. His Health Levels will be doubled. He
Duration: Time for execution of sentence
will be insensitive to the pain and damage due to
Scope: Unlimited
elementary manifestations. He can attack only with the
Autonomy: Total
weapon or with the natural weapons of his Metamorph
Visibility: Yes
(usually 1 + Strength bonus), his physical and martial skills
Description:
will be multiplied by 1.5 but all parade and evasion will be
halved. He will have to endorse the character and
behavioral traits of his Metamorph expressed in the The Demons who haunt the metal caves, the
extreme. In addition, he will not be able to disengage from inspiration behind the red-eyed madness of anger
a confrontation until all his opponents will be out of fight Pentacles 2 Circle of Kabbalah
unless he beats the coat of his Steward with his Ka. Once Element: Fire
the Regisseur has left, the Nephilim will fall into a deep World: Aresh
sleep, at the rate of one hour per level of health initiated. Threshold: weak 4 ( Geburah )
Contract: 37
Rupture: Disappearance
Duration: Time for execution of sentence

389
Scope: Unlimited permanently lost to the Summoner.
Autonomy: Total Scope: Unlimited
Visibility: Yes Autonomy: Total
Description: Visibility: Yes
Description: This invocation rises army amber Ships,
1D20 airships in the colors of fire and shells decorated with
The Crystal Tree of the Garden of Ice
arabesques and patterns of terrifying beauty.
Keys 3 circle of Kabbalah
Each ship has 50 crew relentless Ministers of living lamps
Element: Water
concealed altar . The army follows the Kabbalist's orders
World: Aresh
and tries to accomplish them as best they can.
Threshold: strong 1 ( Chesed )
If this invocation is now known to the Master Kabbalists of
Contract: 40
the Keys, it has never been used for fear of the imbalance
Rupture: Disappearance
it would engender in the equilibrium of the Magic
Duration: Determined by the Kabbalist
Fields. On the other hand, if the Apocalypse were to be
Scope: Target
confirmed, the initiates of Aresh are ready to sacrifice
Autonomy: Limited
themselves to open portals and to free the horde against
Visibility: Yes / No
the enemies of the Sapience ...
Description: This invocation gives rise to a translucent
crystal tree. If the Kabbalist enters into it or forces
someone to do so, it remains imprisoned for the duration Lords of the lower worlds escaped by the tear, the
(which can be unlimited), determined by the Kabbalist. The ultimate destroyers
person inside remains conscious and trapped. A Nephilim
can not reintegrate his Stasis and can not attempt to free
Kamael, the Demon of Destruction, Prince of the
himself by his own means. The tree and its contents
Seraphim
disappear from the eyes of all a few minutes after the
Keys 3 circle of Kabbalah
imprisonment and can not be located by Vision-
Item: Air
Ka. Determining the place of imprisonment and releasing a
World: Aresh
victim from his tree is a very arduous task.Those who have
Threshold: weak 5 ( Hokmah )
visited Aresh already know that a reflection of each Crystal
Contract: 80
Tree is in the famous Garden of Mirrors.
Rupture: Possession
Duration: Completion of the task
The Serving Cortège, Arm and Legs of the Imperial Scope: Unlimited
Scepter Autonomy: Total
Visibility: Yes
Description: Kamael is a giant blue, ten meters high, with
Zeth Adraan with 100 eyes, the one who watches the
red eyes whose legs end in sharp talons razor. He is
paths of Aresh
usually surrounded by a large number of servants who
resemble him but are much smaller and equipped with
Army of Amber Ships, Lights of Terror wings usually armed with spears.
Keys 3 circle of Kabbalah When Kamael rises in the air they become invisible except
Element: Fire by Vision-Ka.Kamael can unleash the most violent
World: Aresh typhoons, hurricanes and destructive air phenomena. His
Threshold: weak 3 ( Binah ) servants can use their spears and throw a rain of
Contract: 90 devastating lightning on the ground. In general, Kamael is
Rupture: Misunderstanding. The army will engage in inhabited by a great thirst for devastation and will never
systematic defeat and burning. leave without having done significant damage.
Duration: Each hour of presence causes a Ka point to be

390
List of Creatures Invocations of Pachad
Kabbalah List Summoning Pachad Seals Pentacles Keys Creatures

List of Creatures Invocations of Pachad

Sephirah Ka-element Contract Creature

Malkut Earth - Those who crawl and nibble

- - Little Spirits of Silence (The)

- - -

Water - Industrial genius (The)

Fire - Lord of the bluish dawn, the fire of the uncreated (The)

Yesod - - Those who hit the scorpions

- - Those who chew in the depths

- - Sages with bells (The)

- - Seraphim to the bronze mallets that shatter the walls (The)

- - -

- - -

Hod Fire - Esprit of the gibet tower (L ')

Water - Dark governors of the powers of pestilence (The)

Moon - Ministers of Appearances, Fake Mirrors (The)

- - Souls hanging, memories wavering in the wind (Les)

- - Son of the flood, the one who rides on the unleashed clouds (The)

Water - Those who haunt the sky

- - -

Netzah Fire - Sabathiel, Apothecary of the Palais des délices

- - Who shines in the darkness

Earth - Servants of the palace of delights (Les)

- - Tarshishim grimacing, devourers in the abyssal depths (The)

- - Infamous gatekeepers of the devouring whore

- - Creature of the acid lake (La)

391
Sephirah Ka-element Contract Creature

- - -

Tipheret Water - Spheres of the Desert of Horrors (The)

Moon - Who feeds on dreams

- - Erosion spirits, passing winds of the Ararat mountains (Les)

- - -

- - -

Gebourah - - Those who close the march of the spirits

- - -

- - -

Chesed - - Unfortunate hyssop, moon and absinthe (The)

- - Virgo that guards the source of life (La)

- - Archimodion, the counterfeit dwarf, the one who moves away from the paths

- - -

Binah Moon - Ministers of Sathiel, those who tint the sky of red (The)

Moon - Dworkin, Master of the Unfortunate Hyssop, Moon and Absinthe

Hockmah - - -

Fire - Shai Hulud, the Deep Wind of Kesh

Kether - - -

- - -

Those who crawl and nibble any disputes that punctuate their feast and make them
Seals - 1 circle of Kabbalah unobtrusive.
Element: Earth
World: Pachad
The Little Spirits of Silence
Threshold: strong 1 ( Malkut )
Seals - 1 circle of Kabbalah
Contract: 9
Item: Moon
Rupture: Misunderstanding
World: Pachad
Duration: Until next Friday
Threshold: strong 1 ( Malkut )
Range: 500 m
Contract: 7
Autonomy: Partial
Break: the insect will try to be swallowed by the kabbalist
Visibility: Yes
Duration: Until the next Monday
Description: These are half a dozen creatures the size of
Range: 500 m
a leprechaun, equipped with sharp claws allow them to
Autonomy: Limited
climb anywhere. Their jaws and teeth are abnormally
Visibility: Yes
developed in relation to their size. They only attack the
Description: The little spirit of silence is as a metallic
inanimate matter which they devour with satisfaction at the
green insect. The Nephilim can order him to lodge in a
rate of one kilo per pass. The only disadvantage of these
target. The mind will try either to hide in food (it does not
little beings is the sound of sucking, chewing, gurgling and
fear bites), or to wait until the victim has his mouth
open. Once the insect has swallowed, each time the target

392
opens its mouth to speak, it will vomit several kilograms of Visibility: No
white grubs until the end of the incantation. Description: The invocation shows a bluish stocky
creature, vaguely humanoid communicating with small
chirps. It has feline eyes, a curved beak and is armed with
The industrious geniuses
a magnificent wrought stick which ends in a barbed hook
Seals - 1 circle of Kabbalah
from which a black liquid oozes. This weapon is magical
Element: Water
and will disappear with the creature. The latter will
World: Pachad
understand all the orders of the Kabbalist and will try to
Threshold: weak 2 ( Malkut )
execute them as best he can. It has 2 levels of protection
Contract: 24
due to herds of leather. The characteristics of his weapon
Rupture: The industrious geniuses amuse themselves right
are the following: Hook 3 Damage 2 basic levels (POT
away
Gravity 8) + venom POT 15 (3 levels of damage).If the
Duration: Until next Wednesday
hook does at least two levels of damage, the venom
Range: 1,000 m
attacks on the resistance table the constitution of the
Autonomy: Partial
victim. Venom attacks only creatures of constitution. As the
Visibility: Yes
creature is autonomous and can undertake all physical
Description: Whiz Kids Industrious anthropomorphic
actions it deems necessary to accomplish its mission, it
creatures are spherical the size of a large vase. They like
may be forced to use its strength or agility. It is considered
joking and annoying. They wear a metallic helmet called
that the value Ka (here 16) determines at the same time
salad. They are slightly translucent which allows to
the value of all its characteristics FOR, CONS ... and the
perceive their hollow interior that contains a greenish
jets of idea, agility, effort ... Thanks to these values, the
liquid. The small industrial geniuses appear at twelve
Kabbalist can solve all Actions that the creature
equipped with the most varied instruments: scissors,
undertakes.
hammers, kitchen knives ... The Kabbalist must
immediately designate a target within their reach (house,
car or anything else likely to be damaged). They will attack Those who chew in the depths
it, doing the same damage as a human with the same Seals - 1 circle of Kabbalah
instruments. Despite the protection of their helmet, the Element: Water
Genies are more fragile than an empty eggshell. When World: Pachad
they are hit or crushed, they explode in a smell of fish and Threshold: weak 3 ( Yesod )
rotten eggs and spread a corrosive acid of potential 20, Contract: 15
(which affects only inanimate matter). It goes without Rupture: The creature attacks the Nephilim
saying that a few in their enthusiasm are voluntarily Duration: Until next Wednesday
crushed. It must be added that the creatures are noisy and Scope: Unlimited
rude and that it is impossible to stop them as long as the Autonomy: Partial
Kabbalist does not ban them, because once their target is Visibility: No
severely damaged they attack what is closest. Description: Those who chew the depths are as a puddle
of black water and stagnant that arises in the ground
whatever the surface where it appears.This puddle is
The Lord of the bluish dawn, the fire of the uncreated
mobile and moves at human speed. It is actually a 1.70
Seals - 1 circle of Kabbalah
meter deep hole filled with stinking water that has jaws in
Element: Fire
its bottom. The Kabbalist can designate only one target at
World: Pachad
a time. The creature will try to place itself under the victim
Threshold: weak 3 ( Tipheret )
so that it falls down or swallows it. It will then start nibbling
Contract: 18
(1 level of injury). The victim must pass an agility roll to get
Rupture: Misunderstanding
rid of the creature.
Duration: Until the next conjunction
Range: 1 kilometer
Autonomy: Total The Tinkerbells
Visibility: No Seals - 1 circle of Kabbalah
Description: The Lord of the Dawn Bluish is a being of Element: Earth
light, which reflects the state of the world before its World: Pachad
creation. The Kabbalist can tell him to incarnate himself in Threshold: weak 3 ( Yesod )
a flame that takes on a bright blue shimmering color. In its Contract: 18
hypnotic light, living beings (creatures possessing the Rupture: The creature attacks the Nephilim
Black Moon are not at all affected by it) contemplate the Duration: The time of an infection / until next Wednesday
outline of the world and hear its music at the subconscious Range: 1 kilometer
level. They then fall into a cataleptic trance where nothing Autonomy: Total
can make them react, if they are not hidden from view of Visibility: No
the flame.They can even be killed without moving. The Description: The Sages to Bells are venerable figures
Kabbalist is immune to the effect of the flame. If the dressed in patched homespun and which take in hand a
Kabbalist fails during the passage of the contract, he is bell or rattle. They have the capacity to affect the
taken to Pachad for a period of 1d10 passes on Earth, but designated victim of all sorts of pustule diseases with a
several weeks on Pachad. When his mind returns, the clear preference for leprosy and smallpox. They have to
Kabbalist is completely disoriented and unable to behave fight with their Ka for the constitution of their target. If they
consistently for one or two days. This duration increases succeed, they sound their instrument to express their
with successive failures. satisfaction.

Those who hit the scorpions The Dark Governors of Pestilence Powers
Seals - 1 circle of Kabbalah Seals - 1 circle of Kabbalah
Element: Earth Element: Water
World: Pachad World: Pachad
Threshold: weak 3 ( Yesod ) Line: strong 4 ( Hod )
Contract: 16 Contract: 14
Rupture: Misunderstanding Rupture: Capture of the Kabbalist
Duration: Until next Friday Duration: 14 minutes
Scope: Unlimited Range: 500 meters
Autonomy: Total Autonomy: Limited

393
Visibility: Yes the target with their teeth and continue to inflict 2 damage
Description: A gas cloud appears in the pentacle and for 1D10 rounds (Force throw against a potential 15 to
dissipates into the atmosphere. All those who are within clear before).
range of the invocation, except the Kabbalist, will feel the
most formidable stink, the most foul odor, the most abject
Those who shine in the darkness
scents that have ever struck the nostrils of any terrestrial
Pentacles - 2 circle of Kabbalah
animal. All will be seized with nausea, convulsions and
Element: Fire
vomiting. Any creature with a sense of smell will have to
World: Pachad
perform a series of Resistance jets as long as it is within
Threshold: strong 2 ( Netzach )
range of the odor at each Pass. At the first missed throw,
Contract: 25
the only action she can do is to run away. At the second
Rupture: Disappearance
missed jump it collapses unconscious. At the first pass, the
Duration: Until Sunset
player must pass a Stamina roll x3. The next pass, a
Range: 10 Km
Stamina x2 roll and the next Stamina x1. At the fourth
Autonomy: Partial
Passe, it is humanly impossible to resist, and the survivors
Visibility: Yes
fall ... like flies. Victims who fall unconscious remain 10 +
Description: This creature is in the shape of a long snake
1d5 minutes in this state. It is possible to resist during a
of fire floating in the air. The light will fall around him on a
few Passes without making a Constitution roll if people
radius of ten meters. The Kabbalist may ask him to write
prevented in advance hold their breath before the
his name with his body. He will then release an evil light
invocation is finished. The invocation acts like a gas. It can
and no one (even the Kabbalist) will be able to look in his
not therefore suffer physical or magical damage. No one
direction. Those who try will feel intense pain and will take
can magically resist the smell.
2 of damage. Approaching within one meter of the creature
produces the same effect.
The Ministers of Appearances, the Distorted Mirrors
Seals - 1 circle of Kabbalah
The Servants of the Palais des Délices
Item: Moon
Pentacles - 2 circle of Kabbalah
World: Pachad
Element: Earth
Line: strong 4 ( Hod )
World: Pachad
Contract: 22
Threshold: strong 2 ( Netzach )
Rupture: Capture of the Kabbalist
Contract: 24
Duration: Until the next Monday
Rupture: Misunderstanding
Range: 10 Km
Duration: Until next Friday
Autonomy: Partial
Scope: On the pentacle
Visibility: Yes
Autonomy: Partial
Description: This invocation is customized template a
Visibility: No
yellowish shade. When it is designated a victim, it takes on
Description: The servants of the palace of delights are
the appearance of it but afflicted with the worst infirmities
humanoid creatures with dolphin heads. They have the
and afflictions: deformations, goitres, bumps, hooked
possibility of transforming all or part of the body of the
hands, warts, etc. This monstrous double imitates the
Kabbalist into an animal. So it can grow wings, claws, a
slightest acts and gestures of his victims; In a minute it
beak or turn into a rat. It will still keep the same size. This
becomes identical with the creature, while the deformities
transformation lasts until the next Friday if the Kabbalist
of the Minister disappear. The creature must beat the Ka-
wants it, but every day in transformation requires the
Sun of the victim with his Ka for the transformation to take
success of a new contract. In case of failure, the
place definitively.
modification is irrevocable until the next Conjunction in
favor of the Nephilim.
Souls hanging, memories wavering in the wind
Seals - 1 circle of Kabbalah
The Spheres of the Desert of Horrors
Item: Air
Pentacles - 2 circle of Kabbalah
World: Pachad
Element: Water
World: Pachad
Threshold: weak 3 ( Tipheret )
Those who haunt the sky Contract: 28
Seals - 1 circle of Kabbalah Rupture: Disappearance
Element: Water Duration: One hour
World: Pachad Scope: On the Kabbalist
Threshold: weak 5 ( Hod ) Autonomy: not applicable
Contract: 25 Visibility: No
Rupture: Leak Description: Spheres Desert Horrors have the Nephilim
Duration: Until next Wednesday and then have the opportunity to turn it into mist, liquid or
Scope: Unlimited they allow it to separate its members it can control
Autonomy: Total separately. Thus, he can detach his hand and let it walk
Visibility: Yes alone. These capacities last for an hour after which the
Description: Those who haunt the sky are huge fish five body becomes normal without the Kabbalist being able to
meters long googly eyes. They are equipped with a nacelle resist in any way. If all the members are not assembled or
that can hold five people. Shields decorate the sides of the if the Nephilim is in a pipe in a gaseous state for example,
creature. Harpoons and banners are usually found inside this can be very unfortunate.
the nacelle. Fish have the ability to fly at speeds of 200 km
/ h. They have 25 health (20 levels unaffected). They are
Those Who Close the Walk of Minds
directed by a fairly small humanoid creature with a fish
Pentacles - 2 circle of Kabbalah
head that leads its grinding like a mahout with a small
Element: Water
harpoon. The Kabbalist can give her orders that she will
World: Pachad
execute at best (she has a piloting skill of 5), she also
Line: strong 4 ( Geburah )
designates as the pilot fish. The large fish also has the
Contract: 38
ability to vomit other fish on designated targets (4 chance
Rupture: The creature attacks the kabbalist
to hit, with a range of 200m). They do 3 damage because
Duration: Until next Wednesday
of their weight. They have a 2 chance to stay hooked to

394
Scope: Unlimited Aranan, a particularly facetious Nephilim, made popular
Autonomy: Total this invocation by exhibiting his superb gallery of Templar
Visibility: No portraits more real than life.
Description: These creatures are shadows to extremely
imprecise. If they beat the Ka of their designated victim
The Virgin who keeps the Source of Life
with their Contract, they own it and have the power to
Keys - 3 Kabbalah Circle
make it age by 100 years. This one will not die but will
Element: Earth
have a physical condition and appearance of a person of
World: Pachad
that age. The kabbalist can sacrifice a point of Ka so that
Threshold: strong 2 ( Chesed )
the creatures do not leave the body of their victim at the
Contract: 80
end of their contract, thus giving the transformation an
Rupture: Disappearance
irreversible character.
Duration: End of ritual
Scope: Unlimited
The One who Nourishes Dreams Autonomy: Total
Pentacles - 2 circle of Kabbalah Visibility: Yes
Item: Moon Description: This spell reveals a woman of incredible
World: Pachad beauty holding a cup in hand. She will hand it to the one
Threshold: weak 3 ( Tipheret ) whom the Kabbalist will designate. The one who drinks
Contract: 32 from this cup will see all its diseases, afflictions or wounds
Rupture: Leak disappear and rejuvenate until the age that the Kabbalist
Duration: Until next Wednesday wishes.
Scope: Unlimited
Autonomy: Total
Archimondion the counterfeit dwarf, the one who
Visibility: No / Yes
walks away from the paths
Description: This humanoid creature limp body equipped
Keys - 3 Kabbalah Circle
with a large trompe may, during sleep the victim
designated by the Kabbalist, plunging its proboscis into the
head of the target and extract the creature of nightmare The Ministers of Sathiel, those who tint the sky of red
source of all his fears. He who feeds on Dreams is then Keys - 3 Kabbalah Circle
able to manifest himself in the form of a nightmare and Item: Moon
attack his victim. It will have to overcome each round the World: Pachad
Contract of the creature with its Intellience so as not to be Threshold: weak 3 ( Binah )
submerged by the terror. Contract: 60
Rupture: Misunderstanding
Duration: Next Sunrise
The One who Nourishes Dreams Scope: Unlimited
Autonomy: Total
Dexterity: 6 Visibility: Yes
Description: The Minister Sathiel appears in the guise of
a goat humanoid. He must be designated a house or a
15 Levels Free building he will own. From there, it will become a
monstrous creature for its ccupants. Outside, it seems to
be flung to its foundations thanks to chicken legs that will
Tentacles, teeth or any other means of attack sprung from allow it to move. Often a grotesque face will grow on the
the imagination of the victim, 3 attack, 3 Levels of damage facade, arms will pop up that the creature will use to sow
even more confusion in the streets. Inside, the house will
transform into a mix of amusement park, haunted house
and jungle of animated and hostile objects. The behavior
If the victim dies, she will usually have her face broken of the house will be completely chaotic and will escape the
down by terror and bleached hair. The Kabbalist may orders of the Nephilim. The creature will try to cause as
designate a victim whom he does not possess if he has an much confusion as possible around her.
object touched by it. Once the Kabbalist has designated a
target, the creature will follow it and wait patiently until it
falls asleep. Any living being except the kabbalist must flee the place or
undergo each rain a rain of attack of more or less
dangerous objects.
The Unfortunates of Hyssop, Moon and Absinthe
Keys - 3 Kabbalah Circle
Item: Moon Dworkin, Master of the Unfortunate Hyssop, Moon and
World: Pachad Absinthe
Threshold: weak 1 ( Chesed ) Keys - 3 Kabbalah Circle
Contract: 40 Item: Moon
Rupture: Leak World: Pachad
Duration: Completion of the ritual / next Monday Threshold: strong 3 ( Binah )
Scope: Unlimited Contract: 80
Autonomy: Total Break: Capture
Visibility: Yes Duration: -
Description: This creature looks like a white surface, Scope: Unlimited
square, and as thin as a sheet of paper that can move the Autonomy: Total
speed of a man. Under the command of a Kabbalist, she Visibility: Yes
will go to her victim, whom she will try to touch. This done, Description: Dworkin appears as a small bald man with a
the creature can capture its prey inside its surface during a pointed beard, dressed as a Renaissance artist. He always
Ka / Ka fight.The result has the appearance of a faithful has something to draw or paint with.
picture of the person. The kabbalist must then perform a This little loquacious being is able to draw in a few
quick ritual that determines the format of the painting, a seconds the portrait in the direction of the victim, Dworkin
background landscape and a keyword that frees the draws him in the rod and entrenches it; It can only be
person imprisoned inside the canvas. Legend has it that liberated if someone pronounces before the canvas the
key word chosen by the Kabbalist.

395
The victim is not frozen in the table. On the one hand, she Autonomy: Total
can see everything happening in front of the jail and hear Visibility: Yes
all the sounds produced nearby. In addition, it can correct Description: This invocation to invoke a giant named Shai
some minor parts of the paint. For example, she is able to Hulud. This one is more than fifty meters long and three
close one eye or move a few objects represented. meters high. Its mouth is divided into three parts,
Dworkin is a Overlord capable of playing the Kabbalist with separated by a first row of sharp teeth. When one looks
his paintings if he does not observe the deference he owes into his throat, one can still see several hundred fangs,
him. distributed over all the inner surface of the Worm. He is the
guardian of the dissolved Immortals, whose imprint is still
in the rare earths .
Shai Hulud, the Deep Wind of Kesh
Besides its incredible destructive power, Shai Hulud is
Keys - 3 Kabbalah Circle
capable of changing a Nephilim of stasis . The Kabbalist
Item: Moon
must present him with an object that will serve as a future
World: Pachad
Stase, as well as the present Stasis (not necessarily his
Threshold: weak 3 ( Hockmah )
own).Shai Hulud then transfers the Rare Earths from one
Contract: 90
container to another. It only accepts this operation once
Rupture: Attack
per invocation.
Duration: -
Scope: Unlimited

The Keys of Solomon

Once he managed to control the seals , the Nephilim claiming to Agartha must be prepared to understand the
last Sephiroth apprehending a new dimension of Kabbalah : exploring worlds where creatures are native Till
There. By accessing the third circle , the Nephilim has the opportunity to put in place the last pieces of a puzzle
whose general scheme hitherto escaped him. Achieving Agartha by the Kabbalah is therefore to discover the
existence of these worlds and explore while completing a quest for both spiritual and initiatory whose ultimate
goal is to contemplate the richness of the creation of the One in world and the Magic fields . While
the Nephilim chose the ethical and philosophical way, he can enter the clean world in his
way. Zakai ,Meborack , Sohar , Aresh and Pachad then take a new dimension.

These new horizons however, does not offer such to him who seeks the Agartha . He must do research, contact
entities that can give him the keys of the Worlds . Before the trip a reality, this possibility is, however, given him by
the recurrence of more and more of dreamlike visions during his meditations on the Tree of Life . These fugitive
visions, highly symbolic, give him the direction to follow and an idea of the possibilities open to him.Increasingly
obsessive, they can only relieve the Kabbalist by taking shape ...

The Keys of Solomon

If the Kabbalist wants to join these worlds that are now available to him, he must find a powerful Focus in
Enochéen which contain fragmentary descriptions of these five worlds and especially invocations entities who
hold the keys. "The Keys of Solomon " began to be written by the first Kabbalists travelers to guide their peers on
the way to the Agartha . The title is a testimony of the early research of Solomon , in order to guide the Initiate in
the research rather than acting piecemeal by their predecessor. For centuries now, this grimoire exceeded circles
Nephilim Kabbalists and his name alone has inspired other secular works under the name "Clavicles
of Solomon ."These pale copies, however, have no value to the Nephilim . Thus, the precious work exists only in
rare copies and it is very difficult to obtain a complete version while they are regularly enriched by the discoveries
of the most adventurous kabbalists. The richest versions are now held in herméthèques Arcane of the High
Priestess and the Wheel of Fortune . OnlyNephilim who can demonstrate the extent of their wisdom may get to
check this book in exchange for services to the height of that favor.

396
The Invocations of the Zohar

Those who rule the Sephiroth, the divine names of the Tree of Life

Here are revealed the names of the entities that govern the ten Sephiroth .Their power is immense. They embody
the very principle of their Sephirah, an active law of nature and a universal center of action. They are the most
respected entities of the Nephilim. While they are outside of Kabbalah Worlds, they govern all creatures of
Kabbalah All Worlds belonging to Sephiroth and authority supersedes that of the Kings and Emperors of the
Worlds which they belong. Apart from the powers of their own, they have the possibility of using the creatures of
their Sephirah to achieve their goals. All these invocations are from the same source: the Zohar , written
by Simeon Bar Yokkaï . This founding text of Kabbalah is at the same time the most powerful and rare work of
all. It is possible to come across a recopied invocation of the Zohar, but here again it is a great occult event. It
seems, however, that the five angels of the Sephirah Tipheret have those which appear most often, as if they had
the proper will to announce themselves to the Nephilim. At the same time, a great mystery surrounds the entity
that governs this Sephirah, whose angels are only executors, for it does not figure in the Zohar. We only know his
name, Eloha, one that affects the order of Malachim (the Angels). The Zohar, this formidable collection of occult
knowledge, is however incomplete: the entities that govern Hockmah and Kether, the last two Sephiroth, are
unknown except by name: Iah, Iod Tetragrammaton and Ehieh. It would seem that these entities are revealed
only to the Agarthians. The Zohar, however, includes a creature manifestly under the direct command of Iah, Iod
Tetragrammaton, who must accompany the Nephilim towards the Agartha.As for Ehieh, we shudder only at the
idea that he governs all the kings of the Worlds of Kabbalah.

All the entities here present usually appear in visible form although they may become invisible if they so
wish. Their scope, duration and autonomy depend on their goodwill as well as what happens when the contract is
broken. Any exceptions to this rule are specified. As soon as the service requested from these entities is
important, they will require a price in Ka points sacrificed proportional to the size of the task. The amount is
decided by the Master of Play. Finally, none of the major entities of the Zohar is obliged to accede to the request
of the Kabbalist. Succeeding the contract means only that they agree to listen to it without eliminating the
annoyance right away. The entities always take into account the nobility of the motivations of the Nephilim who
invokes them. Indeed, it must not be forgotten that they are the incarnated representations of the cause of the
Nephilim.

List of Creatures Invocations of Zohar

Ka-
Sephirah Contract Creature
element

Malkut All - Adonai, the Raw Materials of Creation, Great Grail of Emerald, Master of Malkut

- - -

- - -

- - -

- - -

Yesod - - Shaddai, Emperor of Yesod

- - -

- - -

Hod - - Elohim Sabaoth, Imperator of Hod

- - -

- - -

- - -

397
Ka-
Sephirah Contract Creature
element

Netzah - - YHVH Sabaoth, Archon of Netzah

- - -

- - -

Sandolphan, Countess of Cardinal Points, Mistress of the Rose of the Winds, Princess of
Tipheret - -
Ashim, Pentarch of Tipheret

- - Ariel, Prince freed from the island of forgetfulness, Pentarch of Tipheret

- - Raphael, Prince crucified on the Tree of Life, Pentarch of Tipheret

- - Gabriel, Prince of the Kerubim, Master of Illusion, Pentarch of Tipheret

- - Michael, Prince of the Crystal Mind, Tilfiridian Ivory Tower, Pentarch of Tipheret

Gebourah - - Elohim Gibor, Tyrant of Gebourah

- - -

Chesed - - El, King of Chesed

- - -

- - -

Binah - - Ieve, Binah Metarex

- - -

- - -

Hockmah - - -

- - -

- - -

Kether - - The Guardian of the Sublime Garden, the Vigilant Eye of the Revealed Knowledge of Kether

- - -

Adonai, the Raw Materials of Creation, Great Grail of to the master to decide it according to circumstances.
Emerald, Master of Malkut Duration: at the discretion of the creature
Circle: 1st Seals Scope: at the discretion of the creature
Ka-element: Earth, Air, Moon, Fire, Water Autonomy: Total
World: All Visibility: at creature's discretion
Threshold: weak 2 (Malkuth) Description: Adonai is the king of the elements. The forms
Contract: 70 under which it appears are innumerable. The most
Rupture: Adonai can punish the ringleader for having common is that of a creature large as a cathedral, with a
disturbed him by dissolving his Ka-elements and relegating fishtail, a body covered with silver scales, clawed legs
him to the state of currents scattered in nature or by having firmly anchored on the ground, membranous wings and a
him sign a pact of servitude obliging him to sacrifice points reptilian head spitting fire.Some rash kabbalists have also
of Ka annually if he believes that his cause is right. It is up seen it in the guise of a majestic giant, his head crowned

398
with diamonds, rubies, sapphires, perms and proportional to its anger.
emeralds. Each time, he appears surrounded by his Duration: Unlimited
innumerable elementary servants. Adonai is an impulsive Scope: Unlimited
and savage king and his invocation is a real danger even Autonomy: Total
for a Nephilim close to the Agartha. Adonai mastered all Visibility: at creature's discretion
the elements. The Nephilim who invokes him and Description: Elohim Sabaoth comes in the form of a giant
succeeds in his Contract knows that Adonai has clad in white (often armor) with an olive branch in his
recognized him as worthy of attention and will survive the hands. It establishes harmony and peace in a conflict. No
interview. Adonai can effect any transmutation or confrontation can continue in his presence. Any conflict
metamorphosis of a matter, an element or a creature. under its auspices will result in an agreement that normally
When the Kabbalist invokes it, he plays with the most satisfies all parties.Elohim Sabaoth has a total knowledge
primary power of the earth. It also embodies the orce brute of all Magic Fields, conjunctions and all Plexus and Nexus
elements. It can unleash any natural cataclysm such as as well as their future evolution. He can also create and
earthquakes, hurricanes, tidal waves or devastating fires. It modify them as he pleases. His knowledge also covers all
can alter the course of the moon making rise the waters or fields of knowledge and science and can solve a very
creating a solar eclipse. However, he asks the Summoner difficult scientific problem. If, however, it is likely to affect
a price in points of Ka proportional to his task for each of the equilibrium of the world, it is likely to have a very high
his services. price. Finally, he governs animals and can create, change,
The Nephilim must thus sacrifice an amount of Ka points to make them intelligent or obey these orders.
be determined by the master. Here are some examples
that indicate the scale of the sacrifice.It is just but severe
Tetragrammaton Sabaoth, the Column Senestre, the
and it is not invoked without a very good reason. Adonai is
Triumphant, the one who commands the Celestial
obviously indestructible. Only one of his peers can banish
Militia, the Imperator of Netzah
him temporarily after a titanic battle. Some examples of the
Circle: 2nd Pentacles
sacrifices of Ka requested by Adonai: an elementary
Ka-element: Earth, Air, Moon, Fire, Water
mutation (lead in gold, water in earth of 10m3), a storm 1
World: All
point of Ka. A zone hit by a natural cataclysm, 10 points of
Threshold: weak 2 (Netzah)
Ka. A new hill in Montmartre, 20 points of Ka, load the
Contract: 70
route of the Moon 100 points of Ka.
Rupture: Tetragrammaton Sabaoth can force the Nephilim
to sign a pact of servitude obliging him to sacrifice a
Shaddai, Emperor of Yesod certain amount of Ka. It can also transform it into a
Circle: 1st Seals vegetable for a duration proportional to its anger, impose it
Ka-element: Earth, Air, Moon, Fire, Water a task to do or make it enslaved by a violent emotion.
World: All Duration: Unlimited
Threshold: strong 3 (Yesod) Scope: Unlimited
Contract: 70 Autonomy: Total
Rupture: Adonai can punish the ringleader for having Visibility: at creature's discretion
disturbed him by signing a pact of servitude obliging him to Description: Tetragrammaton Sabaoth appears as a
sacrifice a certain amount of Ka. He can also condemn the warrior with sparkling gold armor. He is often preceded by
Nephilim to wander in a spectral form in the world for a his angel Cericel who sounds the trumpet to announce his
time proportional to his anger. coming and by a celestial escort. He is victory and triumph,
Duration: at the discretion of the creature and every army under his protection is assured of
Scope: at the discretion of the creature defeating the battle. It is said that it was thanks to him that
Autonomy: at the discretion of the creature the Ark of the Covenant was conceived.He also
Visibility: at creature's discretion commands the celestial militias that he can launch into a
Description: Shaddai is the master of the second confrontation that he judges noble but generally he will act
Sephirah. It is impossible to describe his appearance invisibly. On a battlefield, for example, the Nephilim will
because no kabbalist has ever seen him twice in the same see in Vision-Ka the Celestial Militias performing their
way. He is the master of all illusions. He is able to create destructive work, but no one else will notice it. He can also
real palaces with their inhabitants and even entire give powers to a champion if his cause is just making it eg
cities. These illusions are not mere images but will have invulnerable to bullets, giving him a natural armor, inspiring
materiality and real life as long as they last. He reigns and his blows. He has the ability to bless also the weapon of a
knows all the subtle worlds and their passages. Shaddai is Nephilim either for a task or definitely.
also the sovereign of ghosts, of immaterial creatures, and
of those whom humans call phantoms. He knows the
The Pentarchs of Tipheret, the Five Middle Archangels
secrets of life and death, resurrection and reincarnation. All
The five invocations that follow are often called the five
that pertains to redemption and rest is within its
branches of the Tree of Life; They voluntarily place
purview.He is also the one who watches over the good
themselves at the crossroads of the initiation of the
understanding and the conciliator. Every alliance or pact
Kabbalists in order to help and advise them. The gambling
concluded under the testimony of Shaddai is inviolable and
master must play these five princes as extremely intelligent
sacred. Those who conclude an acrod before him find
and erudite creatures. They are very powerful but will not
themselves physically and mentally unable to violate
necessarily realize all the desires of the Nephilim if they
him. Shaddai may ask for a price in points of Ka for his
judge that it is too demanding, or that what is demanded is
services proportional to the immensity of his task but never
opposed to the principles of their Ka-element. They will
for a pact or an alliance.
probably lend him help in a bad way. Succeeding the
Contract will only mean that the Prince is more or less well
Elohim Sabaoth, Dexter Column, Piety and Concord, disposed towards the Kabbalist. The Prince will also recall
Archon of Hod previous appointments with the Nephilim and the terms in
Circle: 1st Seals which they parted.Real ties will be formed between the
Ka-element: Earth, Air, Moon, Fire, Water Kabbalist and the Prince during the interviews. The reports
World: All will be based in negotiation and eloquence. The Prince will
Threshold: weak 5 (Hod) always demand a price in sacrifice of Ka points for his
Contract: 70 services, usually a point but more if the task is
Rupture: Elohim Sabaoth can force the Nephilim to sign a arduous. The master plays an indispensable role here: he
pact of servitude obliging him to sacrifice a certain amount must make the Prince alive and convincing as a good actor
of Ka. It can also transform it into an animal for a duration and who must preserve the balance of the game without

399
bullying the player. The Princes will prefer to act on the Autonomy: Total
minds of men rather than resort to elementary Visibility: at creature's discretion
manipulations that cost them more energy. To gain access Description: Sandolphan is a winged woman with hair with
to the knowledge and power of these five princes, the first bluish reflections like her eyes, carrying a javelin, a sword
time the Nephilim invokes a prince, he must conclude a and winged scandals. Sandolphan will be able to decipher
pact with him by sacrificing a Ka point. an invocation of the Air that the Nephilim can not
understand. If it is written in another language, it will be
translated into the language of its choice and the
Gabriel, Prince of the Kerubim, Master of Illusion,
parchment will be given to it, which will have no threshold
Pentarch of Tipheret
penalty and may therefore be better written than the
Circle: 2nd Pentacles
original. If the invocation belongs to a circle or a Sephirah
Ka-element: Moon
greater than the Nephilim's abilities, it will tell him in detail
World: All
what the effects are, but will not teach him the
Threshold: strong 3 (Tipheret)
invocation. The Princess will always be anxious to respect
Contract: 35
the Nephilim's initiatory journey and will therefore always
Rupture: Capture, the Nephilim will lose a point of Ka and
refuse to teach him any new spells (except as explained
Gabriel will leave.
below). Services will usually cost a Ka point. The Princess
Duration: Unlimited
can permanently memorize an invocation of Kabbalah of
Scope: Unlimited
the Moon like those that he possesses when he leaves his
Autonomy: Total
Stasis (See procedure and example with
Visibility: at creature's discretion
Gabriel). Sandolphan also has the power to move people
Description: Gabriel has white hair, with a crown of silver
and objects through the air, to locate a Stasis even if its
inlaid with pearls.He wears a coat of mail of the same
owner is not incarnated, to control winds and storms, to
metal, and carries a sword and an ivory stick upon
answer any question about history and knowledge
him. Gabriel will be able to decipher an invocation of Moon
human. She can read in thoughts or cause dreams that will
that the Nephilim can not understand. If it is written in
seem real to dreamers.
another language, he will translate it into the language of
She will ask for a Ka point for these services unless they
his choice and give it the parchment which will have no
seriously hurt someone or her intervention is muscular (like
threshold penalties and may therefore be better written
a typhoon). Sandolphan can do other things related to the
than the original. If the invocation belongs to a circle or a
Air, such as curing a curse related to this element, at the
Sephirah greater than the Nephilim's powers, he will tell
discretion of the gambling master, the price of his
him in detail what the effects are, but will not teach him the
intervention being fixed by him. Sandolphan will always be
invocation. The Prince will always be anxious to respect
reluctant to personally undertake some offensive action.
the Nephilim's initiatory journey and will therefore always
The only new invocation that Sandolphan will want to
refuse to teach him new spells (except as explained
teach a Nephilim is "Lul's daughter Faltenin". Lul of
below). Services will usually cost a Ka point.The Prince
Faltenin is the sword of Sandolphan. This invocation
can permanently memorize an invocation of Moon
invokes a less powerful version of Faltenin's
Kabbalah as he has when he leaves his Stasis (he will no
Lul. Sandolphan will lay down the following conditions: the
longer need material support to cast his spell).
Nephilim can learn this invocation only if he has more than
The Nephilim must therefore sacrifice a point of Ka. He will
5 in the second circle of Kabbalah Kabbalah (he already
no longer need written support to cast the spell and if he
knows Gebourah); It has already appealed to it and
loses his manuscript he can still make his invocation
concluded a pact. He must be an Eolim. He agrees never
because the spell is now engraved on his Stasis. Gabriel
to retranscribe or reveal his invocation to anyone and for
also has the power to create any illusion demanded by the
that instantly sacrifices an extra Ka point to memorize the
Nephilim. Change a human form into an object or another
spell. If this vow is broken, Sandolphan will never again
person, modify an entire piece, transform an animal into a
appear at the Nephilim as well as Falulin's daughter Lul.
horse, a gorilla, or a fantastic animal that can act a real
creature for a day and cost a Ka point. Any more powerful
creature or illusion will require more points according to the Michael, Prince of the Crystal Mind, Tilfiridian Ivory
rating of the game master. Gabriel can do other things Tower, Pentarch of Tipheret
related to the Moon, such as curing insanity, a curse Circle: 2nd Pentacles
related to the moon, and so on. The price of his Ka-element: Air
intervention is fixed by the master. World: All
The only new invocation that Gabriel will want to learn from Threshold: strong 3 (Tipheret)
a Nephilim is "The Girl of Pâline". Pâline is the sword of Contract: 35
Gabriel. This invocation invokes a less powerful version of Rupture: Capture, the Nephilim will lose a point of Ka.
Pâline. Gabriel will lay down the following conditions: the Duration: Unlimited
Nephilim can learn this invocation only if he has more than Scope: Unlimited
5 in the second circle of Kabbalah (he already knows Autonomy: Total
Gebourah); He has already appealed to him and Visibility: at creature's discretion
concluded a pact. He must be an Onirim. He agrees never Description: Michael is a powerful man with black hair and
to retranscribe or reveal his invocation to anyone and for eyes, wearing a sword, a gold and ivory scepter and a
that instantly sacrifices an extra Ka point to memorize the sparkling plate armor. Michael will be able to decipher an
spell. If this vow is broken, Gabriel will never again appear invocation of Earth that the Nephilim can not understand.If
at the Nephilim as well as the daughter of Pâline. it is written in another language, he will translate it into the
language of his choice and give it the parchment which will
have no threshold penalties and may therefore be better
Sandolphan, Princess of the Ashim, Queen of the
written than the original. If the invocation belongs to a
Rose of the Wind, Countess of the Cardinal Points,
circle or a Sephirah greater than the Nephilim's powers, he
Pentarch of Tipheret
will tell him in detail what the effects are, but will not teach
Circle: 2nd Pentacles
him the invocation. The Prince will always be anxious to
Ka-element: Air
respect the Nephilim's initiatory journey and will therefore
World: All
always refuse to teach him new spells (except as
Threshold: strong 3 (Tipheret)
explained below).Services will usually cost a Ka point. The
Contract: 35
Prince can permanently memorize an invocation of Earth
Rupture: Capture, the Nephilim will lose a point of Ka.
Kabbalah as he has when he leaves his Stasis (he will no
Duration: Unlimited
longer need material support to cast his spell).
Scope: Unlimited
Michael has a broad understanding of telluric currents. He

400
will be able to locate the Nexus and the Plexus in space to invoke a less powerful version of Noubosse.Raphael will
and time. Each location will cost a Ka point to the lay down the following conditions: the Nephilim can only
kabbalist. It can also transform matter into another and learn this invocation if he has more than 5 in the second
make it take the desired shapes. It can locate metals, circle of Kabbalah (he already knows Gebourah); He has
deposits and all soil resources. already appealed to him before and has already sacrificed
He can also heal any wounds, sickness and affliction. If the four Ka points to him later. He must be a Pyrim. He agreed
demand remains reasonable, he will ask for a Ka point for to immediately sacrifice five points from Ka to Raphael. He
his services. It can also unleash seismic shocks but it will swears never to retranscribe or reveal his invocation to
cost much more. Michael can do other things related to the anyone and for this sacrifices an extra Ka point on the spot
Earth, such as healing, curing a curse related to the Earth, to memorize the spell. If this vow is broken, Raphael will
at the discretion of the gambling master, the price of his never again appear at the Nephilim as well as the daughter
intervention being fixed by him. Michael will always be of Noubosse.
reluctant to personally undertake an offensive action
against someone.
Ariel, Prince Released from the Island of Oblivion,
The only new invocation Michael wants to teach a
Pentarch of Tipheret
Nephilim is "the Reflection of Sainte-Fabeau". Sainte-
Circle: 2nd Pentacles
Fabeau is Michael's sword. This invocation makes it
Ka-element: Water
possible to invoke a less powerful version of Sainte-
World: All
Fabeau. Michael will lay down the following conditions: the
Threshold: strong 3 (Tipheret)
Nephilim can learn this invocation only if he has more than
Contract: 35
4 in the second circle of Kabbalah (he already knows
Rupture: Capture, the Nephilim will lose a point of Ka.
Gebourah); He has already appealed to him before and
Duration: Unlimited
has already sacrificed four Ka points to him later. He must
Scope: Unlimited
be a Faerim. He agrees to sacrifice five Ka points to
Autonomy: Total
Michael on the spot. He swears never to retranscribe or
Visibility: at creature's discretion
reveal his invocation to anyone and for this sacrifices an
Description: Ariel is a man with green hair and eyes, with a
extra Ka point on the spot to memorize the spell. If this
fine, angular face. He wears a trident, a sword, and a
vow is broken, Michael will never again appear at the
green loincloth tied at the waist.Ariel will be able to
Nephilim as well as the daughter of Sainte-Fabeau.
decipher an invocation of Water which the Nephilim does
not learn to learn. If it is written in another language, he will
Raphael, Prince Crucified on the Tree of Life, Pentarch translate it into the language of his choice and give it the
of Tipheret parchment which will have no threshold penalties and may
Circle: 2nd Pentacles therefore be better written than the original. If the
Ka-element: Fire invocation belongs to a circle or a Sephirah greater than
World: All the Nephilim's powers, he will tell him in detail what the
Threshold: strong 3 (Tipheret) effects are, but will not teach him the invocation. The
Contract: 35 Prince will always be anxious to respect the Nephilim's
Rupture: Capture, the Nephilim will lose a point of Ka. initiatory journey and will therefore always refuse to teach
Duration: Unlimited him new spells (except as explained below). Services will
Scope: Unlimited usually cost a Ka point. The Prince can permanently
Autonomy: Total memorize an invocation of Water Kabbalah as he has
Visibility: at creature's discretion when he leaves his Stasis (he will no longer need material
Description: Raphael is a man with red hair, martial air. He support to cast his fate).
wears a twig in his hand, a sword and a long, multicolored Ariel can make someone forget a moment, a name, a face,
tunic. This Archangel can decipher an invocation of the or anything else related to memory. It can even make the
Fire which the Nephilim does not learn to learn. If it is person totally amnesic or on the contrary remind him of
written in another language, he will translate it into the forgotten events. Ariel can also inculcate artificial
language of his choice and give it the parchment which will memories. It can unleash tidal waves, bring objects to the
have no threshold penalties and may therefore be better bottom of the oceans (rivers, rivers, springs), walk on
written than the original. If the invocation belongs to a water, it can liquefy any matter and transform liquids into
circle or a Sephirah greater than the Nephilim's powers, he other different liquids.
will tell him in detail what the effects are, but will not teach Ariel can do other things related to Water, such as healing
him the invocation. The Prince will always be anxious to a curse related to this element, at the discretion of the
respect the Nephilim's initiatory journey and will therefore gambling master, the price of his intervention being fixed
always refuse to teach him new spells (except as by him. Ariel will always be reluctant to personally
explained below).Services will usually cost a Ka point. The undertake an offensive action against someone (though
Prince can permanently memorize an invocation of less than the other Archangels of Tipheret).
Kabbalah of Fire like those he has when he leaves his The only new invocation that Ariel will want to learn from a
Stasis (he will no longer need material support to cast his Nephilim is "the Reflection of Malourene". Malourene is
spell). Ariel's sword. This invocation makes it possible to invoke a
Raphael can force someone to reveal the whole truth when less powerful version of Malourene. Ariel will lay down the
he asks the question. It can light, heat, melt any material. It following conditions: the Nephilim can learn this invocation
can make someone desperately in love with another only if he has more than 5 in the second circle of Kabbalah
person, fanatize people and even crowds, raise or lower (he already knows Gebourah);He has already appealed to
the temperature of a place, unleash a fire or a volcanic him before and has already sacrificed four Ka points to him
eruption. These services will cost the price that the later. He must be a Hydrim. He agrees to sacrifice five
gambling master will justly estimate. Raphael can do other points from Ka to Ariel l. He swears never to retranscribe
things related to Fire, such as exacerbating martial skills, or reveal his invocation to anyone and for this sacrifices an
turning into a berserker, curing a curse related to Fire, at extra Ka point on the spot to memorize the spell. If this
the discretion of the gambling master, the price of his vow is broken, Ariel will never again appear at the
intervention being fixed by him. Raphael will always be Nephilim as well as Malourene's daughter.
reluctant to personally undertake an offensive action
against someone (though less than the other Archangels
Elohim Gibor, Fury Incarnate, Wild Bull, Tyrant of
of Tipheret).
Gebourah
The only new invocation that Raphael will want to learn
Circle: 2nd Pentacles
from a Nephilim is "the Reflection of Noubosse". Noubosse
Ka-element: Earth, Air, Moon, Fire, Water
is the sword of Raphael. This invocation makes it possible

401
World: All Ka-element: Earth, Air, Moon, Fire, Water
Threshold: weak 5 (Gebourah) World: All
Contract: 80 Threshold: strong 3 (Binah)
Rupture: Elohim Gibor may force the Nephilim to sign an Contract: 90
easement pact or sacrifice 1D100 Ka points. He can also Break: Ieve is completely unpredictable. Some Nephilim
in a fit of fury turn him into a mush of Magic Fields or send found themselves in the past, other Khaiba, some
him a champion to face in singular combat if he wants to illuminated.
give him a chance to escape. Duration: at the discretion of the creature
Duration: at the discretion of the creature Scope: Unlimited
Scope: Unlimited Autonomy: Total
Autonomy: Total Visibility: at creature's discretion
Visibility: at creature's discretion Description: Of all the entities known in the Zohar that
Description: Elohim Gibor has the appearance of a warrior govern the Sephiroth, Ieve is by far the most mysterious. In
whose face is hidden under a horned helmet. It has a belt fact, the Kabbalists rely on him when they are in an
of jewels that shines with a thousand lights and irradiates inextricable situation. Generally, he sends a creature (or
an immense power where all the Magic Fields are several) under his command to help the Nephilim. We
present. He holds a gigantic sword covered with know that he is considered to be the one who governs and
kabbalistic signs. Often an escort of Seraphim manipulates the tarot. It presents itself as an immense
accompanies him, as well as many warrior creatures dark face with indistinct features. The Kabbalists say that it
carrying his banner. The Kabbalists often call him Pa'had is by what Ieve is in the future. Many have appealed to him
or Pechad (fear).Elohim Gibor represents military power, for his divinatory talents. Ieve knows the secrets of the
embodying strength, war, purity of vengeance and Apocalypse although he does not reveal them to the
punishment of justice. If the Arcane of Justice behaves Kabbalist Nephilim until the tarot is complete. The Eve can
impeccably, it is certainly because Elohim Gibor punishes also free the Nephilim from the barriers of time and carry
with enthusiasm and without asking any counterpart the them into the past or into the future.
members of this Arcana who engage in crimes and abuses
of power. Elohim Gibor is a terrifying power and it is
Iah, Iod Tetragrammaton - Chokmah
dangerous to appeal to him. He is the one who carries the
Circle: 3rd Key
conflicts and the destruction. He does not hesitate to
Ka-element: Earth, Air, Moon, Fire, Water
engage his legions in the material world during a battle. It
World: All
can lend its armies and work in all areas related to war,
Threshold: weak 5 (Chockmah)
send avenging scourges like famine, diseases or cause
Contract: 90
financial crises, electric black-out, leakage of nuclear
Rupture: Unknown
power plant, atomic explosion ...
Scope: Unlimited
Elohim Gibor can give strength and power to someone he
Autonomy: Total
deems worthy of championing. He can also bless the
Visibility: at creature's discretion
weapon of an Immortal but always by privileging power to
Description :
the detriment of the ability to use it. He can take charge of
any punishment of a Nephilim that hurts his species. It is
the privileged entity to invoke in case of confrontation The Keeper of the Sublime Garden, the Vigilant Eye of
given the means at its disposal. It also possesses the the Revealed Knowledge of Kether - Kether
ability to manipulate the Magic Fields and through them, it Circle: 3rd Key
can create impressive natural and supernatural Ka-element: Earth, Air, Moon, Fire, Water
phenomena. World: All
Threshold: weak 5 (Kether)
Contract: 91
El, the Source of Knowledge, King of Chesed
Rupture: The Serpent attacks the Nephilim
Circle: 3rd Key
Duration: the duration of the ritual
Ka-element: Earth, Air, Moon, Fire, Water
Scope: the pentacle
World: All
Autonomy: Total
Threshold: weak 2 (Chesed)
Visibility: no
Contract: 90
Description: This invocation must be inscribed in the
Rupture: El is generally merciful. He contented himself with
Pentacle of the Nephilim to be fulfilled. He must draw his
afflicting the Nephilim with a mutation or an affliction,
own Pentacle on the ground in every detail.This operation
although he could, when he was really angry, separate him
takes one hour per Ka points that the Nephilim possesses
from his Simulacrum and send it back to his stasis.
(a Nephilim with 50 points of Ka will take 50 hours to trace
Duration: at creature's discretion
its pentacle). This ritual requires a state of total
Scope: Unlimited
isolation. The Nephilim then makes a throw of Ka x 3. This
Autonomy: Total
jet corresponds to his attempt to enroll in the Enochen the
Visibility: at creature's discretion
new meaning on his own Pentacle and thus to modify
Description: El is in the form of an accomplished
it.NB: P.146, it is specified that the Guardian is under the
Metamorph of Nephilim wearing a scepter in his hand. It
orders of Iah, Iod Tetragrammaton (Binah). MJ, you can (if
has extensive power over everything that affects the body,
you wish) move from Kether to Binah the Guardian and
which involves the healing, even of a large-scale epidemic,
change threshold (90) and contract (90). A snake five
of mutations, and transformations. It can create duplicates,
meters long appears. He has a dragon's head with an
artificial bodies and humanoid beings. El, also has the
expression that is both deceitful and intelligent. His body is
power to redistribute the Pentacle of a Nephilim and make
covered with brilliant green and blue scales with iridescent
him change the Metamorph. He is also the inspiration for
reflections. The serpent is endowed with the word and will
the arts and all forms of creation. His Majesty and his
try to intimidate the Nephilim by telling him that he is not
wisdom make him a valuable advisor to all those who
ready for such an operation, that it is a great pretension on
govern and must make crucial decisions. His knowledge of
the part of a miserable Nephilim to want to To compare to
the Nephilim's past makes him an invaluable source of
the noble Kaim, that he will always be a needy and a
occult information although he often answers puzzles and
needy, that he has a chance to go back before committing
often asks for a high price for this kind of service.
the irreparable and that if he is not, he will get angry, and
that his Pentacle is not only very badly drawn but in
Ieve, Binah Metarex addition makes him want to laugh so much it is pitiful.
Circle: 3rd Key

402
If the Nephilim succeeds the contract, with a howl of rage, during his travels and negotiate with the Emperors of every
the snake will become diaphanous, shining with an intense Kabbalah World (or their servants).
yellow sparkle over the whole body and red for the
head. Its scope will be reduced by five times. It will float in
Skin: Astrological Sense
the air and will merge at the level of the spine of the
The Nephilim knows the astrological modifier of
Simulacrum of Nephilim, his red head emerging from the
conjunction of the day as well as those of the following six
forehead. Then, little by little, his presence will fade. The
days. The implications of this sense also have
invocation awakens the senses and gifts in Ka that the
repercussions on certain elaborate rituals. With this sense,
Nephilim naturally possessed when he was Kaim. There
the Nephilim can foresee the next geographical change
are five senses. Each of them corresponds to a trait of
(region) in a Kabbalah World.
Metamorphosis. The condition for acquiring one of his five
senses is to have completely accomplished the
metamorphosis in the corresponding trait (reaching 20 Odor: Telluric meaning
points). The corresponding senses and metamorphic The Nephilim instinctively perceives the magic currents as
features are: well as their displacement. He has a fairly accurate idea of
their intensity. It can also have a fairly precise order of
magnitude of the power and distribution of the Ka of
Head: The Vision-Ka
another Nephilim or a human. At 10 km, he can detect a
The Nephilim is able to pass in Vision-Ka naturally (without
Plexus or Nexus, 30 km an Omphalo. In the Worlds of
making jet) and can stay there the time that desires without
Kabbalah, a Nephilim possessing this sense will never be
harmful consequence. It detects the Ka Lune Noire more
lost.
easily. No visible transformation takes place on his
eyes. In a Kabbalah world, the Nephilim will never be
surprised by a creature and will always be able to
recognize its Ka-element.
Ehieh - Kether
Voices: Enochéen Circle: 3rd Key
The Nephilim can speak naturally the Enochean (without Ka-element: Earth, Air, Moon, Fire, Water
making a jet). This skill is essential for the majority of the World: All
spells of the third Circle and to name the creatures of Threshold: strong 5 (Kether)
Kabbalah encountered during the voyages of the Nephilim Contract: 99
within the Worlds. Rupture: unknown
Scope: Unlimited
Autonomy: Total
Arm: Write / Read the Enochéen
Visibility: at creature's discretion
This skill is indispensable for the Nephilim who wishes to
Description :
create his own spells, perform certain rituals, make objects

Seals
Those who prowl in the forest with 10000 terraces At the signal of the Nephilim, it begins to climb to the sky
Sephiroth: Yesod perched on its black clouds. It is also important to point out
Element: Water that if heaven is not already covered when the son of the
World: Meborack flood arrives, he goes away without any other form of
Contract: 2 trial. When it reaches the clouds, the rain becomes heavy
Those who lurk have the appearance of scaly sharks and persistent. On a radius of 10 km around the pentacle,
floating in the air. They have two squamous legs at the the damage of the water risks very much to be felt
front and are equipped with powerful claws. The shark's everywhere.
mouth hosts powerful and cruel jaws.
These creatures specialize in combatting dragon Infertile Cerberes of Serene Sleep
effects. They never attack any other type of creatures than Sephiroth: Hod
the dragon effects of the five primordial magic fields. To Item: Air
get to their end, they have different types of attacks. For World: Meborack
various situations, consider that Those who prowl have Contract: 2
characteristics equal to their contract. The creature can The creature that responds to the convocation is visible
disappear in the eyes of men and thus be insensitive to only in vision-Ka.
non-magical damage. She takes on the appearance of a large blurred dog with
Bite (A): Murderer damage 2 green eyes. On the physical plane, it can be spotted
Claw (A): Pretty Murderer damage 1 thanks to its exoteric manifestation, a small localized
Dodge (A) whirlwind. This small tourbillon is strong enough to stir up
Protection: 5/5 dust or leaves.
When the invoker completes the contract, the cerber
The son of the flood, the one who rides on the patrols around the pentacle and probes the minds of all
unleashed clouds who enter his surveillance zone. To detect the person's
Sephiroth: Yesod intentions, he must pass a Ka-Air throw against the
Element: Water Nephilim's Ka, or against the Ka-Sun of the human. If the
World: Pachad respondent is hostile, he will notify his master. He is even
Contract: 2 able to awaken him if he has fallen asleep.
The son of the flood is a little man streaming with Of course, it is not possible for him to be everywhere at the
water. We can not see his feet because they are same time. But it is devilishly fast.
surrounded by black clouds from which emerge small
flashes.Visible only in vision-ka, it seems very edgy and at The Hallucinating Sirens of Emerald Lake
the very least impatient. He can not help but scream to Sephiroth: Hod
speak. He is basically only demanding that his summoner Item: Moon
let him go in the sky. World: Sohar

403
Contract: 2 Appearance similar to that of little old men leaning on their
The sirens resemble the images we have of them in the canes, the little minds know the relationships that bind
legends. Like the mermaid of Copenhagen she appears each being. Love, hate, confidence, jealousy ... They know
alone, languid on a rock, her fish tail lying, her face more all this and are ready to answer any questions about this.
beautiful than what a man could ever They answer a single question.
imagine. Nevertheless this pretty picture is spoiled by the
fangs that protrude from his mouth. Indeed, the sirens of Clouds with blue drops, Blessing of Danaë
the lake of emeralds are carnivorous. To attract their Sephiroth: Netzah
pittances to them, they use a song of charm. It should be Element: Water
noted that the hallucinating sirens only appear if there is an World: Meborack
open and accessible water area (sea, river ...), which gives Contract: 2
him a possibility of retirement if the Kabbalist does not Danaë is a beautiful young woman. It appears alone in the
fulfill the contract. pentacle, its clear blue skin is slightly luminous. It appears
The sirens work to order. Thus, the Kabbalist must give the only in light rain. A few seconds after his appearance,
siren an object that has remained in the possession of the without the Kabbalist being able to say a word, Danaë
victim. She takes it and begins to sing. For the present stands up, raises her eyes to heaven, lets the rain trickle
Nephilim it remains a song certainly very beautiful, but no down on her, then she becomes ghostly and begins to rise
effect. On the other hand for the victim, if it is within the towards the clouds. It quickly becomes transparent. In
reach of the spell, it will be subjugated by this music. She vision-ka the show is sublime, in the sky a giant Danaë is
will be the only one to hear him and only think of one thing: sprawled in the clouds and begins to fall little by little with
to join the singer at any cost. The victim will take all the the rain.
possible and unimaginable risks. It is possible for the From then on, all harvests within a radius of 1000 meters
person to resist with his Ka-Sun or Ka-Moon facing the will be exceptional, whatever the quality of the ground, or
contract of the siren. the type of crop. This invocation nevertheless poses a
problem to the theorist of the Kabbalah. Is it a unique
The nymphs of the little enchanting forest creature of the world of Assiah, when it is a fact that the
Sephiroth: Hod inhabitants of this world have no identity of their own. Or is
Element: Earth it a representative of Meborack that is called Danaë when
World: Sohar it is never the same one invokes.
Contract: 2 The empresses of sadness who dispense melancholy
The nymphs are the very incarnation of the beauty of Sephiroth: Netzah
Venus and all her power of seduction. These charming Item: Moon
creatures appear dancing around the pentacle, and World: Meborack
watching them move to the rhythm of Sohar's celestial Contract: 2
music simply dressed in vaporous undress is a most The Empress deserves her name. In her presence anyone
enchanting spectacle. who can see her (in vision-ka) will be vaguely intimidated
There are 14 of them and it is possible to use their crowns by the aura emitted by the Empress. Nevertheless, his
of flowers in the following way: when the Nephilim calls beautiful face is darkened by an immense sadness. She
them a "victim", they dance around him, then one of them holds a rose against her breast, which she squeezes with
invites him . both hands.
This person must succeed in resisting the contract of the When the kabbalist designates her victim, she goes to that
invocation so as not to be trained in a mad sarabande person and gives her a rose. The summoner must be able
throughout the night. to show him the physical person or a recent photo. The
In the early morning, the nymphs leave, leaving the Empress moves on the magic fields fairly quickly. It
"victim" to fall asleep, forever disturbed by the sight, the reaches a physical speed of 100 km / hour. When it arrives
perfume and the song of these sweet creatures. in front of the designated person, it appears.From then on,
Let us note however that these charming nymphs are everybody froze, subdued by the presence of the
visible in normal vision, but that they are insensitive to non Empress. She gives her silver rose to the nominee. The
magical weapons. Moreover, at the slightest sign of victim of enchantment is obliged to accept it if it does not
aggressiveness, they will try to flee, for this purpose, they resist the Empress's contract.
will have to defeat the Ka of their invoker with their From then on, the Empress smiled and disappeared, and
contract. Bringing these sweet and innocent beings too the victim found himself plunged into a state of sadness
often into battle can eventually provoke the fury of the that lasted until the rose faded. It takes two or three
prince of their world, their sphere and their element. days. The rose disappears, but still exists in the hollow of
the magical fields of the moon, it remains in front of the
The Gremlins, the facetious spirits of discord face of its victim. During this period the one who
Sephiroth: Hod underwent the attack of the Empress remains prostrate
Item: Air and tells lamentable episodes of his life. He is crying. If the
World: Sohar victim resists the Empress's contract, she is redoubled in
Contract: 2 sadness and disappears.
The gremlins have the appearance of ... (everyone has Sometimes the victims of the Empress develop a phobia of
seen Joe Dante's movie !! no?). They have the ability to roses. This happens if the Empress makes a critical hit on
invest any object shaped by man and to pervert its her attack roll.
operation! Gremlins do not take full control over the object
in any way! The Little Grim Reaper
Ex/ Sephiroth: Netzah
A VCR will swallow the tapes and cause the cassettes to Element: Earth
fly, World: Meborack
A car will spend its time stalling ... or starting on its own, Contract: 2
A camera will broadcast the current soccer game or the The invocation once pronounced reveals a creature
Canal film on the first Saturday of the month, hooded in black and completely dressed in a thick black
robe of black. We can just overtake a pair of hands. These
Little inquisitive minds are skeleton hands. The light of the eyes is sometimes
Sephiroth: Hod seen shining at the bottom of the hood. Some say that
Item: Air under this same hood lies a woman's face with sublime
World: Sohar beauty. But no one claims to have managed to lower their
Contract: 1

404
hoods. The Little Death appears only if it is invoked at are quite interesting. Among the most manipulable people,
night. or propitious to believe in it, it has happened that those
Small death has the power to plunge a human or a who have returned to life have taken themselves for the
Nephilim into catalepsy for 15 hours. A small death is a undead.
traumatic experience for a human. He really feels like he's The creature in question is only sensitive to magical
dead, and for 15 hours he's fabulous about it. He thinks he damage. Nephilim never believes that they are dead,
has arrived in the place where he must arrive at the end of simply they are unconscious.
his life. Returning to life can cause trauma, especially in Attack Skill a Apprentice (choose the other three skills ...)
the case of people who believe there is nothing after Test of Ka against that of the small death to provoke the
death. The possibilities this gives in manipulating the victim catalepsy.

Pentacles
The floating eyepiece of extended acuity Visible only in Vision-Ka, the courageous seneschal is a
Sephiroth: Geburah man of stern appearance dressed in a toga in the ancient
Item: Air fashion. He holds in his left hand an orb surmounted by a
World: Meborack cross with four branches.
Contract: 1 The Seneschal is placed next to the person specified to
The creature invoked has the appearance of a large him. He then begins to murmur secret encouragement,
pedunculated eye supported by a small, deformed and reassuring words about him.
ridiculous body. Technically this allows the beneficiary to add a level to the
It is held in the air thanks to small wings that are not unlike characteristic sought to resist a magical fear or not.
those of a bat.
Usually, the eye of this creature reflects a glimmer of The gunsmiths of Avallon
stupidity and emptiness. Sephiroth: Tipheret
When the Kabbalist focuses on her, the creature acquires Item: Air
a kind of intelligence (the eye looks more alert, very easy World: Zakaï
to spot for a wise Nephilim). He can then guide her and Contract: 2
make her move on the magic fields. And, thanks to his They appear in a puff of smoke and bring with them a
concentration, he can see through this eye. Unfortunately, smell of heated metal. A single gunsmith appears in
the floating eyepiece sees only the magic fields.Of course, general. The armourer is above all a blacksmith: broad
he has no sense of hearing. shoulder, beard scorched by heat, long curly and white
hair, they are clothed in leather apron protecting them from
The weavers of fear of the Petit Palais, those who sparks. Obviously they are provided with a large forging
watch at the corner of thecorridors mallet.
Sephiroth: Tipheret It is necessary to provide them with armor to treat and a
Item: Moon good source of heat, a chimney fire to the minimum. The
World: Zakaï blacksmith then begins to manipulate the armor.After 15
Contract: 2 minutes; He returns the armor to his owner and returns
The invoked being has the appearance of a spider about home. Besides, if the gunsmith arrives and finds that there
fifty centimeters in diameter.She has a human face of old is no armor to forge, it disappears immediately. The armor
bearded man. His eyes are empty and stupid. She is also thus treated will have improved protection of two levels for
provided with a pair of small yellow arms. The weaver twenty-four hours and will give no handling penalty due to
spends his time grumbling in a language that resembles its wearing. On the other hand it keeps its sound qualities.
the enochéen very much, without being. No one has This does not work on magic armor.
succeeded in understanding them to this day. Whether the invocation is successful or not, it will no
As soon as the summoner has fulfilled the contract, the longer be possible to call an Armorer before the next
weaver begins his work. On the prescribed area it weaves Thursday.
threads at all openings, secret or otherwise, which allow Armor bonus + 2 / + 2
access to the place.
We do not see it, but the canvas appears in Vision- The Seraphim with the brass mallets that knock down
Ka. However, it is not possible to discern a hidden aperture the walls
in this way. All the canvases are ready in 1d10 hours. The Sephiroth: Tipheret
weaver then remains in the vicinity to maintain the Element: Earth
canvases. World: Pachad
Once everything is ready, anyone penetrating the area will Contract: 2
feel a spider's web on his skin. From this moment, if she They have the appearance of sickly creatures whose
can not reason, the victim will refuse to turn to the next bodies are broken stone. They are humped with a fairly
angle. long caudal appendage. After the invocation they arrive in
To overcome her fear, she must make an Int / Contract groups of ten. They then stare at the Kabbalist with their
roll. If she misses, she will have to pass the angle by force, small bright red eyes deep in their sockets. The eyelids
then she will suffer a level penalty on all her actions.This blink convulsively. They swing back and forth or lean on
represents the discomfort of the victim, as well as his / her their mallets. These are made of extremely dense material,
stress. The Nephilim can resist with their Ka-Moon if they flat on one side and pointed on the other. They have to be
wish. handled with both hands and they weigh a good thirty
The weaver hides in the magical fields while waiting for the kilos.
moment when he will have to go out to repair his The Kabbalist may designate a house for them, a
canvases, in 1d4 hours. building. The Seraphim will attack them with vigor and
power. An hour is enough for them to reduce to the state of
The Courageous Seneschal pebbles a hut one storeys and of 100m ² on the
Sephiroth: Geburah ground. No material resists them, everything is crushed,
Item: Air destroyed, crushed. Even the strongest safe (and its
World: Meborack contents) will not stand up.
Contract: 1

405
The powerful lords with damascened armor of gold Damage: see table fire damage in Ldj). This particularity
and steel does not affect living creatures, but it can dissolve
Sephiroth: Geburah everything that a human bears.
Item: Air If the invoker does not succeed in defeating the contract,
World: Meborack the creature of Lac Acide remains in the center of the
Contract: 3 pentacle, motionless, and follows with his eyes the one
Once the invocation is completed, it reveals a powerful who has called it in vain in this world. For all that is
Lord visible only in vision-Ka. realization of the actions, one considers that the creature
He has the appearance of a great man wearing an airin has characteristics equal to its contract (except as regards
armor enhanced with filigrees of gold and steel. the force, this creature is deprived of it). Of course, there
His face is only cloud and his eyes are two clear suns. His are things she can not do. Climbing a wall does not help
skin is deep blue. because it can dissolve it. Besides, it is important to note
When the contract is fulfilled, the Mighty Lord envelops the that she does not master this ability, she is active all the
Kabbalist and follows him in the least of his movements. time.
It can stop any weapon, but it loses each time a level of
contract by three boxes of damages stopped. The gluttonous and sprawling Horror of the Living
If the weapon is in orichalque, it is the Mighty Lord who Stones desert
loses his Ka, but in this case, the power of the pain he Sephiroth: Chesed
feels will immediately make him try to flee. Element: Earth
If he succeeds in defeating the Ka-Air of the Kabbalist, he World: Pachad
will flee. The Nephilim may decide to let the Mighty Lord Contract: 2
go. Indeed, it may happen that the Lord of Meborack This creature appears in the middle of the pentacle traced
learns that a Kabbalist has deliberately allowed an by the Nephilim. The first time it is invoked, the
inhabitant of his sphere to be destroyed. unconscious eye sees only a relatively spherical cluster of
Whenever damage is stopped, the mighty Lord envelops moving tentacles. Little by little, one notices that certain
his summoner with a blue light that appears as a flash, but tentacles are provided with eyes and that the body is
is slow to disappear. covered with drooling mouths.
It is possible to dominate only one Lord at a time. The sprawling horror has only one function: to trap and bite
to eat. In order to know if she has managed to catch her
Painful shadows of the seventh wound opponent, she is considered to have characteristics equal
Sephiroth: Chesed to her contract. To catch, she must succeed an opposition
Element: Earth of the level of Agile, to emerge, the victim must succeed an
World: Sohar opposition of the level of Fort. Once the horror has caught
Contract: 3 its prey, it begins to devour it, inflicting on it enough
Creatures appear as scrolls of extremely dense black Enraged Damage: 3.
smoke. You can not see precise contours, their form Last details, it is equipped with a level 3/3 armor and is
changes constantly. One can sometimes see a scratched sensitive only to metal weapons or magic weapons. It is
member, a face howling with pain without noise ... The Endurante.
Kabbalists always speak of these creatures in the plural,
but in fact no one knows if they come alone or with The guardians of the Mount of Mists, those who wear
several. Once invoked, they remain around the kabbalist the helmets of death
and annoy the people around who feel then uncomfortable. Sephiroth: Chesed
At any time the Nephilim can designate a victim in his field Element: Fire
of vision. The shadows threw themselves upon him and World: Zakaï
began to torture him. But for this, they must succeed Jet of Contract: 3
opposition Ka creature against Ka sun of the target. The They have the aspect of living armor. Their body is nothing
Nephilim can resist with their Ka-Earth. If they succeed, but metal plates adorned with highly esoteric
they inflict such severe pain that the victim suffers a two- symbols. They wield powerful swords with both
level penalty for all his actions. If the painful shadows fail hands. Their helmets are adorned with delicate tresses
to overcome the victim's resistance, the Nephilim can that seem to pulsate with unhealthy energy. In combat the
designate another. Guardians cause terror to their opponent. They most often
In any case the shadows can not attack the same person win their struggle by a psychological effect rather than by
any more. In case of critical success, the victim can only raw power.
twist herself on the ground with no hope of being able to This effect has only taken place on humans. They resist
act until she is freed from her torments. with Test Ka Sun has enough difficulty to resist the
Shadows are visible only in Vision-Ka and are only terror. Of course the latter is affected only by magic
sensitive to magical damage.They have two normal weapons or by weapons whose thread is smeared with
actions per turn. To throw themselves on someone or to blood.
detach them from them demands an action, and they need The Guardians has its characteristics equal to its contract.
two actions so that the torture begins to be felt by the poor Epee: Murderer: 3
victim. Armor: 3/3
Skills Melee Weapon and Dodge Master
The creature of the acid lake
Sephiroth: Tipheret Oniros, the Eternal Watcher, Master of keys of
Item: Moon chimeric gardens
World: Pachad Sephiroth: Tipheret
Contract: 2 Item: Moon
He is a small androgynous child, naked, sickly and pale. At World: Meborack
his appearance he stands painfully standing in the middle Contract: 3
of the pentacle. He looks at his invoker with his two large Oniros appears in the form of a man of no age, clothed in
gray eyes. Long silver-colored hair adorns his head. He an immaculate white robe, adorned with a pair of Swan's
seems to be about ten years old. This creature is unique wings.
and has no name. A human wanting to get rid of her will be He always carries a Lyre in his arms.
in trouble: she is insensitive to non-magical damage, as Its appearance is accompanied by a steam emerging from
well as to acids, whatever their virulence. nowhere that surrounds Oniros and the Kabbalist. Through
This creature has this particular that all that it touches is its vapors, appear fugitive scenes, reflections of the
immediately attacked by a powerful acid (Very Murderer / dreams of the humans of the region ...

406
Oniros can allow access to the dream of every human that Obsidian Sword: Murderer: 3
he can defeat the Ka-sun. Scales: 2/2
At the request of the Kabbalist, Oniros can then open a
door by playing his harp on this dream as for an The Malachim of Ember from the Tooth of the Great
Akasha. The time in the akasha flows as on Earth. The Dragon
dreamer remains asleep throughout the duration of the Sephiroth: Chesed
invocation. This time flows, the people present are ejected Element: Fire
from the dream as for a traditional akasha. World: Aresh
Contract: 3
Guardians of the Island Labyrinth Zoo These Malachim are humanoids with glowing reddish skin,
Sephiroth: Geburah eyes are bright red and the hair is nothing but waving
Element: Earth flame, they are provided with wings recalling those of
World: Meborack dragons of legends, of dull red color. They are dressed in
Contract: 2 ruby armor and are equipped with swords whose blade is a
The description is quite simple: they are chameleons tongue of fire. They emit an aura of heat that ails all those
standing with nets, bolas, catchers-men all over who miss a jet of endurance or ka-feu very difficult. In case
them. They are about 2m60 high. Only one Zoo Guardian of failure, all actions become difficult.
appears on our map. It is not always the same, but it is The Kabbalist can designate someone for them. The
possible to get to know the name of one of these Malachim will judge him then and will strike him only if his
creatures. heart is unclean (according to the Nephilim criteria).Their
The Zoo Guardians can be called to master a recalcitrant other known name is "The Purifying Angels of
animal, or they can answer a question of Zoology (they are Justice". Once they have spotted their victim, the
master in this science). One of their most interesting Malachim follow him until they find him or perish.
possibility is their ability to modify animals. They then Magic Damage Level 4 Armor
request two Ka chips sacrificed for each level of Sword Murderer Damage: 4 (5 with fire)
characteristics in addition, or These beings of the Kabbalah have the unpleasant habit of
1 chip Ka sacrificed to give it a skill Apprentice. refusing their premature dismissal. In general, they cling to
2 Ka chips sacrificed to give him a Companion skill. the Basques of the Kabbalist and judge his actions.
3 Ka chips sacrificed to give it a skill to Master. If he commits an action a little too vile to his taste, he will
They are overly hateful and vindictive towards humans try to beat the Ka of the Nephilim with his contract. If he
who unnecessarily hurt animals. This is the only succeeds, he attacks and chastises ..
opportunity they will accept to assault a human. They then
use their terrible blades of obsidian. They are wounded
only by magical weapons or coated with blood. The
characteristics are equal to the contract.

407
Alchemy Rules
Alchemy is most powerful and the hardest to master. Alchemists look down on Summoners as religious fanatics
pulling Angels and Demons out of pentacles for fun and profit, and Sorcerers as merely crude. Alchemist are
Nephilim Scientists. They experiment their way to Agartha. All Alchemists have an athanor, a clay and brick
oven for combusting magickal substances together to produce a mastery of matter. Many early Alchemical spells
only cancel Sorcerous spells but as the Alchemist perfects their craft, they produce portable, reusable spells to
create armor, shift features of a target, open third eyes to see through matter, and even raise Golems. The
ultimate Alchemist creates anything out of matter like god-creatures with power over the Earth.

Alchemy is the last and most recent of the occult sciences. It is also the most successful and the most powerful. It
corresponds to the construction.
Alchemical each formula is bound to an elementary powder (corresponding to an element).
The peculiarity of Alchemy is the existence of an alchemical furnace: the Athanor. This one has a magic charge in
the five Ka-elements. This energy comes from the Ka of the alchemist or more commonly from its stasis. It
produces elemental powders.

To use an alchemical formula, use the elemental powder will react: it must be transmuted. This depends on the
elemental power of the Athanor.

For alchemists, magic fields are energies that can be shaped by tools: alchemical formulas. They have developed
a very technical and material vision, unlike an empirical Magic and a mystical Kabbalah.
There are laws in the magic fields and when the alchemist knows them and succeeds in deciphering them, he can
act upon them. For him, the world is bathed by a universal spirit, a Spiritus Mundi, which is found in every grain of
matter. It is enough to control this spirit to have an action on all the forms of matter.He creates tools, like the
Athanor, to act on magical fields without taking into account the natural oppositions between their Ka-elements.

Only the epochs of incarnation posterior to the XIth century allow to learn the Alchemy.

- First Circle: The Work in Black


- Second Circle: The Work in White
- Third Circle: The Great Work

Alchemy
Alchemy is the youngest magical science. Its formalization waited until the tenth century to be finished but the
studies of the Glorious alloy began in the beginning of time itself. While Magic is the manipulation of the magical
fields and Kabbalah the study of what is beyond them, Alchemy is the study of how matter and magic intertwine.

Alchemy is the more scientific of the Fallen sorceries. While a Mage seeks words and names of power, while a
Kabbalist draws circles and lights incense, Alchemists take matter and submit it to rigorous test. It is not to say
that Alchemists are not mystical but they are more prone to discover their own spells than students of the two
others schools.

Alchemy substances are five. (The themes are absolutely not respected in the actual spell list)

Powder mastered by Atalanta Fugiens is Destruction


Liquor mastered by Esmeralda is Transformation
Metal mastered by the Green Lion is Mastery
Vapor mastered by Hermes is Revelation
Amber mastered by Rebis is Creation

Alchemists of the third circle or Rubedo adepts are trying to create a new earth composed of alchemical matter.
They call it Arkhemia.

Alchemy First Circle: Nigredo: Powder of G Congelation:


This grey Earth powder is light on the touch and nearly floats around your hand. Good for you as what you touch
with it is suddenly briefly lightened as if it was on the Moon. Studies seem to indicate a weight reduction of any
objects by 10. If you anoint yourself with the powder or are taken in in its effect zone, you will jump with Seven-
league boots.

Alchemy Second Circle: Albedo: Liquor of Dolphin’s Marine Consecration


This magnificent green-blue Water liquor can be used on a body part or the whole body. Whatever body matter
the liquid touches will cover itself in scales. Profane will not see it but the scales bear the motif of the Mercury-

408
bearing dolphin. The slippery skin the subject acquires is perfect for swimming but can pose problems when
holding objects or trying to do precision work.

• Alchemy: this is the occult science of the laboratory. The alchemist and his stasis are Intimately linked to the
laboratory.
Circles: Of the five elements we define three in which we will exercise Art magic. The three materials to be
used are thus defined.
Construction of the laboratory:
° objects: To make a day of great conjunction favorable to the chosen element, jet Agile / somewhat
difficult. Modified by know-how comp.
The enchantment: To make a day of great conjunction favorable to the chosen element, We take chips of ka
from its stasis and we thus establish the power of the object (attention A laboratory that is more powerful than his
master will turn against him). We then make a jet of Ka / slightly difficult (modified by the rituals). It is always
possible to increase the power of the lab after creation.
Start a formula:
- Creation: possible one day of conjunction not unfavorable to the element selected. Doses produced: # of power
of object x5.
"Throw": Ka opposition-element / difficulty of the formula.
- Modified by the level in this matter.
To launch a formula of the work in the black it is enough of a dose and therefore of an action Exclusive.
To launch a formula of the work to the white one needs only two doses and therefore of two Exclusive shares.
The link between nephilim and its laboratory is very important for its research Of argatha. In addition, the nephilim
must follow the path of one of the members of the Glorious alloy to achieve enlightenment.

Alchemy was created around the year 1000 by a group of scholars to understand the secrets of matter, the name
we give to this group is the Glorious Alloy, composed of Esmeralda, Rebis, Green Lion, Hermes and
d'Atalante. She is therefore the youngest of the Occult Sciences of the Nephilim.

The Alchemist tries to master different processes, creation, transformation, regulation, understanding and
destruction. To do this he disposes of substances that he experiences on things and beings. To manufacture
these substances, he uses several Alchemical Tools installed in his Laboratory, whose keystone is its stasis.

Alchemy is decomposed into three circles:

The Dark Work

The first circle is the Dark Work, it aims at the decomposition of matter for a more complete understanding of
it. This circle has an approach related to the Ka-elements, and the occult skills are Fire, Air, Water, Moon or
Earth.

The White Work

The second circle is the White Work, the alchemist learns to use substances other than powder. It can also
combine mechanics with magic fields to create artifacts. The skills are Amber, Metal, Powder, Liqueur and
Steam.

The Great Work

The third circle is the Great Work, the alchemist discovers the origin of the Ka. He meets the members of the
glorious alloy who teach him the last steps towards the Agatha. As you can see, all the Occult Sciences have their
way strewn with pitfalls. I can tell you that the way to the Agartha is not marked, for each Nephilim has his own. It
only remains to discover it.Level very difficult to reach.

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Alchemy Overview
Where Sorcery is the Nephilim bread and butter and Summoning is the Nephilim big stick, Alchemy is the particle
physics of the Nephilim universe.

Alchemy is quantum weirdness and super string theory and math applied to the mystical realms. It allows
Nephilim to dig around in the superstructure of the universe beneath the ley lines of Ka and mess with the
fundamentals. In the right hands – or, more to the point, the wrong hands – Alchemy is powerful.
The roots of Alchemy starts, much like Summoning, in the Jewish communities of the Levant in the 1st century
AD after the Coming of the Fool. It slowly spread down into Alexandria and into the Arabian Peninsula. Mostly
developed in the burgeoning explosion of science in the new Muslim Caliphate centered in Iraq, the core research
was laid down first by Geber the Arab (721-815) and later the Persian Avicenna (980-1036). Alchemy spread
back into Western Europe through Moorish Spain where it was pushed and pulled and manipulated into its current
form. Albert Magnus (1193-1280) codified it in his book Liber Mineralia. Once Western European Nephilim laid
hands on the core foundations of Alchemy, many disappeared into their laboratories convinced it was the key to
unlocking the power of the Universe without needing to ascend to Agartha. Infinite Godlike power in the here and
now.
Where Summoning is about angels and demons and Enochian language and spirits and religious trappings,
Alchemy is cold, clinical and mathematical. Alchemists consider themselves the true scientists of the Nephilim
underworld using tools and experiments and hypothesis to slowly build the science of Alchemy. They have an
alchemical liturgy not unlike higher mathematics to describe their work and turn alchemy into repeatable, reusable
formulae. Alchemists believe if they come up with the right mathematical formulae describing magic, power and
substance, they can manipulate a universal spirit underlying all things – the Spiritus Mundi.

The center of the Alchemist’s world is the Athanor, a mystical oven used to burn down powders and forge
substances used in Alchemical formulae. The Athanor is a small, brick domed square tower, about five feet tall.
Inside the Athanor is a small egg-shaped glass vessel in a sandbath over a fire. Whenever a Nephilim Alchemist
reincarnates, he first finds a good place to work with decent ventilation, and then he builds a new Athanor.

In practice, Alchemical spells are pre-prepared powders the Nephilim carries around in vials in a pocket of a
jacket or a bag. Instead of needing to murmur the words of a Focus, as in Sorcery, or drawing a Pentagram to
Summon a creature at the time of casting, the Alchemist uses “Just in Time” casting with powders to evoke
prepared change.

Character Rules
The Alchemy represents the character’s Athanor and Alchemical Laboratory and Alchemical trappings. Unlike
Sorcery (a funny hat) and Summoning (chalk), Alchemy requires gear and specialized, one-of-a-kind gear
requires an Aspect. Alchemy also isn’t cheap from a Ch’awe point of view. One either is an Alchemist or isn’t.
Dice Pools:
Intelligence + Investigation + Circle (for Formula)
Wits + Crafts + Circle (for Transmutation)
Resolve + Science + Circle (for Creation)

First Circle Black Stone Threshold in hours Thereshold x3 in Ch’awe -2 Dice

Second Circle White Stone Threshold in days Threshold x6 in Ch’awe -3 Dice

Third Circle Philosopher’s Stone Threshold in weeks Threshold x12 in Ch’awe -4 Dice

Can invest Ch’awe 1:1 to set off Dice penalities.

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No one has attained the Philosopher’s Stone. But if someone does, they claim it’s the ticket to turning lead into
gold, to crafting the Elixir of Life, to living forever within a Simulacrum without needing to Reincarnate ever again,
to attaining Agartha on Earth. And if anyone has attained it, they haven’t bothered to write it down or mention it to
anyone else. The Philosopher’s Stone is the unattainable. For now.
Alchemists may inscribe a formulae on their souls (Stunt: -1, can be taken multiple times) to have formulae
pass with them through Incarnations just like Sorcerers.

Making It Work
If the Alchemist has the Formula or knows the Formula…
If the Alchemist has the Formula for the mixture, he needs his Lore equal to or greater than theComplexity of the
formula. He can find helper tomes and use Aspects to help him get to the Complexity in the form of research. If
he can get his Lore to the Complexity of the formula, it indicates the Alchemist understands the mathematics,
mixture, and steps involved in the concoction.
The Alchemist must roll his Discipline to synthesize the formula. Much like controlling power in Sorcery, the
Alchemist may split this into multiple rolls until he gets the number of successes equal toComplexity + Modifiers.
Each roll takes time (roughly an hour for white stone and a day for black stone) so if a cautious Alchemist has a
Complexity: 6 formula and decides to make 6 Discipline rolls, it takes about six [hours|days] to synthesize the
powder in the Athanor. But the time can flux depending on dramatic necessity.
– If the Alchemist wrote the formula, he must roll shifts up to Discipline = Complexity.

– If the Alchemist found the formula in a book, the Complexity is +1 shift due to the formula likely being wrong.

– If the formula has the same Element as the Nephilim, the Nephilim receives a free (+1) shift to his Discipline
rolls.

– The Nephilim may toss in Aspects, Foci, or other bonuses to make the Discipline rolls.

Once the Alchemist has synthesized the Alchemical formula, he now has a batch. The number of castings of the
formula from a successful synthesis is 1 + Total Successful Shifts.

If the Alchemist creates the formula…


Alchemy is new and a research magic. An Alchemist can break free of the strictures of dusty old books and
pentagrams and Enochian Angel names to create all new magic. To create a new formula:
The Alchemist works out the Complexity of the formula (1-3 for Black Stone, 4-7 for White Stone, depending on
the level of weirdness and set by the GM). Then the Alchemist must make rolls withScholarship to get shifts up
to the Complexity of the spell. This may take a while as this involves research, experimentation, and the frying
off of eyebrows. Once the Alchemist puzzles out the new formula, he can create it with Discipline as above
without taking any penalty for transcription errors. He walks off with a number of castings equal to 1 + number of
total successful shifts.

A Quick Note on Alchemy


From a GMing standpoint, Alchemy requires all sorts of gear and glassware and space and materialsalong
with the Athanor. In general, the GM should assume an enterprising Nephilim can tap into their Simulacrum, prod
the curled up soul within until it coughs up the directions to Target, and lay hands on whatever they need. It just
gets tricky when the neighbors call the FBI because the Nephilim’s garage smells eternally of sulfur and the
neighbors are convinced he’s a Jihadi Terrorist. These Things Happen.

Third of the three occult sciences, Alchemy has the principle of awakening the sleeping Ka in all matter. An occult
science related to the transmutation of matter and soul, alchemy requires the use of an alchemical oven named
Athanor, in which the powders used by the Nephilim are prepared. It is always necessary to throw its powder in
the air or on a target so that the effects of it are effective. The Alchemists have a "scientific" view of the occult
sciences.

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Alchemy is the last and most recent of the occult sciences. It is also the most successful and the most powerful. It
corresponds to the construction.
Alchemical each formula is bound to an elementary powder (corresponding to an element).
The peculiarity of Alchemy is the existence of an alchemical furnace: the Athanor. This one has a magic charge in
the five Ka-elements. This energy comes from the Ka of the alchemist or more commonly from its stasis. It
produces elemental powders.

To use an alchemical formula, use the elemental powder will react: it must be transmuted. This depends on the
elemental power of the Athanor.

For alchemists, magic fields are energies that can be shaped by tools: alchemical formulas. They have developed
a very technical and material vision, unlike an empirical Magic and a mystical Kabbalah.
There are laws in the magic fields and when the alchemist knows them and succeeds in deciphering them, he can
act upon them. For him, the world is bathed by a universal spirit, a Spiritus Mundi, which is found in every grain of
matter. It is enough to control this spirit to have an action on all the forms of matter.He creates tools, like the
Athanor, to act on magical fields without taking into account the natural oppositions between their Ka-elements.

Athanor
The construction of the alchemical laboratory is the first magical operation carried out by the Nephilim.He deposits
his stasis in a hollow object which is devoted to the five elements.
This object is then deposited in the alchemical oven called Athanor. It collects Materia Primae: the indispensable
raw material for all alchemical operations.
The Athanor can be transported but must not be broken. Stasis can be dissociated from the Athanor after its
creation.

Powders of Transmutation
These are the first productions of the Athanor. There is one type of powder per element. Each type is produced
on the day the field is dominant. (See "The Great Conjunctions").
These powders are stored in containers by the alchemist (glass jar, silk bag ...)

Birth of the Glorious Alloy

Its history dates back to the dawn of Atlantean times. In those ancient times,Atlantis rose to domes. It was the
golden age of the people Kaim before the Fall . These were free and all-powerful, moving effortlessly from
the Magic Fields . So many Nexus marbled surface Grail Primordial , auguring often the birth of one of them. At
the time, the immortals that were born in these conjunctions were all endowed with unique characteristics among
their brothers, these firstborn were unique among the Ka being. And although the birth of an immortal was
frequent, the auspices always announced major events, such as those who saw the members of the Glorious
Alliage.

It was the precise moment when night gave way to day, and no one could say whether it was dawn or
twilight. The Nexus appeared simultaneously in very rich mining sites, soaked Ka and bombarded by cosmic
influences. In those days, the purity of the land and its magical charge corresponded materially spiritual vocation
immortal, essentially esoteric peaceful and pristine, which was not only traveled to Champs Magic but deeply
imbued.

Five Nexus appeared in the heart of the matter. At the center of these Maelstroms Magic Fields , natural crucibles
were formed and ciselèrent mineral cocoon. The Kaim who were born in these pupae were deeply determined by
the phenomenon was called the Kaim of Alloy. Each cocoon contained a matter different from the others and
unique in the world.Although their Metamorph be composed of Ka-elements usual, he recovered and symbolic
characteristics of their native substance of this matrix participating in both hardware and subtle, the living and the
inert. it became obvious that the secret of these beings and alloy Ka and material that gave birth to them
concerned the ultimate mastery of the material by the immortals. At the origin of this route of research was the
strange substance of the cocoons, which was called Materia Prima.

Another feature five of the alloy was the fact that despite their nature ofKaim , they did not enjoy the bliss of their
immortal brothers. Their pentacles no longer permitted the supple and natural practice of magic, still possible at
the time and which would disappear with the fall and the great Hunts. TheirPentacle seemed veiled, waiting to be
revealed, as the sculptor makes the statue emerge from the shapeless stone.

412
Moreover, although they possessed stunning powers, these creatures all suffered from a defect, and all were
afflicted with a lack. The explanation of this state resided in the duality of the Kaim and the Raw Material he had
left.For the cocoon of the substance had a fabulous latent power in exchange for which the Kaim suffered the loss
of one of his faculties. The five should unravel the secret of this material twin to attain enlightenment. Their tare
was the mark of a destiny, a quest to be accomplished, at the end of which the Kaim of the Alloy would
understand the meaning of their coming to Earth.But before this mystery can not be solved, the flood
submerged Atlantis and men armed themselves against their elders. In the Elemental Wars; The five Kaim were
dispersed to the four corners of the world like their brothers, and became Nephilim, immortal fallen imprisoned in
simulacra. Through these disorders, Kaim led still their quest, and forged a destiny they had classes and
companions; Studied their First Matter, moved away from it.

They crossed the centuries, holders of Occult Science embryonic they would guess the importance unable to
control it. They also learned to know themselves and were baptized with enigmatic names that some claimed to
have deciphered in the furrows of their original cocoon. And time would come when the melancholy Atalante , the
powerful Green Lion , the amazing Rebis,Esmeralda the traveler and Hermes visionary would know their
characters and combine their powers.

The Alchemy Foundation


In the year 1000, the five met. Their group, taking the name of Glorieux Alliage, proclaimed that they were all
essentially connected with an aspect of the Materia Prima, of which they bore the name in the occult language,
and had in the past centuries adopted symbols or missions, Which had led them to elucidate their profound nature
and the sense of their presence in the great quest for the Agartha. Now they found themselves ready to deliver
their discovery to the world: a new Occult Science.

Assembled in the Assembly (the "Turba Philosophorum"), they realized that they were the living examples of the
transmutation of matter. From their experience, they invented an object to symbolically reiterate it, an instrumental
replica of the primordial cocoon-Nexus: the Athanor. The Glorious Alliage had just founded Alchemy. For those
who followed their lead and would seek their education, they drafted the first treaty of the Great Work .

The Glorious Alliage also decided that the Nephilim should meet them to obtain the final knowledge of the Great
Art. they were the emblematic figures that every disciple should meditate in order to complete their progress
in alchemy . The formulas of the Great Work can only be reached with the Nephilim of the Alloy, placing
themselves under their authority and their teaching. The five were the Adepts, the masters of all apprentices
alchemists.

With this breakthrough that would change the history of the Immortals, the elected Glorious Alloy had proved to
themselves, had transmuted their nature and existence. In the last sentence of the Green Lion , ending the
Assembly, a wonderful enlightenment ablaze them all in the same aura. They became Agarthians.

But the quest for the Great Work was just beginning for all other Nephilim.because the transmutation of matter,
initiated by the Glorious Alloy , was offered to all the Nephilim as a new occult science. The treaties of the Adepts
and the minutes of the Assembly were scattered, coded and decoded, passed under various and unreliable
versions in greedy hands of mortal and immortal occultists. Little by little groups of studies were formed, high
places were consecrated, several large cities became alchemical capitals (Paris, Prague, Fez, Cairo ...). And,
above all, other Nephilim took the followers of the Adepts, engaging in the traces; Both literally and
figuratively. The story kept secret their names have not lost their fascination: Nicolas Flamel , Albert the Great ,
the Cosmopolitan, the Philatèthe ...

Foundation of Alchemy & Sense of the Great Work

The Foundation of Alchemy

The five founders met in the year one thousand. Their group, taking the name of Glorious Alloy , proclaimed they
were all primarily related to an aspect of the First Matter, they were called in the language of occult and had over
the centuries adopted symbols or missions had led them to solve their deep nature and meaning of their presence
in the great quest of Agartha .Now they found themselves ready to deliver their discovery to the world: a new
Occult Science.

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The meaning of the Great Work

Originally Alchemy was born from the desire to elucidate an exceptional phenomenon that occurred in the
Atlantean times, the birth of five Kaims unique in their kind. But from this experience, a global project for all
Nephilim emerges, which is nothing less than the third part of the occult domination of the Nephilim: mastery of
matter.

The ultimate understanding of the living and inert matter is the only discipline that can lead to the effective
realization of the golden path: the recreation of Atlantis hardware where the Nephilim would get if the symbiosis
sought with the Ka-Sun. But before we get to that point; It is necessary to consider the many aspects of Alchemy,
whose astounding declension encompasses the Nephilim itself, in its individuality, and the creation of the cosmos
to its full extent.

The awakening of the Ka


The alchemists undertook to explore the matter to reveal its unsuspected wealth. Instead of sticking to the
manipulation of the magical fields that hover over the surface of things, they decided to go down to the depths of
what seemed so little interest so far: the materials around us, the most common To the rarest. The alchemists say
that the Ka is dead, vile and dormant, and that it must be awakened, ennobled and restored to life.

The transmutation of matter


To awaken the Ka after discovering it by decomposing matter, the alchemists have explored the techniques to
purify it, to apply a magic treatment to it to react the powers that it contains. For there are made the marvelous
hypothesis that matter was living, that is to say, charged with Ka, but that the fall of Orichalque, the
disappearance of Atlantis and the degradation of the beings-Ka, have defiled it and Buried.

The Adept thus wishes to restore to matter its original magical purity and remake of the Earth a universal Atlantis,
for it knows how to listen to matter, to decipher the meanings hidden in the furrows of the stones, the music of the
source on the pebbles, the language birds. For him, the world constantly murmurs the dream of his re-
enchantment.

The formulas are therefore designed to transmute matter by reviving the Ka it contains. This enterprise is a long
labor, and is called the Work, the Resurrection.

Substances

There are five transmutation substances: powders, liqueurs, vapors, metals, and amber. Each of them is a
diminished aspect of the five species of the Raw Material.

We found

• for the Philosopher's Stone Atalante Fugitive


• the Elixir of Long Life for Esmeralda
• the Spiritus Mundi for Hermes
• the Mercury of the Philosophers for the Green Lion
• The Alchemical Egg for Rebis

The alchemists seek to reconstitute these species of the Raw Material by using their small representatives, which
they produce in their laboratory.

Moreover, to discover and master the active principle of the Ka in matter, the alchemists invented a nomenclature
that allows the classification of alchemical formulas into five categories. Each Substance corresponds to the study
and manipulation of an occult Process, in a way of using the power of matter. These processes bear names,
some of which have become common, which derive from the enochean words expressing their function.

The process

The powder Process for the Carbuncle. It explores the destructive powers of matter, which reveals
decomposition, calcination, disappearance and corruption. By it, the alchemist reiterates the symbolic decline to
understand how to surpass it.

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The liquor to process the Cinnabar. It acts on change, the incessant transformations of matter in its form and
content. The alchemist uses it to hasten these changes and combine them as he pleases.

The steam has to process the Alkaest. It deals with the understanding of things, the understanding of the
intimate laws of matter and their perception. The alchemist can thus decipher the secrets and communicate them.

The metal for the process has Chrysoppée. It manifests the mastery, control and rectitude of the world. Under
its action, matter is obliged to maintain its righteousness, to obey the immutable laws which the Ka imposes upon
it.

Amber has to process the Androgynous. It corresponds to the power of uninterrupted creation, to generation,
fertility and invention. The alchemist uses it to provoke the appearance of new substances, which more and more
resemble in proportion as he progresses to the raw material.

WAY CONSTRUCT SUBSTANCE PROCESS ARTWORK ALLOY

BREVE ATHANOR POWDER CARBUNCLE PHILOSOPHICAL STONE ATALANTE

DRIED CRUCIBLE METAL CHRYSOPPEE MERCURE OF THE PHILOSOPHERS LION GREEN

DRIED CRUCIBLE AMBER ANDROGYNOUS COSMIC EYE REBIS

WET ALAMBIC LIQUEUR CINNABAR ELIXIR OF LONG LIFE ESMERALDA

WET ALAMBIC STEAM ALKAEST SPIRITUS MUNDI HERMES

The Processes are all means for the alchemist to grasp the matter, which are based on a rigorous technique.

The Three Ways of Great Art

Paths are three ways to produce alchemical ingredients: brief Way, dry and wet.

The substances are the five products produced by the alchemist, with whom he created the
formulas: Powder , Metal , Amber , Liquor and Steam .

These substances are produced using substantial Constructs, ie the three devices used by the Nephilim in his
lab: the Athanor, the crucible and the Alembic.

The short route uses the Athanor to produce powders .


The dry Way uses the crucible to produce metals and Ambres .
The Wet employs Alembic to produce liquors and vapors .

The Short Track

It regulates the production of powders transmutation with the Athanor. it is the basis of the work of the alchemist
and the story of his early experience: trial and error, doubt, disappointing trials that dot this tortuous journey that
looks like a dark tunnel whose walls give way constantly. First state of matter, the origin of representation and the
end of everything, the powder leads the Nephilim on the paths of the elementary decomposition of matter, and
this, throughout the first circle: the Work in Black . The Alchemist is obliged to engage in this Way.

The name of "brief" is paradoxical because, although it only requires the use of Athanor and can be executed
from the beginning of the alchemical work, it turns out the longest, since, beyond the first circle it through the
following: whatever the successes that adorn the paths of the Work, we must never forget the danger, threat and
death lurking.

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The use of powders symbolizes the destruction process, as followers call theCarbuncle . At the end of this
adventure, the alchemist sees the finished form of the transmutation powder: the Philosopher's Stone of the Great
Work.

This stage of the beginning of the Work naturally takes place at the heart of the system of alchemical labor: the
Athanor, which is active since its consecration. Any Nephilim having engaged in this ritual and possessing bits of
knowledge of Sacred Art can produce powders.

The Dry Way

By working on this Way, the alchemist takes the part of exploring two Substances: Amber and Metal, using the
Crucible. This is the Way of Generation and Mastery.

The Amber manifest the principle of Androgynous, that is to say the ability to create lives that matter, how it can
generate something that even under the action of the alchemist. Thus appear unknown substances from
the Amber , who is the ambassador of the Alchemic Egg of the Great Work.

The metal is concrétisatino of Chrysopée: control the alchemist on the elements, because he knows that inert
beings, materials worked in Crucible are instead responsible for unstable and unexpected powers. To impose its
will on these secret energies and use them, the Nephilim have the metals that have the power to dominate other
materials. The king of metals alchemy is the Mercury of the Philosophers, which belongs to the Great Work.

Le Creuset represents the feminine component concealed in matter: a curved and fertile site which receives the
seed. The Dry Way is therefore the search for the maternal principles that ensure generation and rectitude. The
alchemist of this Way operates in the Crucible as in the mother who gives birth and raises his offspring. It
replaces the creative nature and its matrix.The nascent matter will then be elevated, nourished by the Cosmic
Processes.Le Creuset is the place of the education of matter by the mastery of Ka.

The Wet Way

It is used to produce alchemical liqueur and steam, thanks to the Alembic. It is the Way of Change and
Understanding.

The Liqueur allows the practice of Cinnabar. The alchemist, who insinuates himself into the intimate mysteries of
the world, tries to decant matter in order to perceive its vital principle (for in Alchemy, let us recall, all matter is
"alive", namely, charged with Ka ). In doing so, he contemplates the incessant change of matter in the flow of
liquor, its refinement, its concentration ... The Liqueur therefore is both the essence (in the sense of perfumery) of
loaded material and their ability to transform.
By exploiting this internal movement, the alchemist learns to provoke it, to bring about transformation. The perfect
form of Liqueur is the Elixir of Long Life.

The Steam involved the principle of Alkaest. The continual movement at the heart of things also appear in the
hypnotic dances of vapors that fill the lab.To understand the matter and to reach the revelation of the Processes
which animate the Magic Fields, the alchemist uses these Vapors which carry in their strange volutes the memory
of matter. With vapors , the Nephilim decrypts the material as a book, he tries to make it transparent and to
receive instruction hiding between elementary particles. The Steam of the Great Work is called the Spiritus Mundi.

To handle the liquor and steam , the Alchemist uses the Alembic. Its shape and use recall the male sowing
function, the production of the male component. The Alembic shows how change introduces itself into matter and
modifies it. The alchemist performs this transformation more rapidly than nature, by the use of Liqueurs. The
gases escaping from the Alembic also show him that some of the material does not remain in the original body
that Steam is the symbol of the meaning of things to be seized. The Alembic reveals this meaning, like a
magnifying glass or a translator.

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The consecration of substantial constructs

The containers

The shape of the receptacles must be similar to the use of the construct.

The athanor is an occult and very personal object whose form is almost indifferent, except that the alchemist
wants to possess an object of good quality: resistant, aesthetic, suitable for the tastes of the owner. It is a little
double and the nephilim will also influence its use: the powders produced will be gathered inside, or will appear
around the athanor. In any case, the object chosen must be able to contain the stasis of its owner.

For the still, a large empty bottle, a crystal vase, a globe of glass, an alcohol still, a device combining test tubes,
funnels and test tubes, a chandelier or an apartment fountain ... it must be Hollow and include one or two
openings to introduce things and collect the Substances.

For the crucible, a furnace, a cauldron, a bowl, a large bowl, a stove, it must be wide enough so that it can be
leaned over and manipulated inside, and must be able to be Placed above the ground to install something
underneath.

The alchemical link

From there, the athanor already works. But not the other two. For this, they must be connected to the athanor by
a physical means, chosen if possible by virtue of its alchemical symbolism: a stuff, the fur of an emblematic
animal, a necklace of precious stones, a gold chain. .

Then you have to tie them magically. It is through this operation that the regrouping of constructs begins to take
the form of a laboratory. The nephilim will then benefit from an alchemical link between his pentacle of the Ka-
elements and his athanor. This link will allow him to remain in some way still in touch with his laboratory and feel if
the constructs are damaged or destroyed.

The consecration to the elements

The alchemist places his stasis in the athanor and transfers points of magic fields from his stasis into the athanor,
which give him a value in each Ka-elements (Test in Ritual or Alchemy (Tradition) and transfer is done At the rate
of one point / hour).

The points of Ka-elements of the athanor are subtracted from those of its stasis. After this operation, it can
remove its stasis: the athanor will be able to function without it thanks to the sacrificed points. It takes at least one
point of each element. Then the alchemist dedicates the construct (s) to the element (s) placing elementary days
on the day corresponding to the element (minimum duration: 12 hours).

The alchemical link

To achieve this link, the alchemist must spend 1 point of Ka per construct (athanor, alembic, crucible or
other). For the athanor alone (as long as the other constructs are not present) there is no need. As long as the
necessary Ka points are not invested, the still and the crucible are not active and can not be used. This
investment serves both to devote the entire laboratory and to weave the alchemical bond. It is the personal
contribution of the nephilim that makes possible the transfer of the magical power of the athanor from the stasis to
the other construts. At this point, the points of Ka present in the athanor are duplicated and transferred to the
other two constructs. The 3 constructs thus have the same digits in each Ka-element. Since they are magically
linked, if one of the numbers changes, the 3 are affected in the same proportions.

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Transmutation Ritual

The transformation ritual:


An alchemist can make a formula of transmutation that it has jurisdiction to Alchemy 's Circle appropriate with a
score greater than or equal to the specified threshold.

Concentration: the Alchemist must focus on its substance and its formula at the time of the project. If he is
rushed at some point in the ritual, he must keep his concentration, and if he suffers physical damage, on -2. If he
fails, he must recover a little the substance and repeat the ritual at the beginning.

The formula :
The Nephilim did a jet on its jurisdiction in the Circle of Alchemy of theformula . This requires a Number of passes
equal to the Circle . If the throw is a failure, the ritual must be restarted at the beginning. Otherwise the alchemist
is ready to launch the substance . The formula must be pronounced aloud by the player and the character. This is
at least the name of theformula , but it is good to encourage Nephilim to enrich, to personalize theirformula and
give style to their practice of alchemy (one can add gestures, Embracing a symbolic object corresponding to the
circle).

The substance :
Its use varies according to the formulas : throw, spread, absorb ... In general it takes 3 weapons Passes: Enter
the container, pull the substance and use it.This duration is variable if the container is blocked (+1 Passe
d'armes), if the gestures are hindered by links (+2 to +5 Passes d'armes), if the container is completely emptied
instead of entering it some substance (-1 Goal weapons) etc. One dose per circle should be used.
So a formula of 1 circle requires one dose, 2 doses of the second circle of the Great Work 3 doses. It is assumed
that all 3 doses can be grasped at once in the container, irrespective of the additional pass.

Transmutation: the Nephilim did a jet on the Ka-element of the Athanor , as amended by the conjunctions
Astrological and multiplied by 3 to 1 circle, circle 2 for 2nd and 1 for 3rd circle.
This spray must be completed when the Substance is launched.
If the roll is successful, the effect of the formula is carried out immediately, and the ritual can be repeated
immediately, without limit. We can achieve the same formula successfully many times as you want.
If it is a failure, the alchemist may attempt a spin on the same number (Ka-modified element) with a lower
multiplier: Ka x 2, then, if it still fails at this stage, Ka x 1. in case of definitive failure, it will not try again
the formulabefore the next day. The final failure loss of the dose. The decrease of the modifier due to a failure (if it
occurs) remains active for the rest of the day. The GM or the player will therefore care if he feared not to
remember, note the current multiplier on Formula . (after one or Ka Ka x 1 x 2 successful, it will regain normal
multiplier Ka x 3 to repeat the same formula later.) Alchemy is the only occult science which the Nephilim can not
draw points of its [ Stase140] to improve its chances of success.

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The Spagyrics
Alchemy, like all Occult Sciences, makes it possible to create magical objects, artifacts. This development
necessarily involves work in the laboratory, above the athanor. There are 2 techniques of Spagyria:
Established Spagyrics
Mobile Spagyrics

Established Spagyria (1st and 2nd circle) consists in studying and realizing the existing formulas invented by the
Spagyrist Adepts. This is done under three conditions:
1 Use athanor and other constructs, only enabled to wake the sleeping Ka in materials.
2. Know the Spagyrie formulas for a given type of artifact.
3. The power of the artifact is determined by formulas that are used to manufacture it, it can not be used on.

Mobile spagyrie (3rd circle) is that of researchers, alchemists who no longer simply use artifacts designed for
them but want to make their own. This technique, more subjective and less codified, is based on the style of the
alchemist. In any case, artifacts are of four types:

• Constructs
• The Automatons
• The Simulacrons
• The Golems.

They are forged integrally or in pieces within the laboratory, using the formulas of Spagyrics dedicated to
them. The parts composing an artefact correspond to a number of distinct formulas. Thus the Sparigist wishing to
provide himself with an artefact is not left to himself but guided in his task by formulas emanating from the Adepts
who preceded him. The mobile Spagyrie to the task more complicated to conceive the parties themselves. The
knowledge and realization of all formulas making up an artifact is necessary for it to be assembled and in working
order.

Artifacts

Activation

Spagyria does not use the Substances previously produced, but directly creates the Artifact in the
laboratory. Pronounce the formula, jet on the circle, the Ka-jet element of athanor. It must be run twice:
One to manufacture the artefact (single and final jet),
Another to activate it (make it work) required for each use.
The astrological modifiers normally apply

Study

You must know the Spagyrie formula of the Artifact to be able to activate it.The alchemist who wishes to discover
the secret of an Artefact of which he knows nothing, will have to undertake a long and rigorous study in his
laboratory from which he can deduce the formula. To discover one of the parameters, you must pass the time
indicated in the laboratory, a successful jet on the Alchemy skill (Tradition), and a jet on the circle of the
artifact. If one of the jets is missed, the study time must be restarted.The duration of this study depends on the
complexity of the object.

Detection

To recognize an alchemical Artefact: either a Vision-Ka attests to the presence of an important charge of Ka at
the heart of the matter. However it is sometimes necessary to test his competence Alchemy (Tradition). In the
case of a concealed concealment of its magical nature, it will be necessary to find or invent the formula to
circumvent the obstacle.

Lifetime

Although it is not supposed to lose its power over time, the disturbances of the occult world affect the
Artifacts. However, the Nephilim-Artefact relationship is not as intimate as the link with the Athanor. Prolonged

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absence or nonuse of the artefact does not have the same effect. Thus for each century of existence, the artifact
loses 1d6 pts of Ka and its abilities are reduced by half.

An Artifact can be destroyed physically, then it must be manufactured again in the laboratory. During a magical
attack (orichalque / clumsiness), one opposes its Ka to the value of the attack.

Artefacts of Work in the Black

Constructs: small tool, subject to be handled and moved easily, usually replicas of existing objects. Their
material content was modified by laboratory treatment. They are often auxiliaries: the formulas of constructs serve
to reveal the latent Ka that the materials possess, in order to make them suitable for the exercise of
Alchemy. This implies that the construct can serve no other purpose than Alchemy itself. They are accessories
that improve the search for the Work, which replace repetitive operations.

White Works Artifacts

Automaton: Tool near the construction with greater powers (called static), or small mechanical creature (called
dynamic) in the image of familiar. Their size is rarely less than that of a mouse and can not exceed 1m50.

Simulacron: Duplication of himself, artificial replica of the Pentacle of the owner, allowing it to increase its
tangible and magical abilities.

Golem: Creature gifted life, the "life" of the resurrection of Ka death of its materials. The control of its energies
allows to animate the humanoid conglomerate that is the Golem. This operation is so dangerous that it is even
considered impious by many Nephilim. Golems are rare.

Like the alchemists who wanted to make their own artifacts, the Adepts invented a method better suited to the
hectic life of alchemists throughout the centuries. Thanks to the mobile spagyrie, an alchemist can create his
magical objects to help him in the common tasks of the quest for the Work.These processes are experimental, an
important notion in Alchemy. Creating artefacts is not easy. It is reserved for the alchemists of the 3rd circle and
takes place in 4 stages:

Study of the material

The alchemist must choose an object he wants to transform into an artifact.It can be of any size, shape,
material. These rules apply to Constructs (see below for other artefacts). In general, the alchemist begins with
usual objects, for the sake of ease and discretion. It is necessary that this object be familiar, that the alchemist
holds it: one does not launch into the transmutation of the first utensil come. The creation of formulas is based on
the understanding of matter: the same applies to Spagyrics because the alchemist must learn to know the object
of which he wishes to subdue matter. This is why it is advisable to choose an object linked materially or
symbolically to the dominant element of the Nephilim: a wooden cane, a book ... it is therefore required to live with
the object and to explore the resources. This can be done in an erudite way (to learn about the techniques of
manufacture, the botanical or geological origin of the object, the artistic works that highlight it) or practical (use it
constantly, Have with him as a companion and give him a name) ...

Ka Alarm Clock

At the end of this period, whose duration and success is to be appreciated by the MJ, the Nephilim must study the
object on the magical plane, operating regular Vision-Ka to see the Ka it contains. The GM defines in accordance
with the alchemist which magic fields are potentially present, according to two aspects: nature and symbols. Now
the main thing is to resurrect this latent Ka with its own Ka to be able to perform transmutations. This intervention
is tricky because the dead ka is unstable. To perform the resurrection, the alchemist wait for a propitious moment
(a bonus of the day on the dominant Ka). And know exactly what he intends to do with this artefact.
Then he rolls on his Ka-element of Nephilim corresponding to those of the artefact, with a multiplier of 3.
A failure means that the relevant Ka of the object has not been awakened, and the artefact can not possess it.
If all the projects fail, the object is unfit to become an artifact: it is better to choose another one, or wait to
recharge a great conjunction, or a Nexus Plexus.
Success allows you to define the Ka POT of the artifact: 1d3 for each aspect except for the one that has not been
awakened

Printing the process

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But this Ka must be oriented, otherwise it remains reluctant to use and the object is dangerous. The alchemist
must give him a goal, which depends on the process that inhabits it. Although the process is not mentioned in the
description of the artifacts, because Spagyria does not depend on the Substances, it illustrates the behavior of the
material Ka according to the will of the alchemist. The Nephilim thus chooses a process, and explicates with the
GM the powers it intends to give to its artefact. The GM decides the parameters: scope, duration, whose element
is the dominant Ka. The formula belongs to the Great Work and demands a jet on Ka x 1 to be realized. The
artefact is its own focus.

Transmutation of the object

Finally, the object must be transmuted in order to become an alchemical artifact, and its Ka permeates its matter
and is active, ready to obey its owner. For this the alchemist needs his athanor. Concentrated in his laboratory,
the artefact in his hands he entrusts the still vile object to the esoteric influence of the athanor. It spends 1 point of
Ka and makes a roll on the Ka element of the athanor corresponding to that of the artifact.
If the throw is missed, the point is lost and you have to spend another.
If successful, the artefact is operational. Its use is strictly the same as those of established Spagyrie artefacts.

Golems

The alchemists of the White Work know enough about matter to create beings with a certain capacity for
autonomy. Depending on their degree of complexity, their name is different: simulacrons, automatons, constructs
or golem. The construction of golem is very difficult and requires many alchemical formulas scattered in old
grimoires. It’s no good to be an Alchemist if you cannot make Golems (count as spirits with Rank 1-5, Thereshold
1-5). Only Alchemists of the Second Circle (White Stone) can make Golems. The Alchemy of Golems is no place
for dabblers and tourists. It is crafting a form of life. It is hard core. Golems come in one of four forms:
Simalcrons, Automatons, Constructs and Golems, from simplest to most complex. At their most basic forms,
these crude human-like creatures follow simple sentence commands and carry out orders of their creators like
“clean this room” or “kill everyone who comes near me.” Imaginative Alchemists can construct quite complex
Automatons and Constructs far beyond lumbering hulks of clay. Nephilim are, as a whole, a bit twitchy around
Golem as they can see the similarities between their own Simulacra and the hand-made bodies and wonder if the
distance between here and there is but a short hop. Some of the most intense (read: crazy) Nephilim Alchemists
have figured out how to fuze Summoning with Alchemy to stuff the souls of Angels into manufactured alchemical
bodies to force their Summonings to obey them long beyond their contracts. This is considered “varsity level
magic.” Or perhaps “horrifying sacrilege.” Or just “bad.” Alchemists claim all Golem-based magicks come from
the Grimoire of Ibbur, or the Fecundation of the Soul. The author and the date of the original is unknown, but
modern Alchemists know the Hebrew translation was handed down from Rabbi Judah Loew of the Prague Golem.
One copy of the original Arabic and a few copies of crude Latin translations theoretically exist, but no one knows
where; several copies of Loew’s Hebrew translation exist for enterprising souls who wish to create their own man
of blood and rock. Rumor has it the Grimoire of Ibbur contains far more than instructions for crafting Golems but
the secrets are locked away behind ciphers and codes. They say it has a map to the Philosopher’s Stone. But no
one knows, since no one has an original copy of the book.

To create a Golem:
– A character or group of characters must undertake a quest to lay hands on a copy of the translated Grimoire of Ibbur.
– Golems are surprisingly difficult to reverse engineer but, once a character has made one Golem, the character can use
Scholarship at the same Complexity to begin making variations on a theme. Ie, if the character has figured out how to
make a basic Earth Golem of Iron, it’s not that far of a shot to figure out how to craft some sort of horrible Mechanized
Spider Golem.
– Mastering Summoning and Alchemy to Summon an Angel into the body of a Golem is often too much for one
Nephilim; two Nephilim working at it might work up something worth writing home about. The Summoning is the same
as the regular Summoning. The Alchemist must also overcome the Summoning’s Conviction with Discipline to
synthesize the Summoning into the body. This will not make the Summoning happy, but what the hell.
– The Complexity for a Golem begins at 5. The GM may increase the Complexity based on:
Modernity. The Golem uses modern substances (steel, aluminum, plastics, carbon fiber) over ancient substances
(earth, water).
Complexity. Mechanized Steampunk Spider Golems are far more difficult than Earth Golems.
Size. Enormous Golems are more difficult to raise than teeny bird golems.
Autonomy. The more intelligent the Golem, the more difficult to create.
Summoning an Intelligence requires the standard Summoning plus Discipline rolls over the Summoning’s Conviction to
move it from the Pentagram into the prepared body.
– Complexity may be subdivided into multiple formulae and the Golem can be upgraded over time. For example, the
Alchemist can raise a dumb Earth Golem (Complexity: 5). Then the Alchemist can later add an Alchemical Brain Gem to
the Golem (Complexity: 4 Black Stone adaptation of another formulae) to upgrade its intelligence. And of course, later,
because it’s fun, the Golem can add guns, but the guns may be just guns.
The most advanced White Stone Alchemists sit around in coffee shops and talk about just what sort of Golems they
could make with the Philosopher’s Stone. Just think! World spanning Golems? Golems with Archangels? Perhaps
everliving perfect bodies for themselves…

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Black Stone - Alchemical Formulae
Black Stone Alchemy. Melanosis or Nigrido. The decomposition of matter. The Alchemist splits matter into
simpler parts.

The first circle of Alchemy is also known as Melanosis or Nigrido. The Alchemist explores the transmutation of
matter downwards. It seeks to decompose the matter that surrounds it into simple elements. The alchemists of
the first circle wear dark or black clothes, sober and ample. There are recurrent symbols: a raven, a skull or a
tomb.

The Work of the Black

The alchemist who begins in this circle is called Apprentice Melanosis or Apprenti Nigrido, according to the
ancient names of the Dark Work.

The first circle proposes three paths, three simultaneous teachings. The Nephilim has no possibility of choice: he
is forced to become acquainted with the different aspects of this strange circle, dark and multifaceted.

First, the alchemist experiences the process of Carbuncle through the Athanor. The Work in Black is indeed
exclusively devoted to the short road , the formulas making use powders. The use of powders learns the
disintegration of matter, intimate exploration secret until its destructive powers. In so doing, the alchemist realizes
that decomposition has several meanings, which are not necessarily harmful. But it must not be caught up in this
aspect of the Work of the Black, for it is only the beginning of it: all this is part of a vast and long quest, in which all
acts will find their meaning.

Indeed, and this is the second aspect of the Work in Black, the formulas ofCarbuncle possible to indirectly
experience the powers of other processes. It is a phase of general discovery, of gropings and unexpected finds,
which defeats the neophyte. Behind the powders are the Future Substances. Thus transmutation for the purpose
of destruction can be realized by control, transformation, enlightenment or even creation. The material is complex
and reacts in many ways. Yet the alchemist will discuss the Work in White with some clues in pockets.

The last aspect of this circle is richer than it seems: the possibility of making Constructs, that is to say Artefacts
such as the Alambic and the Crucible, but also others, so that The alchemist could found his laboratory and rely
on instruments. This technique belongs to the Spagyrie .

The Nephilim who crosses this circle appreciates the dark, morbid and funereal references. For example, gray,
brown and black garments, obscure, enclosed, buried places, and his favorite symbols are the raven, the skull
and the tomb.

Alchemy of the Black Stone:

Alchemy of the Black Stone can only affect the material world. Powder Of Destructive Fire may be applied to a mechanical
device to cause it to malfunction, a Draught Of The Healing Earth may be applied to someone who is ill to cure their sickness,
and Powder of the Changing Moon can be used to modify the appearance of a physical object. This type of Alchemy cannot be
used to directly affect emotions, perceptions, thoughts, or anything else that is not purely physical. Some Nephilim consider this
Circle of Alchemy to be dull and base for this reason. However, Alchemy of the Black Stone can be used to produce a variety of
effects that are beyond the scope of any other type of magic. One of the most well known of these effects being the
transformation of lead into gold, The main limit on this type of alchemy is that the most impressive effects can only be
accomplished with the alchemist’s laboratory. Alchemists of the First Circle can manufacture powders which can be applied to a
target to create a wide variety of effects. However, in all cases these effects will be much more limited than effects that are
produced when the target is actually in to Alchemist’s laboratory.
All effects that involve transforming the essential nature of the target may only be produced within the Alchemists laboratory.
Using alchemy to heal a wound or to cause a machine to malfunction are essentially ephemeral transformations that do not
involve changing the essential nature of a target. A wounded human is still a human - a broken automobile is still an automobile.
However, a procedure like changing lead into gold actually transforms the subject into something wholly different. These radical
transformations may only be produced by subjecting the target to lengthy procedures in the Alchemists laboratory.

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THE FIRST CIRCLE: THE BLACK STONE:
The limits on First Circle Alchemy:
First Circle Alchemical procedures and materials can only transform and manipulate physical objects and the bodies of living
creatures. Perception, mind, spirit and other intangibles cannot be directly affected or manipulated by First Circle Alchemy. All
alchemical materials must be directly contact their intended targets to be effective. Only alchemical procedures performed on a
subject, in the alchemist’s laboratory can permanently change the nature or form of an object or living being. Materials made in
the alchemist’s laboratory that are then applied to the desired target can only have temporary effects. Alchemists may only
have a single functioning Athanor at a time. This means that alchemists may only have a single procedure going on at any given
time. First Circle Alchemy involves manipulating the physical world through the use of special, magical, materials and
procedures. Each Ka-element is associated with different types of changes. When creating a new effect refer to the table below
for help in deciding which element governs the effect.
Ka-Element Associations in First Circle Alchemy:
Fire: Destruction, burning, changes in essential nature, irreversible changes.
Air: Gathering information, changes in motion, or speed, birds and flight
Water: Growth, increase, decrease, changes in degree and state, reversible changes, fish and swimming.
Moon: Disguises, changes in appearance, nocturnal beasts of all kinds.
Earth: Healing, repair, stability, solidity, mammals.
The practice of First Circle Alchemy requires that the Alchemist have an alchemical laboratory. Since the transformations
produced in the laboratory are mystical, as well as physical transformations, the exact nature of the laboratory is rather variable.
The heart of the laboratory is the Athanor, the alchemical furnace. The Athanor must be an object within which objects are
physically transformed. Ovens, automatic bread-makers, pottery kilns, particle accelerators, electroplating tanks, and alcohol
distilleries are all examples of possible Athanors. Historically, the standard Athanor consisted of an egg-shaped brick furnace.
While a number of Alchemists still use the traditional Athanor, the vast variety of materials and products available in the modern
day has convinced many Alchemists to abandon tradition and create less usual Athanors.
The Athanor, in combination with a wide variety of vessels, instruments, tools and materials come together to form a complete
alchemical laboratory. The exact nature of the laboratory cannot be described, because it is so variable. In a sense, the rest of
the equipment in the laboratory is designed to compliment and work with the Athanor to produce the desired transformations. An
Alchemist whose simulacrum was working as a nuclear physicist, and who used a particle accelerator as an Athanor would
need a full nuclear physical laboratory to work the desired transformations. In contrast, an Alchemist who used a standard
baking oven as an Athanor might use a well-equipped modern, gourmet kitchen as the laboratory. However, many alchemists
still hold to the traditional way, and have laboratories that consist of the typical retorts, bottles of reagents, glass tubes, and
pyres beakers of a modern chemical laboratory. All of the laboratories mentioned function equally well, and the only factors for
deciding which type to choose are those of familiarity, finance, and comfort. Many alchemical procedures require a week or
more to complete. These procedures do not demand the presence of the Alchemist except at the beginning of the procedure
and the end. The rest of the time, the procedure merely “cooks” and may be safely ignored. However, as was mentioned above,
since the Athanor is a symbolic representation of the Alchemist, no Alchemist can have more than a single Athanor functioning
at once. A single Alchemist may not have more than one procedure “cooking” at any given time.
Once an Alchemist has acquired a laboratory, First Circle effects can be produced in one of two ways. Either the target of the
effect can be brought into the Alchemists laboratory and subjected to a variety of chemical and mystical procedures designed to
transform it into the desired for, or the Alchemist can prepare a substance in the laboratory which will produce the desired
changes when applied to the target.
In all cases, the transformations produced by actually taking the subject into the laboratory will be significantly greater than
those produced by merely applying an alchemical preparation to the subject. In addition, as was stated above, permanently
transforming the nature of a target requires that the subject be brought into the laboratory.
All First Circle alchemical materials can be produced in a wide variety of forms. Depending on the type of laboratory, and the
desires of the Alchemist, a material which designed to help speed the healing of injuries can be produced as a draught which
the subject drinks, a salve or powder to be applied to the wound, a small cake or wafer which is eaten, or even a gas which is
inhaled. The exact form of the material neither aids nor hinders its effectiveness. However, Black Stone Alchemy is the alchemy
of the physical world, to be effective all alchemical materials must physically contact their intended target The only rule when
creating alchemical materials is that the material must be consistent with the form of the laboratory. Materials made in a fancy
kitchen would take the form of food, materials made in a traditional alchemical laboratory tend to be oddly colored powders and
murky liquids, while materials made in a cyclotron are usually dense metals with unusual properties. The laboratory, whatever
its form, is a space in which matter is transformed both physically and spiritually. Creating a material like a draught (or loaf) of
healing might involve making a loaf a special bread, where the ingredients combine in such a way that the living yeast is coaxed
into producing a special residue which contains the essence of growth. This essence is then baked into an especially nutritious
cake that serves to supply the target’s body with the proper balance nutrients to further aid the healing process. In a more
traditional alchemist’s laboratory, the same draught of healing might be produced by burning organic material and the
repeatedly distilling and refining it to isolate the “spark of life” as crumbly powder suspended in a red liquid. To use the draught,
the target must drink the liquid.

Creating Alchemical Materials:

There are three steps involved in using Black Stone Alchemy:


1) The first step is designing the alchemical procedure. Designing an alchemical procedure requires both time and information.
Occult books, herbals, chemistry texts, astrological charts, and books of myth are all frequently used during this process.
Designing the process usually takes between 8 and 16 hours. After the spell has been designed, most Alchemists also
make Astrology rolls to determine the Astrological modifiers for the planned day of the experiment.
Designing a ritual requires making a successful Black Stone Alchemy roll. If this roll succeeds, an appropriate procedure
has been devised.

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If this roll fails, the Alchemist is unable to design an appropriate alchemical procedure with the resources at hand. The
Nephilim who is designing this procedure must then either acquire more occult books and make a successful Research roll,
or discuss the ritual with another Alchemist before a new roll can be made.
Critical success while designing an alchemical procedure:
The procedure was designed exceptionally well, and will serve as an exceptionally good medium for the desired alchemical
procedure. When making the Ka-element roll for this alchemical procedure halve the result rolled (A Ka-element roll of 66%
would be treated as a Ka roll of 33%). Once designed, this procedure will have these parameters any time it is used. A
critical success on this roll also allows the Nephilim to immediately make an experience roll in both the technique being
used, in addition to any normal experience rolls.
A fumble while designing a spell:
If the technique roll is fumbled, the Nephilim designing the spell has unknowingly created an alchemical procedure that will
produce a material that will have the opposite effect of the desired material. A draught of healing might instead poison the
one who drank it. Another Alchemist who reads the planned ritual could tell that the spell was flawed if this Alchemist makes
a successful Black Stone Alchemy roll.
2) Once the procedure has been designed, the Alchemist must implement it. To actually perform the procedure the Alchemist
must ready the laboratory for the process and assemble the desired materials. No roll is required to ready the laboratory,
since it is assume that the Alchemist will have been doing so as part of designing the alchemical procedure. If, in the future,
the Alchemist wishes to prepare the same alchemical material again the Alchemist will need to make a successful Idea roll
to remember the details of the procedure. If it has been over a year since the Alchemist last created the material this Idea
roll becomes an INT -2 roll. However, if the Alchemist took the time to actually write down the details of the procedure no
Idea roll is necessary. Writing down such details is usually down as part of designing the alchemical procedure, and adds
several hours to the time needed to design such a procedure.
Once the laboratory is properly set up and all the needed material assembled, it is time for the Alchemist to actually perform
the procedure. Black Stone alchemical procedures take between one day and one month to complete. See the descriptions
of the procedures for further information. To successfully create the desired alchemical material the Alchemist must roll the
appropriate skill or less and spend a point of Cha’awe. If the Ka-element roll succeeds, the ritual is performed correctly. If
the Ka-element roll fails, the ritual fails and must be redone. The Ch’awe has been spent, unless the Alchemist can make a
critical success on a Black Stone Alchemy roll all substances that were used in attempting to create the desired material
may not be reused. If the procedure fails no more than a single day has been wasted since the Alchemist is aware of the
failure.

Critical success when making the Ka-element roll:


The procedure is performed perfectly. No Ch’awe is needed to perform the procedure. In addition, double some important
parameter, such as the damage caused by the material.

A fumble when making the Ka-element roll to create an alchemical material:


If the Ka-element roll is fumbled, then the caster does not realize that the ritual has failed. The alchemical procedure takes the
listed amount of time to complete, however, it produces a substance that looks to be the desired material, but is in reality totally
useless. All materials involved in the process are wasted and may not be reused. Finally, the player should add 1 to the
Nephilim’s Khaiba total.
3) If the target of the procedure was in the laboratory then the process is completed once the alchemical procedure is
successfully completed. However, if the goal of the alchemical procedure was to create a material that could be applied to
targets outside the laboratory then the material must then be applied to the target. No further Alchemy rolls are needed to
use the material. In fact, the material can be used by an ordinary mortal. The only rolls that might be necessary to
successfully use an alchemical material are any Sleight, Fast Talk or similar rolls that might be required to allow the user to
place the material on the target. Remember, in all cases, the alchemical material must be applied directly to the target for
the material to have the desired effect.

Using Special Alchemical Materials:

In many cases, Alchemists will wish to improve the reliability of their procedures. The primary way to accomplish this is to
improve the Ka-element roll. The simplest way to do this is for the Alchemist to sacrifice permanent Ka to insure that this roll
succeeds. However, there are other, more labor intensive methods of achieving this goal. Many alchemists search for and use
special materials for use in their procedures. Flawless rubies, mandrake roots grown on the grave of a murderer, or four-leaf
clovers are all traditional examples of such materials. The types materials which are useful to a particular alchemist will depend
upon the how the alchemist practices their alchemy. Exotic herbs and plant produces would be useful to an alchemist who
works as either a traditional herbalist, or as a cook. On the other hand, samples of unusual meteorites or new chemical
compounds would be more useful to an alchemist who worked as a chemist. The player and the gamemaster should discuss the
types of special materials useful to the Alchemist. In any case, each separate material will only give bonuses for certain
procedures (usually all procedures associate with a single element). A successful technique roll will allow the Alchemist to
determine what particular materials will be useful in the procedure being performed.
In any case, each special material used in an alchemical procedure adds +2 to the appropriate Ka-element roll. The problem is
for the Alchemist to acquire such materials. By definition, these materials are rare and difficult to obtain. Acquiring them should
require some significant effort. In some cases, the material will be difficult to locate, and the Alchemist must spend several days,
or longer, searching for it. In other cases, the material will be expensive, and the Alchemist will have to spend significant
amounts of money to purchase it. Finally, some materials will be so rare that obtaining them will be the goal of an entire
scenario. The gamemaster must determine how the material may be acquired. In most cases, these special materials will be
acquired in quantities sufficient to allow their use in several procedures. Extremely rare material scan often be profitably sold or
traded to other Alchemists.

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Using Special Athanors:

While most Alchemists create their own laboratories and athanors, some Alchemists work together to create extremely complex
and powerful Athanors. A number of particle accelerators, and other expensive pieces of equipment at large research
institutions also function as athanors. Special athanors are basically defined as athanors that are both more complex and more
expensive that any single Nephilim can manage and create. Many special athanors allow Alchemists easier access to special
alchemical materials. In addition, the Ka-element rolls for performing alchemical procedures while using a special athanor are all
+1 rolls, this roll can be further raised to +2 if the athanor is especially elaborate and expensive (these especially elaborate
athanors are only found in the hands of large, wealthy scientific institutions or other powerful organizations). When using either
variety of special athanor Alchemists roll +2 (for ordinary special athanors) or +3 (for the most elaborate special athanors) if they
makes a critical success on the technique roll).

Terminology:

Type: Laboratory. This alchemical procedure must be performed upon the desired target in the Alchemist’s laboratory.
Type: Material. This alchemical procedure produces an alchemical material that may be taken outside of the laboratory and
applied to the desired target.
Type: Both: This alchemical procedure may be used either to affect a target in the alchemist’s laboratory or to produce a
material that can be taken from the laboratory and used. For procedures of this type, the Laboratory version will generally be
stronger or more effective. Preparation: Day. This procedure take one full day to perform. Preparation: Week. This procedure
takes one full week to perform. Procedures with this duration require that the Alchemist begin the procedure on the day
associated with the Kaelement of the procedure.
Preparation: Month. This procedure takes a full Planetary Month to perform. Procedures with this duration require that the
Alchemist begin the procedure on the day associated with the Ka element of the procedure.
Duration: Instant. Procedures with a duration of Instant produce a permanent effect on the target and may not be dispelled or
otherwise directly negated. However, the application of another spell or alchemical procedure can undo or alter the procedure
by altering the target. For example, alchemical healing permanently heals the target, but the target may receive later injuries
which are unaffected by the prior healing.
Duration: Day. Spells with a duration of Day last until the next Sunrise. Duration: Month. Spells with a duration of Month last
until the end of the current Planetary Month.
Range: No ranges are listed, since all alchemical procedures and materials have a range of Touch.

F O RM U L AR ELEMENT / R ANGE /

N AM E T H E R E S H O L D S UM M AR Y AR E A DUR ATI ON

Description: once the powder is cast, it sets fire 10 any


kind of inanimate matter. It is a magical flame that doesn't
The Calcination propagate and only affects objects within the 25m square
of the Secret meter area of effect. The fire is like that of a burning
Fire Fire / 2 lorch, doing 1 damage. 100 m / 25 m² 1 hour

Description: allows the caster to cancel the effects of any


Sorcerous or Alchemical Fire magic of the First Circle. If
the casler casts this Formula on itself, it canna( cast any
The Fire Fire magic for 24 hours. The caster chooses whethef to
Dissolver Fire / 3 use the Athanor's .Moon-Ka or Water-Ka. Touch / Target Instant or 24 h

Description: after having cast his powder towNt the


target, a burnig silhouette appears, possessi the same
characterittics, hit points, and skills a the target, but
none of the target's knowledge. It then obeys the caster.
The silhouette is immune to phySICal damage, but is
susceptibte-&
o king 1 damage from a glass of
The Double water, 2 (rom a bucket or 1 round of spray from a
Igneous Man Fire / 3 garden hose. It cannot catch anything on fire. 30 m / 1 Figure 1 hour

Description: allows the caster to destroy any breathable


air in a 100 m radius around it. The caster has the choke
of the affected radius, and can thus save its companioos.
The Gas of the The victims are sub}ect to the rules of asphyxiation, page
Egg’s 114. They can move out of the radius if they think about
Concoction Air / 2 it. 100 m / 100 m 15 minutes

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Description: creates a thick smoke of 30m radius around
The Darkening the caster, blocking everyone's sight. This smoke dissipates
of the Seven naturally. The caster can move the cloud of smoke
Shaded Walls Air / 2 at 1 meter per second up to 30m away from the caster. Touch / 30 m 15 minutes

Description: allows the caster to cancel the effects of any


Sorcerous or Alchemical Air magic of the First Circle. If
the caster casts this Formula on itself, it cannot cast any
The Air Air Formula for 24 hours. The caster chooses whether to
Dissolver Earth or Moon / 3 use the Athanor's Earth-Ka or Moon-Ka. Touch / Target Instant or 24 h

Description: the caster must touch its target with some


Earth powder. The target's feet then become heavy
stones, weighing upwards of 70kg each. For each step
she wishes to make, she must make a STR roll on the
resistance table against the Earth-Ka of the Athanor. One
The Freezing of can only struggle likt: this for their CON in rounds before
the Living Stone Earth / 2 becoming exhausted and needing to rest. Touch / Target 15 minutes

Description: allows the caster to reduce the gravitational


pull within a 5m radius around the point of casting,
The Freezing of which can be as far as 15m from the caster. The weight of
the G Earth / 2 everything in this area is reduced to 1/10th of its original. 15 m / 5 m 15 minutes

Description: this Formula uses the famous alchemical


principle of the constructive destruction. It destroys any
alien body in a living organism. One use may cure an
illness, or a poisoning. It must be drunk or put into contact
with the target's blcxx:l. To cure a poisoning, roll on
the resistance table with the Earth-Ka of the Alhanor as
the active element, and the Potential of the poison as the
passive element. The curative effects are immediate,
though side effects may include vomiting, blushing, and
profuse sweating.
Aside from curing poisonings and illnesses, this Formula
has the effect of a successful use of the Healing skill,
The Reduction restoring 1 bashing to any wound it is applied to (if it
of the Egg of has not already been first-aided), and allowing the patient
Azoth Earth / 3 to heal at x2 hit points for that week. Touch / Target 15 minutes

Description: allows the caster to cancel the effects of any


Sorcerous or Alchemical Earth magic of the First Circle. If
the caster casts this Formula on itself, it cannot cast any
The Earth Earth Formula for 24 hours. The caster chooses whether
Dissolver Air or Water / 3 to use the Athanor's Air-Ka or Water-Ka. Touch / Target Instant or 24 h

Description: allows the caster, after having thrown the


powder in the air, to dehydrate one person of its choice,
The Dissolving thus giving her a very strong thirst. The powder attracts
of the Double water in the body. The victim must succeed in a Health
Salt Water / 2 roll every round or faint, until she drinks. 100 m / Target Instant

Description: allows the caster to reduce by half the size


of any living or non-living thing which already weighs
less than 500kg. The object must be one entire thing. and
its shape must be clearly seen by the caster (it cannot
reduce only 500kg of a stone wall for example). The
The Double Fonnula can be cast on a door (it will not affect anything
Reduction of elsel. The reduction can be maintained as long as the
Emerald Water / 3 caster concentrates. Touch / Target See Summary

Description: allows the caster to cancel the effects of any


Sorcerous or Alchemical Water magic of the First Circle.
If the caster casts this Formula on itself, it cannot cast any
The Water Water magic for 24 hours. The Alchemist chooses
Dissolver Fire or Earth / 3 whether to cast this spell using Fire-Ka or Earth-KA. Touch / Target Instant or 24 h

Description: allows the caster to drive the target mad.


The victim must then roll every round under her tNT. If
The Splitting of she fails, she totally loses the notion of what she was
the Red Moon Moon / 1 doing, and starts doing what she was doing exactly three Touch / Target 15 minutes

426
months ago. If she succeds, nothing happens this round,
but she must roll again next round. This Formula can be
cast on animals, who go mad and try to bite their tails, or
even try walk on two legs and attempt to talk. The effects
last for ten minutes.

Description: casting the powder on someone's arm


causes it to grow a monstrous paw, with sharp black
claws. The paw inflicts 1 points damage (plus the STR
The modifier), which qualifies as magical damage. It can also
Transformation be used to dig into the earth or other soft matter. The claw
of the Black is quite visible and tears the sleeve when it manifests. It
Claw Moon / 3 can be cancelled by a Moon Dissolver. Touch / Target 15 minutes

Description: allows the caster to break the rational mind


of its victim. Her walls of intellectual association break
down, mixing pieces of past dreams mixed with her present
thoughts. She is unable to speak, can only talk in a
confused babble, and her INT is reduced to 5 for the
The Tear of the duration of the Formula. She can resist the spell by rolling Until next
Black Moon Moon / 3 her INT, once per day, until succeeding. Touch / Target Monday

Description: allows the caster to cancel the effects of any


Sorcerous or Alchemical Moon magic of the First Circle.
If the caster casts this Formula on itself, it cannot cast any
The Moon Moon magic for 24 hours. The caster chooses whether to
Dissolver Fire or Earth / 3 use the Athanor's Fire-Ka or Air-Ka. Touch / Target Instant or 24 h

Iona, Promethean Flower of Hades


Ka-element: Earth
Circle: Black Work
Threshold: 4
Scope: Swallowing Preparation
Duration: /
Formula: The grass often completely covers the violet of Mars,
But its pleasant perfume nevertheless reveals it.
The devotee is sometimes framed in his corner,
But he reserves to collect all the honors in due time.
Ingredients: The first three violets discovered at the edge of a wood
Effects: Prevents a disease from developing in the target organism

Orchis Oniris
Ka-element: Moon
Circle: Black Work
Threshold: 5
Scope: Preparation must touch the head of the target
Duration: A few minutes
Formula: He dreamed, and behold, he saw.
Ingredients: 10g orchid pollen + 1 fly amanita per pers making the trip
Effects: Journeys inside the minds of dreamers, makes it possible to move there as one would traverse a physical
space, to search there, to search among the memories of the subject.

The Black Fern Of The Morbid Cavernous Treasures


Ka-element: Earth / Moon (Medium)
Circle: Black Work
Threshold: 5
Scope: Object
Duration: Depending on the amount of preparation
Formula: Death, loss, change, the suppression of the old by the new.
Ingredients: The sap of the black fern must have grown in a place without light and having taken root in a mass grave or
cemetery
Effects: Increasing euphoria, bluish skin.

The Lightning Lightning of the Divine Asclepios


Ka-element: Fire
Circle: Black Work
Threshold: 2
Scope: On oneself
Duration: 1 week
Formula: The fire of passion, the love of ideas (which it awakens in man) is also a flame to which one can be burned ...
The ray of fire that fall from the sky always has heavy consequences for The person.

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Ingredients: Decoction of 200g of Willow bark
Effects: Protects from lightning.

Nymphea Narcissia
Ka-element: Water
Circle: Black Work
Threshold: 4
Scope: Stretch of water
Duration: 1 day
Formula: I am beautiful because nature is beautiful, nature is beautiful because I am beautiful.
Ingredients: 1 water lily
Effects: This water lily secretes a slow acid that will attract all the fish and mammals found in the water.

Procedures of Fire:

Igniting the Fire:


Threshold: 1
Ka-element: Fire
Type: Material
Preparation: Day
Duration: Four Rounds
Description: This procedure allows the Alchemist to create a material that will burst into whitehot flames when a pre-specified
condition is met. The material will ignite anything flammable that it contacts, and will burn hot enough to melt steel. If the
material is placed on a living being the being will take 2 points of damage per round until it is extinguished. This fire can only be
extinguished by fully depriving it of oxygen - merely throwing water on it will not help. If not extinguished, the material will burn
for four rounds.
When creating a batch of this material, the Alchemist must decide what causes it to ignite. Any physical change in the material
can be used. If the material is a liquid, it could be designed to ignite when it dries. If it is a solid, it could be designed to ignite
when it gets wet. Exposure to heat, cold, fire, electricity, or even a sharp blow can all be used as conditions that will cause this
material to ignite. While any single batch of this material can only have one condition that will cause it to ignite, but these
conditions can be different for different batches of this material. Airport metal detectors and other modern surveillance methods
will not reveal the presence of this material unless they cause it to ignite.
Weakening:
Threshold: 2
Ka-element: Fire
Type: Material
Preparation: Day
Duration: Until Used
Description: This procedure allows the Alchemist to produce a material that weakens the targets resistance against damage.
The material can be used on both living and non-living targets with equal effect. Damage from the next attack or accident that
affects the target will be multiplied by a factor of +2. A punch for 2 points of damage will instead do 4 points of damage, a bullet
that would have grazed the target for 3 points of damage will now do 5 points. This damage will appear to have been caused by
the attack or accident, and the extent of the damage can easily be ascribed to chance.
Damage is multiplied by this material only once per application. Multiple simultaneous applications of the material to a target
have no more effect than a single application. This procedure can be used for a variety of purposes, form making certain that an
assassination attempt succeeds, to allowing an ordinary human to kick down the door of a vault. As with all alchemical
materials, direct contact between the target and the material is required.
Fires of Obliteration:
Threshold: 4
Ka-element: Fire
Type: Material
Preparation: Week
Duration: Instant
Description: This procedure allows the Alchemist to create a materiel that is the alchemical antithesis of any single, specific
object. The alchemist must obtain a small sample of a specific object. A procedure is then performed which turns this sample
into the antithesis of the object. When the material is applied to this object it will wholly, instantly, and totally destroy it. Nothing
will remain but a tiny amount of fine gray ash, and only a flash of bright, but not blinding, light will mark its destruction. Due to
the practical limitations of Alchemy, this procedure cannot be used to destroy anything larger than a large car in volume. It is
impossible to create the antithesis of any larger object. Any attempt to destroy larger objects will have no effect. All living beings
are in a constant state of flux, so it is impossible to create the antithesis of a living being.
The material created through this procedure will only affect the object the sample was originally taken from. This material will
have no effect on anything else it is applied to. It is impossible to use the material created in this procedure to destroy only part
of an object. This destruction is total or not at all.
Fires of Purification
Threshold: 4
Ka-element: Fire
Type: Laboratory
Preparation: One Month

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Duration: Permanent
Description: This procedure heals all damage and injury to one target. All injuries and impurities in the target are burned away,
and the target is left whole and healthy. This procedure also cures all damage or harm cause by disease or poisoning. This
procedure even cures the results of old injuries on congenital defects. A quadriplegic would regains full mobility and sensation.
Lost limbs are regrown, scars are removed, and teeth with cavities are made whole. Finally, any foreign objects in the targets
body, whether bullet fragment or tooth filling, are painlessly destroyed by the procedure. This procedure will fully cure all
conditions except old age and death.
Another version of this procedure can also be used on damaged objects and devices. When used in this manner it will remove
all dust, corrosion, and decay from an object or device, but it will not repair damage unless all of the pieces of the object are
present. This procedure will not fix a radio which has been smashed, but it will restore a faded tapestry, or a rusty iron sword to
a more attractive and useful state. This procedure only removes the effects of damage and wear, not the effects of age.
The Ultimate Purification of Gold:
Threshold: 5
Ka-element: Fire
Type: Laboratory
Preparation: Month
Duration: Instant
Description: This procedure is one of the ultimate quests of First Circle Alchemy, the production of pure gold from base metal.
The alchemist starts with around 10 kg of base metal (often lead) and refines it into 1.0 kg of purest gold. Due to the inherent
limits of this procedure, it is not possible to produce more than 1.0 kg of gold at once.

Procedures of Air:

Draught of Understanding:
Threshold: 1
Ka-element: Air
Type: Material
Preparation: Day
Duration: One Hour
Description: This procedure allows the Alchemist to manufacture a material that imparts an increased understanding of the
physical world to the one who consumes it. Anyone who consumes this material will gain a bonus of + 1 to all skills involving
working with physical objects (including Medicine, Computer Use, Electronics, all Craft and weapon skills among others). This
bonus will last for one full hour after consuming the potion. Multiple doses of this material during the same hour will have no
effect. The target must have at least 1 in a skill for the skill to be enhanced by this procedure.
Coagulation of Understanding:
Threshold: 2
Ka-element: Air
Type: Laboratory
Preparation: Day
Duration: Permanent
Description: This procedure is used to transform information. The alchemist takes a book, a coded manuscript, a letter, or some
other form of text, and combines it with another book, manuscript, or letter. The end result is that the first manuscript is
translated into the language and idiom of the second manuscript.
This procedure can be used to code and decode messages and to translate languages. The Alchemist does not need to
understand either of the languages being used. In the modern day, this procedure has also been used to translate files form one
computer language to another. All that is required is for the Alchemist to possess two forms of information that are in the same
basic for (both are books, letters, and data on computer disks...). The first piece of information is the one the Alchemist wishes
to translate or decode. The second piece of information is a similar type of information that is written in the language or code
that the Alchemist wishes to translate the first piece of information into.
The first piece of information is physically transformed by the process, so that the words on the pages of the book are now in the
desired language. The second piece of information is unchanged by this process.
The Revealing Dissolution:
Threshold: 3
Ka-element: Air
Type: Material
Preparation: Week
Duration: Day
Description: This procedure allows the Alchemist to create a substance that can be allied to any material to render it
transparent. However, the transparency produced by this substance only functions for beings who have an awakened Ka.
Nephilim, and humans who have awakened their Solar Ka can see through the material that has been rendered transparent as
if it were exceptionally clear glass. Normal humans and animals see nothing unusual. As with all other alchemical substances,
this procedure only affects the material that has had the substance directly applied to it. If the substance produced by this
procedure is applied to the wall of a house, or the door of a safe only the wall or door will be rendered transparent, the contents
of the house or safe will be unaffected. The transparency produced by this procedure lasts for one full day.

Crafting the Alchemical Key:

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Threshold: 4
Ka-element: Air
Type: Material
Preparation: Week
Duration: Permanent
Description: This procedure allows the Alchemist to create a universal key. This can be made to resemble any small object that
is easily held. It may be used as a key for any lock that a key can open. This key will open ancient locks, modern mechanical
locks, magnetic card locks, and it can even be used as a computer disk holding the appropriate passwords for a secure
computer system. The only limit on this key is that the first time it is used to open a lock permanently fixes it in form. From then
on, it is physically transforms into an ordinary key which will open that specific lock and no others. if, at a later time, the lock, or
password is changed the key will not open the new lock. Once used, the universal key will be in all ways a physically normal key
to a single specific lock. Universal keys cannot be used to open combination locks, key-pad locks, or voice print locks since no
physical key is used to open these locks.
Crafting the Vessel of Winds:
Threshold: 5
Ka-element: Air
Type: Material
Preparation: Week
Description: This procedure allows the Alchemist to create a special alchemical vessel. This vessel can be used to contain
vitriol, the universal solvent (see the procedure of the Moon, creating the Universal Solvent below). The vessel can also has a
number of other useful properties. This vessel is wholly non-reactive, it can be used to safely hold and contain any substance.
The vessel will prevent heat, cold, or radioactivity from escaping form the container. Hot substances inside such a vessel will
not cool, and will not burn anyone who handles the container. In addition, if desired, the vessel can be fashioned so that it is
invisible. Invisible vessels and their contents cannot be seen, or detected by x-rays, smell, or any other means other than touch.
Such a vessel is a safe and undetectable way to transport almost any small object. The only limit on these vessels is that they
can be made to hold volumes no larger than a single liter, and that they must be fully and completely closed to function. These
vessels can be made in any shape desired. Opening or closing such a vessel take one full round.

Procedures of Water:

Waters of Growth
Threshold: 2
Ka-element: Water
Type: Laboratory
Preparation: Month
Duration: Permanent
Description: This procedure allows the alchemist to cause any living being or object that is capable of growth to grow larger.
This procedure may be used to cause crystals (including gemstones) to grow larger, and immature animals and plants to grow
to their adult size. This procedure will have no effect on adult humans or other adult mammals or birds, unless the individual in
question was stunted in their growth due to malnutrition or disease. However, young mammals and birds will grow to their
normal adult size. In addition, living beings such as trees, reptiles and fish which grow throughout their lives, as well as crystals,
which have no set maximum size will all grow to twice their current weight. Repeated applications of this procedure on a single
object or living being will have no effect. This procedure is commonly used on gemstones to increase their value, since the
result looks in all ways identical to a real gemstone, but is twice the weight of the original stone.
The Destruction of Order
Threshold: 3
Ka-element: Water
Type: Material
Preparation: Day
Duration: Day for living targets, Permanent on inanimate objects
Description: This procedure allows the alchemist to produce a substance that can be applied to a single device or living being to
cause the device or living being to experience difficulty in functioning. If this substance is applied directly to a mechanical or
electronic device the device will experience a breakdown the next time it is used. This malfunction may be repaired by ordinary
means, but it will not improve without repair. When examined, the breakdown will appear to be the result of ordinary wear and
minor defects in manufacture. If this substance is used on a living target, the target will experience a variety of minor physical
symptoms, such as tremors, headaches, and muscle spasms. These problems will last for the next full day, and will not seem to
have any obvious medical cause. The target of this substance will have all ordinary Effort, Health, and Agility Rolls reduced to
Characteristic -2 rolls, and will have -2 dice subtracted from all purely physical skills, including all combat skills, as well as skills
such as stealth, climbing, and swimming.
Inhibition:
Threshold: 3
Ka-element: Water
Type: Material
Preparation: Day
Duration: One Hour
Description: This procedure produces a material that inhibits all natural processes. Any device or living creature to which this
material is applied will immediately being functioning at a much reduced level. Living creatures will fall into a temporary coma,
motors will slow to a crawl, and electric appliances will act as if subject to an extreme brown-out... This material even affects
physical processes such as fire, nuclear decay, or the chemical action of acid. If the material is applied to a fire, it is reduced to
glowing embers for the duration of the effect. One batch of this material will only affect a fire the size of a bonfire. At the end of
one hour, the effects of the material wear off and the device, creature, or process returns to normal, wholly unharmed by the

430
procedure. However, actions taken while the material was active remain. A fire subject to this material is much easier to
extinguish, just as a person subject to this effect is much easier to kill. In both cases, at the end of an hour, the fire is still out
and the person is still dead. This material will affect any device or physical process it is applied to. However, living creatures are
somewhat more resistant to its effects. If this material is applied to a living creature, the creature may make a Con x 3 roll to
resist the effects of the material. If the roll is successful the creature remains conscious, but its Dexterity is reduced by 5 for the
next hour. Multiple applications of this material to a target within a single hour have no effect. Application of this material cancels
and is canceled by application of the material produced by the Increase procedure.
Enhance:
Threshold: 4
Ka-element: Water
Preparation: Week
Type: Material
Duration: One Hour
Description: This procedure allows the Alchemist to create a material that will cause natural processes to significantly speed up.
Only the speed of the process will be affected. A fire which is speeded up will not burn either hotter, but it will burn things much
faster, as well as spread much faster. Ordinary natural processes can usually be speeded up by a factor of 4. Most machines
and other mechanical or electronic devices can be speeded up by no more than a factor of tow. Speeding devices up more than
that amount will often cause them to fail, which is beyond the parameters of this procedure. If this procedure is used upon a
living creature, the creature will have its dexterity increased by 2 points. Multiple applications of this material to a target within a
single hour have no effect. Application of this material cancels and is canceled by application of the material produced by the
Inhibition procedure.
Renewal:
Threshold: 5
Ka-element: Water
Preparation: Month
Type: Laboratory
Description: This procedure allows the Alchemist to wash away the effects of aging from any living being or inanimate object.
Any living being or inanimate object subjected to this procedure will be restored to it pristine, finished form. an elderly human
could be restored to approximately age 21, an aged and brittle manuscripts will become fresh and new, or a worn and frayed old
shirt could be restored to newly made form. This restoration of youth is both complete and permanent, but since it only affects
the physical body, the mind, and memories of a living target are unaffected by this procedure. The only limit on this procedure is
that it can only be used on any target only once. Note that since this procedure only affects physical bodies it may be used
multiple times on a given Nephilim, providing that the Nephilim is inhabiting different simulacra.

Procedures of the Moon:

The Binding Attraction of the Alchemical Tide:


Threshold: 2
Ka-element: Moon
Type: Material
Preparation: Day
Duration: Month
Description: The procedure allows the Alchemist to form a bond between two objects, or between an object and a certain
substance. The Alchemist takes a small object, usually a wand, or a compass and alchemically links it with either a target object,
or with a sample of some material. For the next month, the wand or compass will always point toward the target or the nearest
example of the chosen material. In either case, the Alchemist must have the target object or the chosen material in the
laboratory when procedure is performed. The wand or compass will always point towards the desired target, but will give no
indication of the distance to the target unless the Alchemist triangulates between various locations.
Removal:
Threshold: 2
Ka-element: Moon
Type: Material
Preparation: Day
Duration: Hour
Description: This procedure allows the Alchemist to create a material that can remove the image of a single non-living target.
The target can be rendered invisible, or the image can simply be removed and changed so that the new red sports car now
appears to be an aging gray sedan. Only the visual and audio impressions of the target are affected, the actual nature and
composition of the target is unchanged as is the smell and feel of the target. This procedure can be used to affect any object up
to the size of a city bus or a small, one-bedroom, house.
Alteration:
Threshold: 3
Ka-element: Moon
Type: Both
Preparation: Day for both versions
Duration: Instant for the Laboratory version and Day for the Laboratory version. Description: This procedure changes the
appearance of a single living target. This procedure can be used on any living target, either human or animal. The laboratory
version of this procedure allows the Alchemist to transform a living being into an exact physical duplicate of another living being
of the same type. A human may be transformed into a duplicate of any other human (regardless of gender or race). Similarly, a

431
horse may be transformed into a duplicate of any other horse. This transformation requires that the Alchemist have a small
sample of the individual being duplicated. Skin, hair, or fingernail parings all work as materials for this sample. Once completed
the subject of this transformation is an exact physical duplicate of the individual the sample was taken from. Fingerprints, dental
records, retinal patterns, and blood type are all identical to those of the original. However, as expected, the subject’s mind,
memories, motivations, and perceptions are unchanged. Essentially, this procedure creates a perfect disguise.
This procedure does have two primary limits. In addition to not gaining any knowledge possessed by the original, the subject will
also differ in voice, walk, and mannerisms unless the subject has studied the original very carefully. Also, this change is
permanent, and may only be reversed or altered through plastic surgery or using this ritual again. However, unless the
Alchemist kept a sample of the subject before the procedure was used no sample of the subject exists.
The version of this procedure that creates an alchemical material is considerably more limited. The Alchemist creates a material
that can be applied to the body of the subject, so that whoever applies the material may reshape the features of the subject. For
the first 10 minutes after the material is applied the individual who applied the material may reshape the features of the subject.
Once this 10 minutes are up the target’s features are set and may not be further altered. The results of this reshaping look
wholly natural, even if the individual who applied the material was an inexpert sculptor. However, the level of detail possible
when using this material is not very great. A nose could be enlarged or made smaller, cheek-bones raised or lowered, hair
lengthened, shortened or altered in texture, or scars added or removed, but it is impossible to disguise one person as another
using this material. Once a full day has passed, the subject gradually reverts to their original appearance over the course of two
or three hours. Specially made versions of this material can be made which allow the Alchemist to alter the color of the subject’s
hair or skin. It is quite simple to use this material to make someone wholly unrecognizable for the next day, or to disguise as a
member of a particular race.
The Waxing of New Beginnings:
Threshold: 4
Ka-element: Moon
Type: Material
Preparation: Day
Duration: Hour
Description: This procedure allows the Alchemist to create a material that imparts new knowledge to those who consume it.
Anyone who consumes this material will temporarily have a single physical skill that they do not currently possess. This material
can impart to knowledge of any single weapon, craft, athletic or technical skill. The specific skill must be chosen when the work
is created, and need not be possessed by the Alchemist. This material will have not affect anyone who possesses the skill at
more than 1. However, anyone who does not possess the skill will be granted a skill equal to the Alchemist’s Moon Ka-element
modifier +2 A single person can have no more than one increased mental skill at a time.
Creating The Universal Solvent:
Threshold: 5
Ka-element: Moon
Type: Laboratory
Preparation: Week
Duration: Instant
Description: This procedure allows the Alchemist to create the universal solvent. The universal solvent, also known as vitriol, is
a liquid that will dissolve any substance except for a type of special glass that must also be created by the alchemist. To create
vitriol, the alchemist must first craft a vessel of alchemical glass to hold it. The vessel is created using the Air procedure,
Crafting the Vessel of Winds. Since this procedure creates a vessel that has a volume no larger than a single liter, no more than
a single liter of vitriol can be manufactured at once. Once the vessel is completed, the Alchemist may now create the actual
vitriol. No more than a single liter of vitriol may be created using a single alchemical procedure. Vitriol dissolves materials by
combining with them, so a single liter of vitriol may only be used to dissolve a single liter of any material. The produce of this
dissolution is two liters of extremely pure water. Unlike some of the legends of vitriol, if it is spilled on the group it does not
create a bottomless hole. Instead, the vitriol combines with one liter of floor material to form a large puddle of water in an
irregular hole in the floor.
However, vitriol can be extremely dangerous, since any material touched by vitriol will dissolve almost instantly. Every ¼ liter
(cup) of vitriol applied to a living target instantly does 1 damage, so throwing a full liter of vitriol at a living being is likely to kill it
instantly.

Procedures of Earth:

Draught of Healing:
Threshold: 2
Ka-element: Earth
Type: Both
Preparation: Week for the Laboratory version, and Day for the Material version Duration: Instant Description: This procedure
involves the creation of material that speed and augment the healing processes of all living creatures. The laboratory version of
the procedure involves taking the subject into the laboratory and performing various purifications and other procedures. This
version of the procedure triples first aid and long-term healing rolls for all existing injuries (First Aid does x3, long-term healing
heals x3/week or x6/week with hospitalization. This procedure will cure damage caused by any source, including injury, fire,
poison, and drowning. The Material version of the procedure produces an alchemical material that doubles the effectiveness of
all successful First Aid rolls performed on existing wounds to the target. This material works on all living things. Applying this
material adds 5 rounds to the time in which it is possible to treat a character who has just died. This material has no effect if the
target is uninjured A somewhat different version of this same procedure can also be used to repair broken objects and
machinery. Mechanical and electronic devices which are damaged, but still functional can be repaired through the application of
an alchemical material, which can made to resemble oil or some other useful fluid. Devices that have ceased functioning must
be repaired through the use of the laboratory procedure. Just as the procedure cannot return the dead to life, it is also incapable
of repairing devices that have been totally destroyed. Only devices which can be repaired through ordinary means can be

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repaired using this procedure. The advantage of this procedure is that it fully replaces the need for specialized repair skills. In
addition, for most minor damage, this procedure will repair minor broken parts that would otherwise need to be replaced.
Immunity to Alchemy
Threshold: 3
Ka-element: Earth
Type: Both
Preparation: Day
Duration: Week for material, Permanent for Laboratory
Description: One version of this procedure allows the Alchemist to produce a material that renders both inanimate objects and
living creatures immune to the effects of First Circle Alchemical effects.
Any being or object to which the material is applied becomes immune to the effects of First Circle Alchemy for the next full week.
Alchemical effects already affecting the target are unaffected, The other version of this procedure allows the Alchemist to take
an object into the laboratory and manipulate it so that it is permanently immune to all First Circle Alchemical effects. This
procedure will not work on anything that continually changes, including all living creatures. If this procedure is applied to a living
creature, any First Circle Alchemical effect that is currently affecting the target is canceled and nullified (although any permanent
changes produced on the target remain).
Strengthening:
Threshold: 3
Ka-element: Earth
Preparation: Day
Type: Material
Duration: Until Used
Description: This procedure allows the Alchemist to produce a material that strengthens the targets resistance against damage.
The material can be used on both living and non-living targets with equal effect. Damage from the next attack or accident that
affects the target will be reduced by a factor of 2. Round the damage up in all cases. A sword blow for 5 points of damage will
instead do only 3 points of damage - a bullet that would have the done 6 points of damage will now do only 4 points. This
damage will appear to have been caused by the attack or accident, and the extent of the damage can easily be ascribed to
chance. Damage is reduced by this material only once per application. Multiple simultaneous applications of the material to a
target have no more effect than a single application. As with all alchemical materials, direct contact between the target and the
material is required.
The Miracle of Creation:
Threshold: 4
Ka-element: Earth
Type: Laboratory
Preparation: Week
Duration: Permanent
Description: This procedure allows the alchemist to construct any device or object that they have seen before. To create this
device the Alchemist must have a supply of the raw material needed to create it. Creating a piece of valuable jewelry requires
gold and gemstones, while creating an atomic bomb requires uranium or plutonium. However, no plans or special equipment are
required. The finished device will be fully functional and will be nearly impossible to distinguish for one created by normal
means.
The size and complexity of the Alchemist athanor will to some degree limit the size of the objects and devices that may be
created in this manner. Any ordinary Athanor can only be used to create objects and devices up to the size of a large car or a
small plane. A special Athanor can be used to create objects and devices up to the size of a tank, or a fighter plane. The most
elaborate and expensive special Athanors can be used to create devices up to the size of a large yacht or a semi truck.
Creating the Golem
Threshold: 5
Ka-element: Earth
Type: Laboratory
Preparation: One Month (only possible during a month associated with earth)
Duration: Permanent
Description: This spell allows the alchemist to create the body of a human or animal. This procedure requires that the alchemist
obtain a sample from one or more living or recently dead body and use this sample as the “seed” for growing the body. If a
single sample is used, the body that this procedure produces will be nearly identical to the body of the sample used as the seed.
The only differences will be a total lack of scars, fillings, tattoos, or other injuries and changes that the subject experienced in
the course of its life. If multiple samples are used the body which is produced will have characteristics from each of the various
sources. Generally, Golems produced by blending several samples emphasize the best characteristics of each donor. it is
possible to create golems that mix characteristics from different genders or even different species using this procedure.
This body is known as a golem. it is neither dead nor alive, it will remain flexible and maintains an even temperature, and will
neither stiffen nor decay, but it does not breathe, eat, or otherwise react to its environment in any way. If the body is injured in a
way that would kill the original then the body will “die”. Once dead, the body will react like an ordinary corpse in all ways. In its
present form, this body is not terribly useful. Alchemists generally produce the body of a golem in order to use the Second and
Third Circle golem procedures on it. However, a few alchemists have created the body for other uses, including framing their
enemies for murder, or faking their own death.

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Worksheets in Black
Bain-Marie Suffocatoire of Thétis
Kiss of the Empress Aimante
Calcination of the Scourge Bearer
Calcination of the Blazon Philosophal
Fire Calcination
Funeral Calcination of the Crowns of Persephone
Mirroring Calcination of the Mercury of Erudition
Eye Calcination of Emerald Ash
Cibation of the Marches of the Star of Sea
Combustion of Small Individuals
Gravity Freezing
Freezing of the Pierre Vive
Sputum of the Red Moon
Spectral Cooking of the Lost Component
Disintegration of the Golem Altar
Disintegration of the Oil of the Saturnal Depths
Disintegration of Crystalline Crypt
Disintegration of the Cedar Yarn
Disintegration of the Stay of the Dormeur du Terreau
Stunning Detonation of the Stables of Jupiter
Dispersion of Humor Slag
Salt Dissolution Double
Air Remover
Water Removal
Fire Remover
Moon Remover
Solar Remover
Double Reduction of Emerald
Evaporation of the Foundations of the Adamic Castle
Evaporation of Night Charcoal
Extinction of Stellar Heralds
Egg Coating Gas
Male Double Igné
Incineration of the Sovereign Ancestor
Infiltration of the Bath under Crux
Tear of the Blue Moon
Liquefaction of the Blower
Liquefaction of the Torch Contenders
Bites of the Solar Fangs
Blackening of Primordial Elements
Blackening of the Seven Walled Walls
Funeral of the Chambellan of the Palais d'Hermès
Purification Saphirique of the Debate of the Angels
Putrefaction of the Crow Wing
Reduction of Azoth's Egg
Reduction of Ignored Spirits
Reduction of Prince Enseveli
Cooling of the Eternal Snows of the Hermès Stay
Transformation of the Black Claw
Black Sail of the Ship of Theseus

Bain-Marie Suffocatoire of Thétis


Substance: Water Powder
Threshold: 1
Support: Object
Target: Dummy
Scope: 1 individual
Duration: Ka-Eau actions
Description: This transparent powder smells of mud. It has the power to cause a magical drowning. It must be avoided in a food
or drink, after which the victim who absorbs the mixture will be convulsed and will suffer the damage due to drowning. Of course
a doctor will not recognize any of the usual symptoms.

Kiss of the Empress Aimante


Substance: Powder Moon
Threshold: 4
Support: Object
Target: Simulacrum, Nephilim
Range: 1D3 Knives
Duration: 1 share
Description: This powder resembles iron filings and forms a friable plaque at the bottom of the Construct. It can launch 1-3

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knives or other blades to a designated target. It is enough to throw it on a white weapon, whose blade does not exceed 30
cm. The knife must be placed or stored, but in any case not held in hand. In the moment the alchemist designates a target with
a knife so that it rushes on it. It affects 4 dice. The maximum distance is 10 meters. Up to two weapons can be launched
simultaneously, provided they are side by side. But at this point, the chances of touch are now only 2 (2 weapons) and 1 (3
weapons). They all throw themselves on the same individual.

Calcination of the Scourge Bearer


Substance: Air
Threshold: 3
Support: Object
Target: Simulacrum, Nephilim
Range: 1D3 Knives
Duration: 1 share
Description: All the senses of the launcher sharpen. Technically it gains a bonus of +1 in Vigilance. This spell also makes it
possible to retort a spin of alertness that would have missed.

Calcination of the Blazon Philosophal


Substance: Air Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 20 square cm
Duration: Definitive
Description: This powder resembles dried Chinese ink. It makes it possible to erase the meaning of an inscription, to make it
incomprehensible. The powder must be gently spread over the text. The transmutation causes the mixture of the powder and
the letters of the inscription, which will find themselves scrambled. Apparently the letters are still in place and it's always a real
text, but it really does not mean anything. The formula can be used on any writing, whatever the medium (engraved relief,
parchment, photograph, computer support ...).

Fire Calcination
Substance: Fire Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 10 m in diameter
Duration: 1 hour
Description: The powder is red and shiny. It makes it possible to ignite the inner matter, whatever its nature. It must be projected
onto the subject object, with the restriction that only inanimate matter is affected. The formula does not take effect on the skin,
plants, but can ignite a garment.
The flame is magic. It does not spread out of the circle of effect and only objects inside the scope can be inflamed. The effects
are those of a small focus inflicting physical damage to POT 3.

The soil remover


Substance: Water or Air Powder
Threshold: 3
Support: Target
Target: Dummy
Scope: 1 individual
Duration: 24 hours
Description: This whitish powder causes a feeling of imbalance in the person who looks at it or touches it. It makes it possible to
interrupt all the effects of a Formula of Land of Darkness.
The Nephilim who is the victim can not launch Earth Formula for 24 hours unless he rolls on the Ka-Air or the Ka-Eau of his
Athanor.

The Black Sail of The Ship of Theseus


Substance: Water Powder
Threshold: 2
Support: Target
Target: Self
Scope: The Alchemist
Duration: 30 minutes
Description: This powder is dark in color but tends to become invisible depending on the orientation of the light. It must be
thrown into the air by the alchemist over his head. It is then surrounded by a night blue nimbus (visible in Vision-Ka), and its
shadow has large wings (visible to the naked eye). It can then move at 60 km / h but with human eyes it seems to walk at a
normal pace. Yet its speed is real: it disappears at the turn of an alley, barely entered a house, it is already on the 3rd floor
etc. Only the Vision-Ka detects the speed of the user. The alchemist sees scrolling the landscape at full speed around him. The
alchemist can not launch this Formula on anything other than him, but he can carry or draw an object that will go at the same
speed as he does (provided he has the strength).

The Disintegration of the Oil of the Saturnal Depths


Substance: Fire Powder
Threshold: 4
Support: Target
Target: Purpose

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Range: 20 kg
Duration: Definitive
Description: This powder is oily and gives off a strong odor of turpentine. It disintegrates petroleum and objects or plastic
surfaces.
When it is thrown on petroleum or one of its derivatives like gasoline, it is diluted and disappears. Alchemists having early
recognized the possibility of making solids with oil, they anticipated the possibility of transmuting plastics.But this has not been
tested until their invention, where the Formula has indeed proven to be effective.
It is enough to project it on the object so that the plastic is shrunken as under the effect of fire, releasing an unbearable
odor. Then it disappears as if it had never existed. Objects possibly supported by the plastic one drop immediately. However,
the resonance of the Ka in matter is deferred: it is only Ka-Terre minutes later that a frightening sucking noise will be heard.
We can disintegrate only a certain portion of plastic: if the size of the object exceeds the scope of the Formula, nothing
happens. Until today, Alchemy has not recorded any possibility of magic production of plastic. However, if this happens, the
Formula would not work on such magically created material, it would then persist and the alchemist would suffer a 1 penalty on
his magical acts related to the Ka-element Fire during 2D10 actions.

The Mirroring Calcination of the Mercury of Erudition


Substance: Air Powder
Threshold: 2
Support: Target
Target: Purpose
Scope: Ka-Air Words
Duration: 1 hour
Description: This powder reflects light and things like a mirror. It allows to write an indelible message on a metallic or mineral
material.
It must be thrown on the support by pronouncing the message aloud, which is written immediately by spontaneous
corrosion. Nothing can erase it, even if the support is destroyed, the part that bears the inscription is indestructible.Likewise, no
magical means will succeed.

The Cooling of the Eternal Snows of the Hermès Stay


Substance: Powder Moon
Threshold: 4
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Lune actions
Description: This powder resembles crushed ice, with steel blue reflections. It serves to freeze the body of an individual. To do
this, just throw the powder on the victim, and a thin layer of frost appears instantly on his clothes and skin. Then his gestures
slow down, his breathing becomes painful, and the ice thickens. Soon the characters resemble a snowman finely carved. In one
turn, he is constrained to immobility. Ice causes 1 bashing damage per turn. Once the duration of the formula expires, the ice
melts. It should be noted that one can launch this Formula on a corpse to preserve it. But it is not powerful enough to allow the
cryogenic hibernation of a living being.

The Air Solvent


Substance: Powder of Earth or Moon
Threshold: 3
Support: Target
Target: Dummy
Scope: 1 individual
Duration: 24 hours
Description: This brown powder causes a sensation of suffocation in the one who looks at it or touches it. It makes it possible to
interrupt all the effects of a Formula of Works of Darkness.
The Nephilim who is the victim can not launch an Air Formula for 24 hours unless he rolls on the Ka-Moon or the Ka-Earth of his
Athanor.

The Reduction of Prince Enseveli


Substance: Powder
Threshold: 2
Support: Target
Target: Dummy
Scope: 1 individual
Duration: 2D6 shares
Description: This powder is granular and has the color of asphalt. It allows engulfing someone in the ground. It is necessary to
throw it on the individual so that at once a whirlwind is formed under his feet and opens a tortuous mouth in the ground. The
victim is taken in these magic moving sands and sinks in 3 seconds in the earth to the bust. His arms, if they are emerged, are
always usable. The mouth closes, leaving his victim prisoner of the term for 1D10 actions.

Scourge Calcination
Substance: Water Powder
Threshold: 3
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Eau actions
Description: This powder is yellow veiled with moving shadows like the sand at the bottom of the ocean. It has the power to
eliminate completely the hostile feelings of an individual. It is enough to launch it on the victim so that it loses the very notion of

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aggressiveness. She no longer wants harm to anyone, not naively, but after a purely rational examination, she really does not
see why she would attack the people around her, as well as those she knows. Besides, she remains aware of the issues and
her motives, but decides that hostility and violence are not the right choices to make.

The Incineration of the Sovereign Ancestor


Substance: Fire Powder
Threshold: 4
Support: Target
Target: Purpose
Scope: 1 occult document
Duration: Ka-Air years
Description: This gray powder gives off an acid odor, and burns to the touch.It must be poured over an occult source (document,
relief, focus, etc.) and will only work if the object concerned is truly magical. Whatever the matter of which it is formed, it begins
to be consumed without flame, to blacken in a rumpled paper sound that strangely resembles the ronk of a dying man. The
object ends up being reduced to ashes. Placed in an urn, these ashes are unalterable. But the meaning of the object that they
were remained throughout the duration of the Formula. Indeed, another alchemist who knows the Resurrection of the Sovereign
in Glory (Work of the White) can "read" the contents of these ashes only by displaying them, as many times as he wishes. This
reading obviously does not work on a normally burned object source.

Spectral Cooking of the Lost Component


Substance: Powder Moon
Threshold: 4
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Lune hours
Description: This powder with green, red and black particles to the smell of blood. It creates pain in a phantom limb.
The victim on whom the powder was thrown feel very strongly an intense suffering situated either in an amputated limb or in an
additional or imaginary limb. Some people imagine they have a third arm in the middle of the chest, horns on their heads, a
kangaroo tail, and suffer atrociously. They will not stop to seek treatment, then in desperation will try to snatch this nightmarish
member. In general this ends badly.
In Selenim, are the aspects of Imago are affected. The Formula prevents Selenim from manifesting and using them, or at the
cost of an additional cost in Black Ka-Moon (to be determined by the GM).

The Moon Remover


Substance: Powder of Fire or Air
Threshold: 3
Support: Target
Target: Human only
Scope: 1 individual
Duration: 24 hours
Description: This yellow powder causes a sensation of lucidity in the one who looks at it or touches it. It allows you to interrupt
all the effects of a Moon Formula of Dark Work.
Unlike other dissolvers, it can not be thrown on a Nephilim, or even on its Simulacrum. Indeed, this Substance acts on the
dreams of the victim, and those of the Nephilim are too different to be affected. This dissolver helps block a recurring dream or
nightmare; It causes it to cease if the human succeeds a jet of Ka-Sun, and otherwise it makes it last 24 hours.

The Blackening of the Primordial Elements


Substance: Powder
Threshold: 4
Support: Target
Target: Object, Dummy
Range: 10 kg
Duration: Ka-Terre minutes
Description: This powder is colorless and odorless. It has the power to poison food. Simply place a pinch in the food no more
than one hour before ingestion. This lapse of time has no longer any effect. The individual who absorbs them will be seized with
violent pains, spasms, nausea which will cause him 1 damage (1niv. Of health) per minute. There is a way to escape, which
only the alchemists know: the victim must rush into the pure, virgin and deep nature, in the heart of the forest, a field ... There
the poison is put to sleep and once Passed the duration, it is no longer active, the victim is saved.

Cibation of the Steps of the Sea Star


Substance: Water Powder
Threshold: 1
Support: Target
Target: Object, Self
Range: 10 meters
Duration: Ka-Eau actions
Description: This reddish powder has the power to dilute the material to make small holds to climb a wall.
Just throw it on a wall so that 10 meters of the steps are formed, that the alchemist can climb without difficulty. As soon as the
climber has removed his foot from the step, it disappears. But the whole of the staircase remains in place until the duration of
the Formula expires, as long as the alchemist has not borrowed it.

The Fiery Detonation of Jupiter Stables


Substance: Fire Powder

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Threshold: 1
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Feu month
Description: During its production, this powder appears in the Athanor in the middle of an explosion. It is orange and very
unstable: the reversal causes a noise of thunder. It makes you deaf.
It is necessary to throw it on the victim, which causes a strong detonation, like the explosion of a small load. The affected person
becomes immediately deaf: she no longer hears anything except the sound of her voice, her thoughts and those that would be
sent magically. This deafness is not treatable by conventional means, it is psychic and magical.

The Disintegration of Crystalline Crypt


Substance: Air Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 20 kg
Duration: Definitive
Description: This powder resembles sugar. It makes it possible to disintegrate an object or a surface made of glass or crystal.
It is enough to project it on the object or the zone so that the glass disappears purely and simply as if it had never
existed. Objects possibly supported by the glass object immediately drop. However the resonance of the Ka in the matter is
deferred: it is only Ka-Air minutes later that a frightening noise of broken glass will be heard. We can disintegrate only a certain
portion of glass: if the size of the object exceeds the scope of the Formula, nothing happens.
The Formula does not work on a magically created glass or crystal, it then persists and the alchemist suffers a 1 malus on his
magical acts related to the Ka-element Air during 2D10 actions.

The Fire Remover


Substance: Water or Moon Powder
Threshold: 3
Support: Target
Target: Self, Dummy
Scope: 1 individual
Duration: 24 hours
Description: This blue powder causes a feeling of cold in the one who looks at it or touches it. It makes it possible to interrupt all
the effects of a Formula of Dark Work.
The Nephilim who is the victim can not cast a Fire Formula for 24 hours unless he passes a spell on the Ka-Moon or the Ka-
Water of his Athanor x 1. Moreover, during this period, Will suffer none of the natural effects of the fire: it will not be burned and
will not catch fire unless it rolls on the Ka-Fire of its Athanor x 1.

Disintegration of the Stay of the Earth's Dormer


Substance: Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 1 meter in diameter and depth
Duration: Definitive
Description: This odorless powder resembles an agglomerate of crushed pebbles. It makes it possible to destroy a portion of
land (Sol). It is sufficient to project it on the ground so that the portion of soil disappears. The Formula does not affect the hard
stone but only a loose soil (humus, sand, etc.). In this way, the ground can be removed from a road in front of a vehicle or under
someone's feet, which then falls into the pit. The Formula does not work on land produced by magical means: it then persists
and the alchemist suffers a 1 malus on his magical acts related to the Earth Ka-element during 2D10 actions.

The Reduction of Ignored Spirits


Substance: Water Powder
Threshold: 2
Support: Target
Target: Purpose
Range: 1 meter in diameter
Duration: Definitive
Description: This blue powder is sticky, as if it were soaked in water. It makes it possible to extinguish a fire. It is enough to
project it on the fireplace so that it shrinks, exhausts and disappears completely in Ka-Eau seconds. If the size of the hearth
exceeds the scope of the formula, only this portion of the hearth is destroyed, the remainder continues to burn. It will be
necessary to restart the Formula on the rest to also extinguish it.
The Formula does not work on a magic fire: it continues to burn and the alchemist suffers a 1 penalty on his magical acts related
to the Ka-Element Water during 2D10 actions.

Evaporation of Nocturnal Coal


Substance: Air Powder
Threshold: 2
Support: Target
Target: Self
Scope: 1 individual
Duration: 10 minutes
Description: The powder is agglomerated into a piece of coal that crumbles easily. It is enough for the alchemist to sprinkle his
clothes or his body with this powder to blend into the darkness.

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Only the covered portion of fabric or body will actually be hidden in the dark. A single dose is sufficient for a human body of adult
size, but its spreading requires at least 3 actions. The alchemist will then receive a bonus of +3 in discretion, but only if he
moves in the shade. It leaves on its passage tiny traces of the powder (to detect it, critical jet in Vision-Ka).

The Putrefaction of the Crow Wing


Substance: Powder Moon
Threshold: 5
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Definitive
Description: This greenish powder gives off the pestilential odor of a rotting corpse. Simply throw it on a living individual so that it
starts to decompose.
It feels no pain but spreads a musty smell. Then large blackish patches in the form of bird's wings cover his skin, before his
tissues really begin to rot. The victim is completely decomposed in 6 days, and dies. She remains conscious to the end and
hears croaking around her. It can use concrete means of conservation to try to gain time and delay the inescapable if it supports
them.

The Water Remover


Substance: Earth or Fire Powder
Threshold: 3
Support: Target
Target: Self, Dummy
Scope: 1 individual
Duration: 24 hours
Description: This brown powder causes a sensation of dryness in the one who looks at it or touches it. It makes it possible to
interrupt all the effects of a Formula of Work of the Black Work.
The Nephilim who is the victim can not cast a Water Formula for 24 hours unless he passes a spell on the Ka-Earth or the Ka-
Fire of his Athanor x 1. In addition, during this period, Will not suffer any of the natural effects of water: he will not be wet even if
he plunges into a swimming pool, unless he passes a jet on the Ka-Eau of his Athanor x 1.

The Disintegration of the Son of Cedar


Substance: Earth Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 20 kg
Duration: Definitive
Description: This powder resembles sawdust and emits a burning odor. It can disintegrate an object or a wooden surface. It is
enough to project it on the object so that the wood disappears purely and simply as if it had never existed. Objects possibly
supported by the wooden object drop immediately.However the resonance of the Ka in the matter is delayed: it is only in
minutes later that a frightening noise of sawmill will be heard. We can disintegrate only a certain portion of wood: if the size of
the object exceeds the scope of the Formula, nothing happens.
The Formula does not work on magically created wood, it then persists and the alchemist suffers a 1 malus on its magical acts
related to the Ka-element Earth during 2D10 actions.

The Bite of the Solar Fangs


Substance: Fire Powder
Threshold: 2
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Feu hours
Description: l powder is very light yellow. It must be thrown on the bare skin of the victim. The latter does not feel anything
disagreeable at the moment, but after an hour, the simple solar radiation causes him unbearable burns on the sprayed parts of
his body.
There is clearly a slight pungent smoke rising from the attacked skin. During the duration of the spell, the victim can not go out in
the light of day, under penalty of damage to POT 3 per turn, reduced by half in covered weather or under average shelter, but
multiplied by them on Sundays. Burns and damage only apply during exposure: wrapped or in the dark, the victim is protected.

The Funeral of the Chambellan of the Palais d'Hermès


Substance: Air Powder
Threshold: 2
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Air month
Description: This gray powder like the low clouds that prepare the rain, makes it possible to make someone dumb. It is enough
to throw the powder on the victim to remove the speech immediately. It is unable to pronounce any sound until the duration of
the Formula expires. Medical care will not help him.

The Funeral Calcination of the Crowns of Persephone


Substance: Moon Powder
Threshold: 3

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Support: Target
Target: Purpose
Range: 1 meter in diameter
Duration: Definitive
Description: This powder is brown and red, as if a powdered flower had been reduced to powder, and gives off a scorching
odor. It makes it possible to wilt and destroy plants.
It is enough to project it on the object or the extent so that the plants begin to fade, the flowers lose their petals, the leaves
shrink, and finally the plants die, the herbs disappear, leaving the soil bare. If the land surface of the plants exceeds the scope
of the Formula, only this portion dies.
The Formula does not work on a vegetable produced by magical means: it persists then and the alchemist undergoes a 1
penalty on its magic acts related to the Ka-element Moon during 2D10 actions.

The Disintegration of the Golem's Altar


Substance: Earth Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 20 kg
Duration: Definitive
Description: This powder has the color of the stone eaten by the weather, like the gargoyles of the churches. It makes it possible
to disintegrate an object or a stone surface.
It is enough to project it on the object so that the stone disappears purely and simply as if it had never existed. . Objects
eventually supported by the stone object immediately drop. However, the resonance of the Ka in matter is deferred: it is only Ka-
Earth minutes later that a frightening noise of collapse will be heard. We can disintegrate only a certain portion of the stone
object: if the size of the object exceeds the scope of the formula, nothing happens.
The Formula does not work on magically created stones, they then persist and the alchemist suffers a 1 malus on his magical
acts related to the Earth Ka-element during 2D10 actions.

Evaporation of the Foundations of the Adamic Castle


Substance: Air Powder
Threshold: 1
Support: Target
Target: Simulacrum, Nephilim, Selenim
Scope: 1 individual
Duration: Ka-Air actions
Description: This powder is very unstable: its constituents always seem to try to separate, which increases the risks of
reversal. It makes it possible to destroy the balance of an individual. It is enough to project it on the victim so that it falls to the
ground and can no longer stand. In spite of his efforts, it seems to him that the ground moves incessantly, as if undulating to
prevent it from rising again. On the other hand, as long as she remains ashore, she is able to act.

Liquefaction of the Blower


Substance: Water Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 5 kg
Duration: Definitive
Description: This dark blue powder smells hot tar. It has the power to liquefy and destroy clothing worn by an individual.
Just throw it on the character for his clothes to melt literally, as if it were covered with tar, and fall to the ground with disgusting
noises. There they subside and disappear. The individual finds himself naked like a worm.
The Formula mainly applies to city clothes, which are put on a daily basis. It can not transmute too much or a thick layer of
clothing. Moreover, antlers, professional or scientific clothes designed to withstand extreme conditions suffer only half the
effects: they melt somewhat but remain in place.
On the other hand, magical clothes of the armor type or including a magic component (enchanted) are not completely affected
(according to the magical resistance of their description).

Infiltration of the Bath under Crux


Substance: Fire Powder
Threshold: 1
Support: Target
Target: Object, Dummy
Range: 1 meter in diameter
Duration: Definitive
Description: This powder is delicate to handle because it is a bit caustic. It makes it possible to dry an object or a surface, and
even on a living being (outside).
It is enough to project it on the target so that all the water present in it, in any form whatsoever, disappears. The Formula affects
any liquid whose water is one of the major components. It is thus possible to dry the soil, to empty a container (it is thrown on
the object, no need to put the powder in contact with the water itself). If the quantity of liquid exceeds the scope of the formula,
only this portion Disappears.
The Formula does not work on a liquid produced by magical means: it persists then and the alchemist undergoes a 1 penalty on
its magical acts related to the Ka-element Fire during 2D10 actions.

Eye Calcination of Emerald Ash


Substance: Moon Powder
Threshold: 3

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Support: Target
Target: Dummy
Scope: 1 individual
Duration: Ka-Lune Days
Description: This powder resembles ashes in which emerald chips mingle. It makes it possible to make blind.
Just throw the powder into the victim's eyes. At the moment of contact the ashes are volatilized, as absorbed by the pupil. The
individual feels nothing at the moment. However in the hours that follow his pupils begin to turn green and his vision goes
down. In one day he is blind. This blindness can not be cured by medical means except the complete graft of another pair of
eyes.

The Disappearance of the Humor Slag


Substance: Earth Powder
Threshold: 4
Support: Object
Target: Object, Dummy
Range: 5 kg
Duration: Definitive
Description: This is a brown powder that smells like cinnamon. This formula makes it possible to rid the inert material of the
harmful products that it contains. It removes poison, pollutants, and any substance that can cause serious health problems after
ingestion. A poisoned poison can thus be made edible. The powder itself has no taste. But one can also give again its fertility to
a square of earth rendered infertile because of the pollution. This only works on an inert target (ie not to heal a living body) in
which the harmful substance has been incorporated and was not naturally produced in the material (it does not work on a
poisonous mushroom).
Only problem: This formula does not ensure that the material was really harmful. In the case where it was not, there is a 50%
chance that the material will disintegrate into a putrescent and malodorous cluster.

The Extinction of Stellar Heralds


Substance: Fire Powder
Threshold: 2
Support: Zone
Target: Purpose
Range: 5 meters in diameter
Duration: Ka-Feu minutes
Description: This deep black powder radiates black light. It turns off any light source.
Whatever the origin of the light, just throw the powder into the air to create a blackout. In the area of effect, torches, electric
lamps, natural phosphorescences, everything is disabled. Once the duration of the Formula expires the sources are turned on
by themselves. But all efforts to rekindle them before will remain useless.
There is only daylight that escapes this Formula, provided that one is in the open air. For in a closed and caulked place, the day
passing under the door or between the shutters will also be attenuated.

The Reduction of Azoth's Egg


Substance: Earth Powder
Threshold: 3
Support: Target
Target: Self, Dummy
Scope: 1 individual
Duration: Definitive
Description: It is a blackish and caustic powder, fine as ground pepper. It uses the famous alchemical principle of constructive
destruction. This Formula destroys any foreign body in a living organism. This allows to heal a Simulacre wounded by an object
that has remained in his body (a bullet, a blade shard ...)
The powder must be ingested (dissolved in a liquid and drunk) or brought into contact with the blood of the victim. Once
absorbed, the powder disintegrates the foreign body, and the person recovers Health Points / Health Level (POT 6
care). Healing is immediate but there are unpleasant side effects, such as vomiting and redness.

Liquefaction of the Torch Contenders


Substance: Water Powder
Threshold: 3
Support: Target
Target: Simulacrum, Nephilim, Selenim
Scope: 1 individual
Duration: Ka-Eau hours
Description: This powder with pretty shades of blue and pink makes it possible to eliminate the faculties of command of an
individual.
It must be projected on the victim so that the victim finds himself instantly in doubt, anxiety and stress. She no longer knows how
to direct her actions and above all is no longer able to make decisions for the people she holds under her direction. The leaders
no longer have a strategy and the servants have no more initiatives.

The Combustion of Small Individuals


Substance: Fire Powder
Threshold: 1
Support: Target
Target: Object, Dummy
Scope: 1 individual
Duration: Ka-Feu actions
Description: This powder is composed of yellow and unstable crystals. It ignites spontaneously in contact with the

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victim. Whatever protections it has, it is covered with flames.
On the other hand, the protections apply normally: it is not because the flames are there that they burn really efficiently. This fire
consumes the Ka-Feu present in the material of the clothing of the victim, which causes an impressive effect. But the damage is
reduced: 1 per turn. However, the victim does not know all that, and the fear is really effective ...

The Egg Coating Gas


Substance: Air Powder
Threshold: 3
Support: Zone
Target: Dummy
Range: 20 meters in diameter
Duration: 1 minute
Description: This powder is bluish and agitated with circular movements. It makes it possible to destroy the respirable
atmosphere in the surroundings.
It is enough to throw it in the air so that the victims taken in the circle are subjected to the rules of asphyxia. They can get out of
the range if they have the presence of mind to do so.
The alchemist can determine protected pockets inside the area of effect, to spare his companions.

The Red Moon Spit


Substance: Powder Moon
Threshold: 4
Support: Target
Target: Dummy
Scope: 1 individual
Duration: 5 minutes
Description: This powder is composed of small red moons, between the sulfur and the ruby and traverses of passing blacks like
embers, but does not emit any heat. It has the formidable power of disturbing the mind of an individual to the point of making
him mad.
It is enough to project it on the victim so that the transmutation affects his reason: the victim must make an idea roll every day
during the duration of effect, under penalty of switching into a form of temporary madness that the alchemists know well But that
no psychiatrist will be able to diagnose.
If the throw succeeds, the individual keeps his reason until the next turn. If the jet is missed, the person completely loses the
notion of what it was doing and the current situation in general. She starts doing exactly what she was doing on the same date,
but three months back.
Launched on animals, this formula disrupts them to the point that they begin to bite their tail, to walk on two legs, or even to
speak.

The Freezing of the Living Stone


Substance: Powder Moon
Threshold: 2
Support: Target
Target: Simulacrum, Nephilim, Selenim
Scope: 1 individual
Duration: 5 minutes
Description: The powder is glacial and forms small gray crystals. It transforms the victim's feet into two large black stones, each
weighing 50 kg. The victim is thus frozen in the ground and will have great difficulty moving his legs. It will have to succeed a roll
of FOR x 2 to make the least step.

The Dissolution of Double Salt


Substance: Water Powder
Threshold: 2
Support: Zone
Target: Simulacrum, Nephilim, Selenim
Scope: 1 individual
Duration: Up to hydration
Description: This gray powder resembles crude salt in large crystals. It allows to dehydrate a victim of his choice.
It is sufficient to project the powder in the direction of the individual, who must be within 100 meters, so that he may immediately
be seized with immoderate thirst. The powder instantly penetrates the person's metabolism, and absorbs water from his body,
which dehydrates it very quickly. The victim must make a Resistance roll if she does not want to faint. This jet should be refilled
every day until the victim finds it to drink.

Calcination of the Secret Fire


Substance: Fire Powder
Threshold: 3
Support: Target
Target: Purpose
Range: 10 meters in diameter
Duration: 1 hour
Description: The powder is red and shiny. It makes it possible to ignite the inert matter, whatever its nature.
It must be projected onto the subject object, with the restriction that only inanimate matter is affected. Formula does not take
effect on the skin, plants, but can ignite a garment.
The flame is magic. It does not spread out of the circle of effect and only objects inside the scope can be inflamed. The effects
are those of a small focus inflicting physical damage to POT 3.

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The Blackening of the Seven Walls Nuances
Substance: Air Powder
Threshold: 2
Support: Zone
Target: Simulacrum, Nephilim, Selenim
Range: 30 meters radius
Duration: 1 hour
Description: This powder releases a dense steam. It creates a thick black smoke that blocks the view of those in and behind
it. They suffer a -4 penalty on all their visual perception jets. However, the alchemist is spared and has no problems of
visibility. It can also slowly move the steam at a rate of one meter per second to a maximum of 30 meters. The smoke dissipates
naturally, at a variable speed depending on the draft.

The Tear of the Blue Moon


Substance: Moon Powder
Threshold: 3
Support: Target
Target: Dummy
Scope: 1 individual
Duration: Until next Thursday
Description: The powder is composed of tiny blue moons, shiny and translucent like sapphires. It causes mental disorders from
the dreams of the victim.
It is necessary to project it on an individual so that he sees pieces of dreams passed mingling with his thoughts of the
moment. This has the effect of completely disrupting his patterns of reasoning. He starts to speak an incomprehensible
language and finds himself with an Intelligence equal to 5 during the effect of the Formula.
To escape these troubles, the victim is entitled to an Idée a day, in which case it becomes reasonable for the rest of the day,
until the next day ...

Freezing of G
Substance: Earth Powder
Threshold: 2
Support: Zone
Target: Simulacrum, Object
Range: 5 meters in diameter
Duration: 5 minutes
Description: This powder is gray and very light, as in suspension, above the hand. It has the power to dramatically reduce the
earth's attraction in the circle of effect. In this surface, objects and beings weigh ten times less than normal. It will be much
easier for someone to jump in the air because his weight is reduced ten times: his skill will only be used to avoid something, or
move into a delicate space, but physical effort is an automatic success .

The Double Reduction of Emerald


Substance: Water Powder
Threshold: 3
Support: Zone
Target: Simulacrum, Object
Range: 1 individual or 500 kg
Duration: Concentration
Description: This powder is made up of very fine fragments of emerald in shifting tones of blue and green. It has the power to
reduce the size of an object or a living being. It must be thrown on the victim (or object) for her size is instantly reduced by half,
as well as her clothes and everything in her hand. A living being remains aware of the situation, and risks giving in to panic. An
object exceeding the scope does not undergo the Reduction: it must be well delimited by the alchemist. The Formula must be
maintained by the Nephilim by constantly focusing on it, otherwise the victim returns to normal size. This maintenance requires
that the alchemist can see or at least locate the target by thought. As soon as this one is no longer where he believed it, the
Formula ends.

The Double Man Igneous


Substance: Water Powder
Threshold: 3
Support: Target
Target: Dummy
Scope: 1 individual
Duration: 1 hour
Description: The orange powder takes the form of the face of the one who looks at it. It makes it possible to create a double
inflamed victim. The alchemist must throw the powder on an individual so that immediately next to the character appears a
flaming humanoid silhouette, whose characteristics are strictly identical to that of the victim who was taken as a model. Its
appearance corresponds to a look-alike of the victim who would emerge from a fire, covered with flame.
He obeys the alchemist who can give him several different Oral Orders. The double can also speak if the alchemist dictates the
answers orally, but he has no free will. The double can be consumed little by little during the duration of the spell. At the end of
it, it falls into glowing ashes. In the same way, if the model of the double comes to die during the duration of the Formula, the
double dissolves.
Formula can not be thrown at itself, and the alchemist can not create a double of himself.

The Saphirian Purification of the Debate of the Angels


Substance: Air Powder
Threshold: 4
Support: Target

443
Target: Simulacrum, Object
Range: 10 meters in diameter
Duration: Ka-Air minutes
Description: This very fine powder is felted white and mixed with grains of gold and sapphire. It makes it possible to destroy the
noise and to prevent it from manifesting itself.
It must be launched on the zone: it disappears at transmutation, and immediately the conversations, the sounds, the sounds of
the apparatuses, the cant of the birds, all goes out, to make way for a perfect silence. Outside the zone of effect the noises
persist but we do not hear anything of what is going on inside. On the other hand, in the zone nobody notices, people speak
normally, they have the impression to hear but a microphone would testify to the total absence of sound. The alchemist and the
Nephilim he designates are the only ones to realize that silence has settled. They can not talk either.
If individuals coming from outside enter the area, they in turn feel that the noise exists but they are also victims of the Formula.

The Transformation of the Black Claw


Substance: Moon Powder
Threshold: 3
Support: Zone
Target: Self
Scope: 1 member
Duration: 1 hour
Description: This brown powder, like sand mixed with charcoal, gives off a foul odor. It makes it possible to transform a member
of the alchemist into a formidable paw of fawn.
It must be projected on a limb, anterior or posterior (but only a martial arts enthusiast will fight with a hind leg) so that it changes
into a monster leg with black and sharp claws. This member can then be used as a weapon, causing 1 points of damage or 1
Lv. Of Health (plus Strength modifier). But it can also be used to dig, tear, rip open a door ...
This clawed paw is quite visible and cracks the sleeves of the clothes. The Black Claw may be removed before the end of the
duration with a Moon Remover.

• Powders
The Elimination Of Evil
Substance : Water Powder
Catalysts : Clay, Copper, Horse chestnut leaf
Difficulty : 1
Time : Three days
The Alchemist must break this orange-brown Amber on a wounded human target. She sees, immediately her wounds close, as
filled by the Amber.
Unlike other states, this healing is not permanent. The wounds have disappeared and all the cells of the line of life are restored
... For three days. Then medical intervention will be required, unless another Spell is used.

Physical Liquefaction
Substance : Water Powder
Catalysts : Chrysalis, Marble Shard, Tears
Difficulty : 1
Time : One hour
This whitish powder must be poured onto an object of less than one cubic meter that liquefies instantly. It regains its form and its
initial properties after one hour.

The Spirit Of The Volatile Poisonous Substance


Substance : Fire Powder
Catalysts : Steel, Chrysanthemum, Chestnut leaf
Difficulty : 1
Time : One minute
This powder is green but shines like metal. It is enough to make her ingest in one way or another to a human target so that she
begins to howl, takes an unbearable pain and falls to the ground, crushed by unheard-of convulsions. The victim must do an
Hardness Test : If she fails, she dies within a minute. This spectacle is traumatic for any uninformed person who witnesses
it. The effect is obviously definitive.

Powder of Culdulity
Substance : Fire Powder
Catalysts : Amethyst, Wax, Chestnut leaf, Lead
Difficulty : 1
Time : One hour
This apple green powder must be breathed in or ingested by a human target. The latter loses all critical sense and becomes
completely credulous. Now she believes everything. A person trying to lie to him, to persuade him of something completely
wacky, to play him comedy ... has the difficulty of his action shifted two lines to the top of the Universal Table of Resolution.

The Comfort of the Spirit


Substance : Moon Powder
Catalysts : Copper, Crystal, Bark of oak, Leaves of chestnut
Difficulty : 1
Time : Instantaneous

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This Powder is orange-brown and sparkles. The Alchemist must make her breathe a human target. She is then cured of her
mental disorders if she had any. The effect is final : Thus can be cured follies, amnesias, phobias, mental insufficiencies. This
formula does not work if the problem is of magical origin.

The Powder of Relief


Substance : Air Powder
Catalysts : Ivy leaf, Chestnut leaf, Swan feather
Difficulty : 1
Time : One hour
This dense powder, of a gray pulling on the green, must be breathed by a human target. It then becomes very, very, very light,
until weigh a tenth of its mass. As a result, his physical abilities are multiplied tenfold : Any action related to movement or
speed (jumping, running, swimming ...) has its difficulty shifted one line upwards on the Universal Resolution Table.This does
not apply to precision (knock, crochet, pull ...)

The Mystical Mist of Condensed Fright


Substance: Powder Moon
Difficulty: 1
Duration: 10 min
Catalyst: chestnut leaf, arsenic, lily petal
The powder has a vaporous appearance. She asks only to go in the air and spread.Care must be taken to enclose it in a
completely hermetic container.
Once launched with the formula, it sublimes and spreads by creating an opalescent fog that disorientates and frightens anyone
caught in the area of effect.
To keep their way, they must pass a jet of Ka-Moon or Int against the Ka-Moon of the Athanor. In addition to this effect, it is
necessary to resist the panic fear that the mist causes in the victims. Resistance must be resisted in the same way as for
disorientation. A failure causes the escape as soon as possible and farther away from the fog for the duration. The victim is
entitled to a jet every minute to regain his or her spirits.
The mist acts on a radius of 50 meters.

The golden calf of fascination


Substance: Powder Moon
Difficulty: 1
Duration: 10 min / insider level
Catalyst: chestnut leaf, platinum, crystal
The powder has the appearance of a very fine powder of silver.
It must be thrown on an object and on the victim. If she misses her throw of resistance in front of the initiate level of the Athanor,
she believes the object of divine essence and begins to pray before him on her knees and completely lost in her devotion. If the
victim has no belief at base, +2 resistance roll.
This formula is very effective against convinced Kabbalists.

The terrible wings of the nocturnal reptile


Element : Moon
Circle : Work in black
Substance : Powder
Threshold : 3
Focus : "Sulfur, Mercury and Celtism" by Gloria Reuber
Watercolor painting of the author depicting villagers fleeing in front of a dragon in flight
Target : Self
Support : Target
Scope : 1 individual
Duration : Ka-Lune minutes
Formula : The wind blows the immaterial shadows Gives them life and makes them real
This black, quasi-immaterial powder makes it possible to provoke fear in a human. The Nephilim drops the powder on his head
and releases an intimidating aura, his shadow lengthens to form Dragon's wings.
In terms of games, he gains 30% in persuasion.

The piercing eye of the tormented soul


Element : Moon / Air
Circle : Work in black
Substance : Moon or Air Powder
Threshold : 2
Focus : "Sulfur, Mercury and Celtism" by Gloria Reuber
Painting in watercolor of the author representing the Medusa and the statues of its victims
Target : Dummy
Support : Target
Scope : 1 individual
Duration : Ka-Lune minutes
Formula : The view of the Great Worm can not be diverted And sows madness where reason reigned
This light blue powder is composed of tiny crystals, an attentive eye will observe reptilian eyes on the facets.
This spell projected on the target allows the Nephilim to plunge his victim into a haunting and deep dream, only the eyes of the
Dragon appear in this dream, scrutinizing in the depths of the soul completely paralyzing the target as if in a coma . This
experience can be traumatic for the simulacrum, so if he misses a throw of resistance against the Ka of the Nephilim (Moon or
Air), the dream will continue to obsess him every night until he succeeds two jets Immediately, with a possible attempt every
Monday. This spell creates a link between the Dragon and the victim, the knowledge of this one is accessible to the Dragon, as
long as she dreams of the gaze.

The descent into the abyss sapientielles

445
Element : Moon / Air
Circle : Work in black
Substance : Moon or Air Powder
Threshold : 3
Focus : Five-page treatise on druidic and alchemical initiation trails, their similarities and differences extracted from "Sulfur,
Mercury and Celticism » by Gloria Reuber
Target : Self
Support : Target
Scope : 1 individual
Duration : Ka-Lune minutes
Formula : Consciousness of nature fixed the Ethers of your sleep Let pure knowledge descend upon the Sun!
This white-tinted powder, tinged with silvery reflections, emitting a strong opiate odor, acts on the outskirts like a drug plunging
the simulacrum of the Nephilim into a trance enabling him to have a dream approaching that of the Dragon. The Nephilim who
must direct the dream of his Simulacrum towards draconic lands. Once the dragon lands are reached, the Dragon can grant
visions of his dream of more or less importance, these visions come in the form of images revealing some of the Dragon's
knowledge. Since the clarity of the message is not guaranteed, the vision may require interpretation.

Organic Apoteose of the meat coffin


Circle: Work in Black
Substance:Earthpowder
Focus: The oak in 700000 voices.
Threshold: 5
More sluggishly: Sim, Nep, Sel.
Reach: 1 individual.
Duration:1 hours.
This powders oily resembles viscouss and. The alchemist has to do it on the
skin of the face or of the part of the body apply which he wishes, on himself or on a third to then make worse to let penetrate it
under the skin by massage, what someminutes
can last. Powders disappear totally, but leave the skin, the meat and they completely forgeable bone of the
victim, as if it to itself around dough tobe modeled acted. Consequently a big number of possibilities offers to him: he is able to
do to the aim one new face offer by means of a sculpture
throw, with a difficulty according to him Appearance has been successful which he wishes to give him. It is up easier enlaidir
this way, that to raise the appearance train. He is able to do the appearance of
the known one Person, with, moreover, copy to an intelligence throw x 1, as far as he not
about the present one Model disposes, or in the absence of a
photo. He is able from a logical premiumon his Throw of the medicine or the first aid incase of a distance profit, the cancellation
one Of ball, etc. . . The wounds do not bleed,and the clear cuts completely merge,
without letting a scar; a tattered injury will require a new sculpture throw, to become again completely flatly.
Moreover, an especially gifted alchemist can convert his victim in real monster, he sharpens the teeth or them
extending which osseous scandals they shift, around of it
To struggle fists the shoulders, crâne,them the strength or the constitution byan additional one Refining of meat or from scales
change,on another giver taken became, humanely or the animal whichone will have presented to the same treatment,
while he the arms, the joints, the regulation of an one or other organ have deformed becomes. . .
All material types without exception become mode lables, meat, bone,cartilage,
Body liquids etc. , but take her original nature once the past duration again on, in spite of the place wherethey could have been
shifted. In the MJ whether one Refining or a risqué change in more or less long capable of surviving concept is
or not to decide. The aim has to go against it in spite of the strong completely deliberate one
Of pain remain during the whole duration of the use, at the risk,
To see effects of the powder cancelling themselves brutally and the “patient”after that
Use maybe lose. The skill of the Manipulators and the constitution
Of aim are tested according to the Ernstder operation (from x5 for a surfaceuse
in x1 for a thorough use concerning vital organs or important nervous ones
Ends) if two throws are missed the victim loses conscience, the effects
cancel themselves immediately, and the change remains incomplete even deadlyafter the circumstances.
Attention, however, in the unadvised alchemist who omits from it, him selfwith gloves
to equip with the use, he would fast find out, and painfully, that in the first one
Attempt of the change, his fingers, in the same title under the effect of the contact
have become mild with, powders, on themeat of the aim would crush, with this
merges. Of course it will be almost impossible without outside help, in her hands
to make her first pretence before the sales of the duration of the formula once again. . .
Zéphyrs launenhaftig of the Occident which resounds with her waves océanes,hang to themselves what
she concerns in the branches vêtus by money like breakable-very delicate cloths, to herself between him
to knotty fingers of the Rindenrangältesten chop up which leave her floppy sea accents,
the greedy ears swing to know about that which can hear from a new destiny,
hangs together with the earth.

• Liqueurs
The Ethical Spray
Substance : Liqueur of Air
Catalysts : Chrysalis, Eclat de marbre, Petal of Lys
Difficulty : 1
Time : One hour
This Steam, with scintillating particles, is of sustained gray color. The Alchemist impregnates an object, which must not exceed
the volume of one cubic meter, and the latter becomes gaseous, whatever may have been its starting material and its physical
state (liquid or solid).

446
The Loving Entanglement
Substance : Liqueur of Moon
Catalysts : Crystal, Chestnut Leaf, Rose Pistil
Difficulty : 2
Time : Three days
The Alchemist must have this Red Liquor ingested into the person of whom he wishes to be loved. It can thus make it breathe,
but also incorporate it into a met or a drink. The target, which must be human, falls immediately in love with the Nephilim and
now does everything for him, to the extent of his possibilities. If the target is psychically weak, depressed or lonely, it may sink a
little more and even commit suicide if something happens to its beloved. Thus, the power of this Formula depends on the target
and the need for love it can have, and therefore the GM.

The Power Of Fire


Substance : Fire Liqueur
Catalysts : Clay, Ivy Leaf, Chestnut Leaf, Platinum
Difficulty : 2
Time : One hour
The Alchemist must have this liqueur injected into a human target, which dissolves in contact with his body. The target sees its
skeleton and musculature increase tenfold. She temporarily gains a Strength level.

The Liqueur Of Vigor


Substance : Earth Liqueur
Catalysts : Clay, Leaf of ivy, Leaves of chestnut
Difficulty : 2
Time : One hour
The Alchemist causes this liquor to be ingested at the target. His muscles swell : She is a little more straight, a little bigger,
healthier. She temporarily gains a level of Stamina.

The magnificence liqueur


Substance : Liqueur of Moon
Catalysts : Ivy leaf, Chestnut leaf, Rose pistil
Difficulty : 2
Time : One day
The Alchemist must have this liquor ingested at the target. The physique of this one changes its features refined, its
imperfections disappear ... Its body is harmonized. The target feels more charismatic and no longer hesitates to play his person
to seduce, impress, impose ... She wins temporarily a level of Presence.

The Spiritual Liqueur


Substance : Liqueur of Air
Catalysts : Amethyst, Leaf of ivy, Leaves of chestnut
Difficulty : 2
Time : One hour
The Alchemist must make the Liqueur in one way or another to a human target. The latter then feels his mind open to a higher
level of understanding of the world. She temporarily gains an Intelligent level.

The Undead Philter


Substance : Liqueur of Air
Catalysts : Marble Shard, Black Soap
Difficulty : 1
Time : One hour
This liqueur can cover an area of ten square meters. Once this surface is moistened, no one can grasp it, walk on it or do
anything with : It is totally slippery. After one hour, the surface regains its initial properties.

The Vivace Liqueur


Substance : Water Liqueur
Catalysts : Ash, Ivy leaf, Chestnut leaf
Difficulty : 2
Time : One hour
This brackish, nauseating liqueur must be ingested by a human target. Its members become more graceful, its fingers thinner, it
moves faster : It temporarily gains an Dexterity level.

• The Vapors
The Suspended Crossing
Substance : Water Vapour
Catalysts : Swan feather, Quartz, Chestnut leaf
Difficulty : 2
Time : Variable
This translucent and colorless Steam must be inhaled. The target then feels lighter and realizes that it can walk on the water. It
can not ascend once immersed : It merely considers a liquid surface to be solid. It can not be shed as long as the formula
remains active. If the liquid in question is burning, corrosive or frozen, it is subject to unpleasantness.

Steam Engine
Substance : Water Vapour
Catalysts : Ivy leaf, Chestnut leaf, Quartz

447
Difficulty : 1
Time : One hour
This steam of a greenish brown must be breathed by a human target. His sense of balance is then tenfold : Equilibrium actions
have their difficulty shifted one line up on the Universal Resolution Table.

The Infaillible Bookmark


Substance : Air Steam
Catalysts : Papyrus, Sapphire
Difficulty : 2
Time : Instantaneous
This Steam is very diaphanous with slight greenish reflections under the sun. The Alchemist pervades a book. Then he focuses
on the information he seeks in the book. The latter opens naturally by itself ( !) To the right page. The esoteric search time is
then divided by two. To use this Formula, the Alchemist must have a vague idea of the information he can find in the book in
order to be able to clearly identify the paragraph or chapter concerned.

The Call Of The Animals


Substance : Earth Vapor / Water / Air
Catalysts : Wax, Pistil of rose, Blood of the animal called
Difficulty : 2
Time : Variable
The Alchemist is impregnated with this Steam, whose smell attracts the desired animal if present within a radius of one
kilometer. The animals called are benevolent towards the Alchemist and try to meet his expectation within the limits of their
means. The nature of the Substance depends on the animal called : Air if it's a bird, water a fish and land a land animal ...

The Vaporous Communication


Substance : Water Vapour
Catalysts : Wax, Chestnut leaf, Sapphire
Difficulty : 1
Time : Variable
This Steam is almost invisible. When the Alchemist releases it, he must state or think the words to be transmitted and then finish
casting his Spell by the real name of the target. The Vapeur is attracted by the vibrations emitted by the Heart, the Core or the
Pentacle of it and will therefore find it wherever it is on Earth. In front of the target the message of the Alchemist will materialize
on the next turn of battle on any support : A tree trunk, part of the roadway, a wall, a plate ... The message disappears when
the target has read it.

• Metals
Dreams Of Dreams
Substance : Metal of the Moon
Catalysts : Belladonna, Crystal, Chestnut leaf
Difficulty : 1
Time : One hour
This Metal must be launched on target : She immediately sinks into a sleep populated by strange chimeras and incongruous
dreams. She sleeps thus, without being able to be awakened, for an hour, absorbed by her dream visions.

Coagulation of fluid
Substance : Water Metal
Catalysts : Chrysalis, Diamond, Tears
Difficulty : 1
Time : One hour
This Metal is almost white and very bright. When the Nephilim throws it on a non-corporeal fluid, the latter solidifies to the point
of being solid like glass, hard but not unbreakable. An Alchemist can thus affect up to one cubic meter of fluid.

The Mineral Explosion


Substance : Metal of Air
Catalysts : Ruby, Sulfur
Difficulty : 2
Time : Instantaneous
This Metal is red in color. When the Alchemist throws it violently on the ground, it explodes in producing a deafening
detonation. This covers any noise, and breaks all objects of crystal and glass within a radius of twenty meters.

• The Ambres
Philtre De Healing
Substance : Water Amber
Catalysts : Clay, Copper, Bark of oak, Leaves of chestnut
Difficulty : 1
Time : Permanent
This orange-brown amber must be ingested by a human target. His wounds close at a glance. She is again Not Wounded. She
will, however, keep some memories in the form of unsightly scars. This effect is permanent.

The Dark Illumination

448
Substance : Fire Amber
Catalysts : Phosphorus, Lead
Difficulty : 2
Time : One hour
When the Alchemist uses this formula, this metal, of a greenish and slightly luminous color, this brilliance being natural,
produces a bright light capable of illuminating the darkness within a radius of ten meters.

The Wailing Calcination


Substance : Amber of Earth
Catalysts : Clay, Copper, Bark of oak, Leaves of chestnut
Difficulty : 1
Time : Permanent
The Amber obtained is an alloy of a very light orange. It is in the form of balls. The Alchemist makes a humanoid target absorb
the ball in question that dissolves in his organism. This formula makes it possible to cauterize and cure one and only one
wound : All the cells of the life line corresponding to the current state of health of the character are erased. This spell can be
used several times.
This process is painful. Some Nephilim are treated in this way, without a grimace or a groan, which is, for the Alchemists, proof
of exceptional courage and self-control.

Concealed Vegetable Amber


Substance : Amber of Earth
Catalysts : Bark of oak, Leaf of ivy, Seed of the plant concerned
Difficulty : 1
Time : Five rounds
The Alchemist produces a shard of Amber, with green reflections, which contains in its center the seed of a plant. Thrown, the
brilliance breaks, releasing the seed that grows instantly and becomes, in five towers, a lush plant. This formula being
permanent, the plant will have a normal biological development.

Amber Of The Vegetal Luxuriance


Substance : Amber of Earth
Catalyst : Arsenic, Dew water (one drop), Ivy leaf
Difficulty : 2
Time : Three hours
The Alchemist throws on the ground a burst of Amber that breaks into tiny fragments. The place where these particles lie, the
plants develop in an extraordinary way and reach five times their normal size in five towers. The effects of this formula last three
hours.

The Amber Of The Renaissance


Substance : Amber of Earth
Catalysts : Clay, Copper, Bark of oak, Leaves of chestnut
Difficulty : 1
Time : Variable
The Alchemist throws his Amber shine at the feet of a target. It breaks and releases a gangue of Amber. This envelops the
target which regains all its boxes of its line of life at the rate of one per minute. The wounds leave no trace of scars or the like.

The Fumerolle Lunaire


Substance : Amber of the Moon
Catalysts : Steel, Petal of lilies
Difficulty : 2
Time : One hour
The lily petal is covered with a thin layer of metal and retains its characteristic shape. When the Alchemist launches this formula,
the film jumps and reveals the petal that dissolves into an acrid white smoke. The cloud disrupts the visibility by shifting the
difficulty of all the tests involving the perception of a line down on the Universal Resolution Table. In addition, the victims have
burning eyes, and cry. This discomfort lasts five hours after exposure to smoke.

The Appeal Of Mist To The Dark Secrets


Substance : Amber of the Moon
Catalysts : Petal of Lys
Difficulty : 1
Time : One hour
This Amber is translucent with white iridescences, and in the center, the lily petal. The Alchemist throws it, it breaks and
releases the petal. This attracts an opaque mist of a radius of one kilometer. Visibility is reduced, and all actions involving
perception see their difficulty shifted by two lines down on the Universal Resolution Table.

The sublimated passage


Substance: Amber
Difficulty: 1
Duration: 10 min
Catalyst: Eclat de marbre, Bronze, mercury
Amber presents it in the form of tiny multicolored stone giving the appearance of old dust visibly coming from different
stone. She is very "volatile", asking only to escape in the air if the alchemist does not take care.
Put on a wall, on a door, or on any flat and vertical surface, the powder will turn into dust the first thirty centimeters deep. The
formula acts on an area about 80 cm wide and 1.9 meters high.

449
White Stone - Alchemical Formulae
White Stone Alchemy. Leukossi or Albedo. The whiten of matter. The Alchemist makes matter immaterial to
manipulate it.

The second circle of Alchemy is also called Leukossi or Albedo. The Alchemist sublimates matter to make it
immaterial. This allows him to model it, to rebuild it. The symbols associated with the white work are: a white dove
a deer, a unicorn or a rain of silver.

Alchemy of the White Stone:

Alchemy of the White Stone involves creating art that transforms those who view it. This art may take many forms. Books,
paintings, advertising logos, photographs, ceramics, jewelry, monumental sculpture, embroidery, and all other artistic endeavors
are possible mediums for this type of Alchemy. Obviously, some such arts will be more suited to some uses than others, but all
possible Alchemical effects can be produced using any artistic medium. The only limit on the art is that it much actually be
produced by the Alchemist. All work must be done by hand. Stories or books must be hand written - photographs must be
developed and printed, as well as taken by the Alchemist.
In all cases, only the actual art produced by the alchemist will have produce the desired effects. Reproduction of the art by any
electronic or mechanical medium will only capture the mundane details of the work, not the magic. All photographs must be
printed, by the Alchemist, off of the original negative, all reproductions of a book must be hand copied by the Alchemist, and any
copies of a painting or sculpture must be reproduced by the Alchemist. Alchemy of the White Stone can only be used to affect
the emotions, thoughts, and perceptions of living creatures who view it. This type of Alchemy may not be used to affect the
physical world in any way, and the art must be seen, read, or otherwise fully perceived to have any effect on the viewer. All
works of art produced with Second Circle Alchemy continues to function as long as the work of art is not altered or destroyed. In
effect, art created using Second Circle Alchemy becomes a permanent vessel of magical power.

THE SECOND CIRCLE: THE WHITE STONE


The limits on Second Circle Alchemy:
Second Circle Alchemical procedures and materials can only transform and manipulate the minds and perceptions of living
creatures. Second Circle alchemical procedures cannot directly affect either the physical world or the spirit.
Second Circle Alchemy involves the creation of special works of art that carry within them symbols and concepts that have
profound effects on the minds and perceptions of all who view them. Any art form, including jewelry, novels, or movies may be
used as a medium for Second Circle Alchemy. The only limit on the use of such art is that Alchemists must be as skilled with
their art as with their Alchemy. If an Alchemist is a sculptor, and has Alchemy of 4 and Art (sculpture) of 3 the Alchemist can
only sculpt works of Second Circle Alchemy with Threshold’s up to 3%.
Once created, such a work of art affects all who see or study it. In effect, the alchemist has created an item containing
permanent magical power. The work of art will retain its magic as long as it is not significantly altered or damaged. However,
only the actual work of art contains the Alchemical power. Though many have searched for ways to successfully duplicate works
of Alchemical art, none have yet been found. The highest quality duplicates made today produce works of art which are
haunting and compelling, but which lack the transformational power of the originals.

Creating Alchemical Works of Art:

There are three steps involved in using White Stone Alchemy:


1) First, the Alchemist must plan and design the work of art. While they are not strictly necessary, many Second Circle
Alchemists make elaborate notes (or do numerous preliminary sketches, depending on the type of art being produced)
before beginning the actual work. In any case, planning and designing the work usually takes between several hours and
several days of work. Once the Alchemist has finished planning the work of art it is time to make the Alchemy and the Art
roll. Only one roll is necessary, but for the work to succeed it must be under both the Alchemist’s Second Circle Alchemy
skill, and their Art Skill. If this roll fails, the Alchemist is unable to design an appropriate work of art with the resources at
hand. The Nephilim who is designing this procedure must then either go and look at other works of art, and make a
successful Art roll, or discuss the project with another Second Circle Alchemist before a new roll can be made.

Critical success while designing a work of Second Circle Alchemy:


The procedure was designed exceptionally well, and will serve as an exceptionally good medium for the desired alchemical
procedure. When making the Ka-element roll for this alchemical procedure halve the result rolled (A Ka-element roll of 66%
would be treated as a Ka roll of 33%). Once designed, this procedure will have these parameters any time it is used. A critical
success on this roll also allows the Nephilim to immediately make an experience roll in both the technique being used and in the
Art skill being used, in addition to any normal experience rolls.

A fumble while designing a spell:


If the technique roll is fumbled, the Nephilim designing the spell has unknowingly designed a work of art that will produce a
material that will have the opposite effect of the desired material. A Work of Healing might instead slowly drive any who studied

450
it mad. Another Alchemist who reads the planned ritual could tell that the spell was flawed if this Alchemist makes a successful
White Stone Alchemy roll.
2) Once the procedure has been designed, the Alchemist must implement it. The Alchemist must now spend the list amount of
time actually producing the work of art. No further rolls art needed for the technical quality of the art, since the initial Art roll
was successful. If, in the future, the Alchemist wishes to reproduce this work of art, the Alchemist will need to make a
successful Idea roll to remember the details of the procedure. If it has been over a year since the Alchemist last created the
material this Idea roll becomes an INT -2 roll. However, if the Alchemist made, and still has the notes or preliminary
sketches from step one no Idea roll is necessary.
To successfully create the desired work of magical art the Alchemist must roll the appropriate Ka-element x 2 or less and
spend a point of Cha’awe.
If the Ka-element roll succeeds, the magic is correctly infused into the work of art. If the Ka-element roll fails, the work is
aesthetically pleasing and technically correct, but it lacks all magical properties. The Ch’awe and the time have already been
spent, since the Ka-element roll is made as the work of art is being finished.

Critical success when making the Ka-element roll:


The procedure is performed perfectly. No Ch’awe is needed to perform the procedure. In addition, double some important
parameter, such as the duration or degree of the effect produced.

A fumble when making the Ka-element roll to create a work of alchemical art:
If the Ka-element roll is fumbled, then the caster does not realize that the procedure has failed.
3) The alchemical procedure takes the listed amount of time to complete, however, it produces a work which looks technically
well done, but with no inherent magic. Finally, the player should add 1 to the Nephilim’s Khaiba total.

Note To The Gamemaster:

Making a work of Second Circle Alchemy should be treated as more than simply a series of die rolls. The player of the Nephilim
should have to provide significant input into the exact nature of the work of art that is being created. Second Circle Alchemy is
involves harnessing the magic of creativity. The process of creating art works of magical power should be role-played to as
great an extent as possible. The player should describe the work of art as well as the affect it is intended to have. A player who
states, “I’m painting a picture while will cause fear in all who see it.” is not including sufficient detail and information for the
Gamemaster to be able to make this painting an interesting and useful object in the game. However, a statement like, “I’m
painting a picture of a great and terrible war, where hulking, faceless soldiers kill everything before them. I’m trying to make
these soldiers seem so terrible that anyone who looks at the painting will become afraid.” is both more interesting, and much
more helpful to the gamemaster. Emotions and perceptions are complex things. Detailed information about the work of art gives
the gamemaster more information on how to properly run the effects of the work of art. A work of art that causes fear based on
images of marching ranks of identical, grim, faceless soldiers will have a somewhat different effect than a work which uses
images of half seen, unnamable monsters erupting out of formless chaos. In addition, mandating that the player become
involved in the creative process allows the player to more easily understand how to play a character who is a magical artist.
All descriptions of these works of art should include a physical description of the work. The subject matter of a painting, the
basic plot of a novel, or the primary materials and the shape of a piece of jewelry. The player must also provide a description of
what features in this work of art act to focus and accentuate the emotions or perceptions that it is intended to produce. A
description that includes both the mundane appearance of the work, and the manner in which it affects the viewer is only the
beginning. Gamemasters would require that all players who wish to have the characters practice Second Circle Alchemy provide
this type of information. However, descriptions that are more detailed should be encouraged. Players who provide detailed
descriptions of their character’s creations should be rewarded with bonuses of between +1 and +2 to the Ka-element roll used
for creating this work of art. Precise descriptions of the work of art are only one possible method of achieving this level of detail.
A player with little artistic talent might also describe their character’s work of art in terms of similarities to various famous works
of art.

Terminology:

Preparation: Week. It will take the Alchemist at least a week of steady work to complete this work of art. Procedures with this
duration require that the Alchemist begin the procedure on the day associated with the Ka-element of the procedure.
Preparation: Month. It will take the Alchemist at least a Month of steady work to complete the work of art. Procedures with this
duration require that the Alchemist begin the procedure on the day associated with the Ka-element of the procedure.
Exposure: This is a measure of how long someone must be exposed to the work of art for the effects to be felt. Some works
immediately affect all who see them - others require careful study for the full effects to manifest.
Exposure: Casual. All who clearly see or read this work of art will be affected by the Alchemical magic within it.
Exposure: Study. To gain the full effects of the alchemical magic within the work of art the work must be carefully examined and
studied for at least an hour. This study does not have to take place all at once.
Duration: It is possible for individuals to be exposed to a single work of alchemical art multiple times, or even multiple times in
one day. However, unless the description states otherwise no work can affect someone more than once a day. Exposure to the
same work, or a work produced using the same procedure during a single day will have no further effect upon the target.
Duration: Vicinity. The work of art will only affect those who have just been exposed to it and those who remain in its vicinity.
The effects will fade once the subject is no longer exposed to the work.

Duration: Day. The Procedure affects the target until the target next awakens.

451
F O RM U L AR ELEMENT / R ANGE /

N AM E T H E R E S H O L D S UM M AR Y AR E A DUR ATI ON

Description: the Fire powder is cast on a liquid, which


the target immediately drinks. The liquid glows strongly
and smokes. Once the target has drunk, she regains all
her hil points, whatever caused their loss. As it is a burning
potion, it permanently decreases the Constitution and
maximum hit points of the drinker by one point. It can be
The Sublimation drunk by any living creature, including Simulacra. It takes
of the Drinkable one minute to act, during which the drinker seems to
Gold Fire / 1 glow from the inside. Touch / Target Instantaneous

Description: the caster engraves a copper plate with an


esoteric symbol of healing. The Earth powder acts on a
copper plate as add on metal, etching in the symbol. The
caster must sacrifice one point of Earth-Ka from its
Athanor to charge the plate. When put in contact with an
The Adamantic injured person, the plate will cure 1 hit points of any
Sign of the wound. (Some versions require that a little amount of the
Resurrection of person's blood be put on the plate.) It can only be used
the Rose once per wound. The plate continues to heal until the
Earth / 1 Formula's end. Touch / Target Next Thursday

Description: the alchemist casts the powder on the intended


target, transforming the target's clothes into a very
resistant but soft armor. The clothes provide 10 points of
The Water of protection against any type of physical damage, although
Life of the they don't protect against magical damage. Upon receiving
Sleepy Metal a blow the clothes glow as bright as Quicksilver, and
Water / 1 then fade. Touch / Target 1 hour

Description: the alchemist must cast his powder on a


small statue, which changes into a large and hollow
statue with a metallic outside. It opens on the side so the
Nephilim can get into it. The caster can then use it in two
ways: as an armor or as a vehicle. When immobile, the
Vehicle protects the Nephilim with 4 points of armor,
and against drowning and asphyxiation. If the Nephilim
decides so, the vehicle can move and will run at 100 kph
until the end of the Formula. The Nephilim's Simulacrum
will then have to rest at least 10 hours. The Nephilim can
The Ship of the stop the movement of Ihe vehicle at any time, though it
Sacred cannot move it again after having stopped. The Vehicle is
Androgyny Water / 3 subject to physical or magical damage. Touch / Target 24 hours

Description: the caster rubs its eyes with the powder of


The Sublimation Air, making a third eye appear on its forehead. The eye
of the Eye of opens upon the Nephilim's command, allowing it to see
Tar through any kind of matter as though it were glass, up to Next
Air / 1 a total 500 meters distance. Touch / 500 m Wednesday

Description: the powder is cast toward a four-footed


mammal animal, as a dog. A second head grows on its
left shoulder. This head takes command of the animal and
obeys an order given by the caster. If the animal is killed,
the second head disappears immediately. It looks terrifying.
with large red eyes, sharp teeth and pointed ears.
Mutations of the Black smoke comes out of its nostrils. It has 10 hit points, 4
Hellhound initiative and a 3 attack chance with each head. The
Moon / 1 first head does 1 damage and the second 2. 500 m / Target Next Monday

Description: the caster must cast the Moon powder


around itselr. The Formula changes all matter in a 50m
The Purification radius into magical w.lter. The cilster Ciln choose the exi1ct
of the Selene area of effect. Every object or creature in the area
Water behaves as if it were in water-stones sink, wood rises, Touch / 50 m
Moon / 4 and humans must swim or incur the effects of drowning. radius 10 minutes

452
Eventually everything settles to its own density level. The
water is invisible except to Ka-vision, so these events will
seem very strange to witnesses.

Rabbi Loew’s Golems

F O RM U L AR ELEMENT / R ANGE /

N AM E T H E R E S H O L D S UM M AR Y AR E A DUR ATI ON

Description: allows the casler to shape a mold for the


body of a fire golem. It requires 10 kg of the purest iron.
The caster projects the powder on the mold while reading
the Formula aloud. The iron rusts and takes the shape
The Fire of a humanoid flame. It rusts for 24 hours, after which the
Crucible of the caster must lie in the mold for another 24 hours. During
Spiritual this time, the caster can use its spells as if it was in a Fire
Construct Plexus, but it cannol move from the mold, or else the
(Shape) Fire / 4 spell is ruined. Spezial special

Description: allows the caster to pre-determine the shape


of the mold, its vitality and strength as well as its range.
This allows the creation of the most simplistic of the earth
golems, similar 10 the first type ever created. It requires a
Formula from IbOOr (or from whichever oral instructions
have been handed down) that allow the alchemist to
impress upon clay, soil or rock the projection of its etheric
body. Once the powder is projected and the Formula
recited, the caster may begin the Rabbi loew's Colem
spell to animate the Colem.
The amount of material to be fashioned is up to the
caster, but the size of the Colem is determined exactly by
the amount used in the mold.
The Ka-.elements of the Athanor determine all the
physical characteristics of this Colem. Fire-Ka is equal to
STR, Earth-Ka equals CON, and Water-Ka equals DEX. Hit
Points are unlike the hit points of normal creatures. The
The Morphic Colem possesses one hint point per kilogram of material
Conglomeration used in its construction. The equivalent of INT for the
of the Stone Colem is contained in the True Stone of the Fire Colem
(Body, Stats) Earth / 3 Formula. 1 km 30 days

Description: allows the caster to give a limited form of


intelligence to its Colem. The caster must sacrifice points
of Ka on a ruby. For every point, the Colem will be able
to execute one simple order, such as "Keep this room,"
"Wash the house when I command," "Burn any human
you touch," etc. Orders must be a short sentence, with a
Subject, Verb and direct object, with a maximum of one
dependant clause. They exact orders must be decided
upon at the time that Ihe True Stone is made. The Colem
The True Stone is able to perform these acts repeatedly. Please note that
of the Fire Colems of this type are exceedingly stupid, and are easily
Golem stymied. When mounted on the Colem's forehead, the
(Commands) Fire / 4 True Stone works as the Colem's memory. Spezial special

Description: allows the alcheJ,nist to give complete


though limited knowledge and power to its Calero,
~rough the creatlon of a pa~n (circulan:lisk) made of \
various metals. The amount and type of knowledge de
pends-on what metals are used, since different spirits and f
intelligences govern diff~t metals: A paten made of
iron wOuld grant great strength and fuel the Golem with
rage and vengeance. This golem would be use(! fOf acls
The Gaian of vioknce or for revenge. A paten made of stiver wOUld
Pattern (Skills) Air / 3 grant the powers of intuition and alertness. ,f Spezial special

453
A paten is made by projecting the poY<der upon the
incumbenl metals. The Formula o( the paten must be recited
as this is done, The powder then forges the disk, and
the disk is placed upon the forehead or chest of the
Colem. It will endure for as long as the body of the
Colem.
The paten allows the Alchemist to give the golem
skills. Spread 15 points among as many skills as the creator
likes, spending no more than the Athanor's Air-Ka /2
points on anyone skill.

Description: this spell allows the animation of a Golem


through the action of the Spiritual Fire upon the gross
matter of Earth.
The figure is turned into a Colem by projecting and
burning the powders of fire over its entire surface area.
Once accomplished, the caster undertakes two weeks of
meditation and fasting in the presence of the Golem. Any
disturbance of this critical step destroys the body, paten,
stone, and mold. The caster then places, behind the
Colem's teeth, a parchment strip upon which is written in
Rabbi Loew’s the caster's own blood the personal magical Formula or
Golem sigil of the caster. The GoIem is now alive and ready to do Dependent on Dependent on
(Animation) Fire / 3 its master's bidding. purpose purpose

Other Golems

F O RM U L AR ELEMENT / R ANGE /

N AM E THERESHOLD S UM M AR Y AR E A DUR ATI ON

Description: the Earth powder concentrates into a granular


humanoid shape, whkh will obey any 7 words maximum
sentence said aloud by the caster. Its characteristics
are all equal to the Earth Ka-element of the alchemist's
Athanor. The shape cannot undertake any action Ihat
would result in a blood loss, as that would cause the
The Chemycal dissociation of the Earth element that binds it together.
Wedding of The shape cannot leave a 500m radius around the place
Androgyny Earth / 1 where the powder was cast 500 m / 500 m 3 months

Drscription: allows the caster to confer the power of physical


flight to an Air Golem, as well as the power of entry into mortal
dreams. The Air Golem must first be constructed using other
spells (such as The Angelic Automaton, below), then this spell
can be used upon it. The alchemist must sacrifice two points
of Ka on a virgin parchment upon which is inscribed with the
blood of a dove the Seals of Air and the Sigil of Athanasius,
from the
OOok Ibbur. The parchment is then cut in
two parts with a consecrated dagger. These
parts are absorbed by the powder and projected upon the
back and top of the head of an Air Golem. The Astral Wings of
Athanasius activate within a fortnight, allowingthe Golem to
fly. The range of the Golem is limited to 2 kilometers distant
from the caster. The Colem can also enter into the dreams of
a human and enact the will of the caster there. The caster can
see what its Golem sees while either flying or in the
dream state by virtue of the blood-bond created
The Astral by the writing on the parchment. When this spell dissipates
Wings of it has the unfortunate side-effect of the total dissolution
Athanasius Air / 3 of the Air Golem. 2 km 7 days

Description: allows the alchemist to imbue a lump of


inanimate material or a prepared Automaton with an angelic
spirit from the lower Hierarchies. During the Middle
The Angelic Ages this spell was viewed with horror as total blasphemy
Automation Air / 2 and darkest black magic for it involves the conjuration of No limit 1 week

454
the spirit and then its entrapment in foul matter. The
Elizabethan Mage, Dr. john Dee, forbade his scrying partner
Edward Kelley from performing this rite while under
contract to him. It is rumored however that Kelley, believing
many of the spirits and angels that he and Dee contacted
to be evil, often and oul of pure spite and malice
conjured spirits solely 10 imprison them in goJems which
he later destroyed. The rite of the Angelic Automaton can
be found in symbolic extrapolation in Kelley's Alchemical
Writings. Another form is found in the work of Robert
Fludd, though its nature is not so malefic in purpose. The
most potent version is contained within rbbur.
The caster must cast a circle within which are its
magical tools and the body or form of the automaton. Using
Summoning magic, the caster then invokes an air
spirit. Finally, if il is for entrapment, the caster must command
or convince the spirit to enler into the automaton
(accomplished during the Contract phase of the summ()Jl+
ing>, after which the J)O'Nder is projccted and the bOOy
sealed up and the spirit entrapped. This spirit-automaton
must then perform the tasks given to it.·The spell lasts for 1
week.
The most popular shapes of these automatons are
birds Or winged creatures, usually small in size to allow
for hiding. covert activity and spying. It is rumored that
Kelley created many of these automatons in the shapes of
hawks and falcons belonging to royalty throughout
Europe, SO as to gather information useful to both he and
Dee on their missions and travels across the Continent.
The spell The Astral Wings of Alhanasius, above,
would be used to allow Ihe automaton to fly.

Description: allows the caster to cause a Golem to emanate


waves of lunacy and madness that affect all mortals
and some Nephilim within a specified radius. The Spell
ollunation from Jbbu, and its somewhat bastardized version
within The Book of Human and InhufTldn Machines
must be recited as the powder is projected upon a "skystone
· (meteorite). The consecrated Seal Of Stone is
placed in a ·neutral· space (one without the influence of
any of the magical fields) for 13 days, after which it is
reconsecrated with the menstrual blood of a virgin female
human. The Stone is then placed within the hollowed out
cavity in the head of an already existing Golem.
The top of the head is sewn with sinew removed from
the dead body of a human witch, preferably one who was
criminally insane and who had surgery of some sort,
preferably on her womb or head. It is also preferable that she
be a witch of at least 40 years of age. To activate the Stone
(beacon) of Lunacy the Moon Calero must be completely
coosecrated to the fields of the Moon.
It is 'awakened' during a rising full moon, and goes to
the target area. During the three days of the full moon,
and on Mondays, everyone within 1 kilometer of lhe
Colem is overcome by waves of madness and lunacy.
Nephilim may resist the lunacy effects with their own
The Lunacy Moon-Ka on the resistance table versus the Moon Ka of 1 lunar circle
Beacon Moon / 5 the caster. at lhe time the spell was cast. 1 km (28 days)

Rosa Candida
Ka-element: All
Circle: White Work
Threshold: 3
Scope: Swallow by the 2 targets concerned
Duration: Depending on the success of the KA
Formula: Like the rose that one never sees without a thorn, all things go together in the world. Good are mixed with
the evil ones; But while the latter will burn, Rosa will recognize the first for her people.
Ingredients: 250g of white rose petals (liquid)
Effects: Lie of love the two targets (they must have a KA for the good success of the Preparation)

455
5, Arcanum Lore (Emperor) 2

2, Arcanum Lore (Empress) 2

3, Arcanum Lore (Sun) 4

Procedures of Fire:

Igniting the Fire:


Threshold: 1
Ka-element: Fire
Preparation: Month
Exposure: Study
Duration: Special
Description: Studying this work of art fills the target with inspiration and creativity. This study allows viewers to experience
exceptional success with the next performance, speech, or other artistic endeavor that they attempt. All successes with this
endeavor are treated as critical successes, failures are treated as ordinary successes and only fumbles are treated as actual
failures. While this special inspiration may be applied by Alchemists to creating works of Second Circle Alchemy, these bonuses
to creativity only affect the technical brilliance of the work, not the alchemical magic imbued within it.
Weakening:
Threshold: 2
Ka-element: Fire
Exposure: Casual
Duration: Until Used
Description: The procedure allows the Alchemist to create a work of art that will temporarily reduce the viewer’s resistance to
emotional manipulation. Anyone who has viewed a work of art produced using this procedure will be extremely susceptible to
the next Fast Talk, Bargain, Persuasion, or other attempt to manipulate their emotions and perceptions. If a normal success is
rolled on the skill being sued against them this success is treated as a critical success (the attempt at persuasion or
manipulation is extremely effective). A simple failure in this roll is treated as an ordinary success, and a critical failure is treated
as an ordinary failure. Exposure to a work of this type negates the effects of exposure to the Second Circle Earth procedure:
Strengthening. This negation also simultaneously negates the Weakening effect.
Fires of Obliteration:
Threshold: 4
Ka-element: Fire
Exposure: Casual
Preparation: Week
Duration: Permanent

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Description: This procedure allows the Alchemist to create a work of art that will destroy specific memories of all who look at it.
These memories are permanently erased, but the subject can relearn. Exposure to this work of art only removes memories of
one person, physical object, or event. However, other memories that are associated with this memory are completely
unaffected.
One work of art could cause all who saw it to forget the building where they work. Someone who saw this work would forget the
appearance and location of their workplace, but they would still remember the name of the company they worked for, as well as
their job, the names of their co-workers and how much they were paid. Only a single specific memory is affected. Similarly,
another work, designed to cause the viewer to forget the time the last murder they committed would only affect viewers who had
actually committed murder. The work would cause the murderer to entirely forget the actual murder. However, the murderer
would remember planning the murder (if it was planned) as well as any other related activities such as disposing of the body or
hiding the murder weapon. Subjects who view such a work of art are unlikely to immediately notice that they have forgotten
anything.
Fires of Purification:
Threshold: 4
Ka-element: Fire
Preparation: Month
Exposure: Study
Duration: Instant
Description: All who study a work of art produced using this procedure will find that their minds have been cleansed and purified
by this procedure. The subject will suddenly bee able to see past any prejudices and hatred that blind them to truths they see
around them. However, this revelation will only occur if those affected by this procedure have actually experienced or observed
events that substantially conflict with their prejudices. In addition, any con games or other deceptions that rely on their emotional
appeal overcoming their lack of substance will be revealed as false and misleading. For individuals deeply trapped in a web of
prejudice and deceit exposure to a work of this type can be a deeply disturbing experience.
The Ultimate Purification of Gold:
Threshold: 5
Ka-element: Fire
Exposure: Study
Preparation: Month
Duration: Permanent
Description: This procedure allows the Alchemist to create art which allows the target to pierce confusion and to more fully
understand and appreciate their life and the world around them. Anyone who studies the work of art for at least an hour may
attempt to roll a primary Ka roll. if this roll succeeds, the target has a brief but intense vision. This vision will be detailed and
informative, but the information provided is usually of an allegorical nature, and may not pertain to the immediate situation. The
vision concerns either some obvious fact the individual either has not noticed, or is overlooking. These visions can be anything
from a vivid flash of how others truly see the character to the fact that they have been followed by person in a red car for the last
week.

Procedures of Air:

Draught of Understanding:
Threshold: 1
Ka-element: Air
Exposure: Study
Preparation: Month
Duration: One Hour
Description: This procedure allows the Alchemist to manufacture a work of art that promotes increased intellect and
understanding in all who view it. Anyone who carefully studies this work of art will gain a bonus of +2 to all knowledge skills
(including Research, all science and Lore skills, and all written language skills. The target must have at least 1 in a skill for the
skill to be enhanced by this procedure. In addition, the subject will also make all Idea rolls as Int +1. These bonuses will last for
one full hour after studying this work of art.
Coagulation of Understanding:
Threshold: 2
Preparation: Week
Ka-element: Air
Exposure: Casual
Duration: Vicinity
Description: As long as the work of art is visible, all who have viewed it are able to communicate with each other, regardless of
language barriers, disabilities, or other barriers to understanding. The procedure does not mystically translate all languages - it
simply allows everyone near it to understand the basic meaning of what everyone around them is saying. The translations are
somewhat vague and can occasionally be somewhat confusing, but with effort, anyone near such a work of art is capable of
understanding everyone else. This effect will not seem strange or magical to those involved, it will merely seem like a
combination of pidgin languages and non-verbal communication is allowing everyone to communicate what the mean more
easily. Given the nature of this effect, it requires a successful Idea roll to effectively lie when in the vicinity of this work.
The Revealing Dissolution:
Threshold: 3
Ka-element: Air
Preparation: Week

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Exposure: Casual
Duration: Hour
Description: Anyone exposed to a work of art created using this procedure will be incapable of effectively concealing their true
emotions, desires and intentions for the next hour. Individuals exposed to this work may attempt to lie, dissemble, or otherwise
conceal their true feelings, but their ability to do so will be so severely limited that such attempts will not be effective. Subjects of
this procedure are not immediately aware of its effects. However, after several failures, clever individuals usually realize that
their ability to lie has temporarily vanished, and will cease trying to do so.
Crafting the Alchemical Key:
Threshold: 4
Ka-element: Air
Preparation: Month
Exposure: Casual
Duration: Special
Description: This procedure allows the Alchemist to create a work of art that makes those exposed to it more agreeable. Anyone
who views such a work of art will agree to the next reasonable request made of them. Reasonable requests include things like
asking a wealthy person to invest in a viable or viable-seeming business, asking an honest person to help you in bringing their
dishonest boss to justice, or asking someone to help you hide from pursuers (as long as the pursuers are not police or other
authorities) . Reasonable requests to do not include asking a poor person for their life savings, a request for the person to harm
one of their loved ones, or a request to help you overthrow the government (unless made to a survivalist). The agreeability
brought on by exposure to the work of art only affects the next request made after being exposed to the work.
Create the Vessel of the Winds:
Threshold: 5
Ka-element: Water
Preparation: Month
Exposure: Casual
Duration: Special
Description: This procedure allows the Alchemist to create a work of art that captures the viewer’s thoughts and emotions. When
creating such a work of art, the Alchemist must decide what event or emotion the work is meant to evoke. This event could be
anything from an unhappy childhood, to a typical day at the office. Regardless of the subject matter, if the subject has ever
experienced such and even or emotion this work of art will change so that if now depicts, in precise detail, the actual event the
subject experienced. This work of art will be quite captivating to all observers who have actually experienced an event of the
type depicted. Once the subject has carefully observed the work, the details of the work will change so that it exactly matches
those the subject actually experienced. Anyone who carefully observes the work can clearly see a scene from the event the
subject experienced. The work does not change until the subject has ceased to observe it. Once the subject has ceased to
observe it, the work will retain the image until after another observer has examined it. Needless to say, the Alchemist, or other
observer, will only have one chance to observe the scene depicted in the work, since it will change after the Alchemist has
examined it. The only exception to this rule is that if the subject observing the work has never experienced an event of the type
depicted to subject will quickly lose interest in the work and the scene depicted in the work will not change.

Procedures of Water:

Waters of Growth:
Threshold: 2
Ka-element: Water
Preparation: Month
Exposure: Casual
Duration: Vicinity
Description: This procedure allows the Alchemist to create a work of art that causes all who view it to experience a single
overpowering emotion. Different individuals will respond differently to this emotion, but all will feel it equally strongly. A painting
that produces rage in all who see it may cause some to storm angrily out of the gallery in which it is being shown. Other,
extremely controlled individuals will appear unaffected, but their interactions with others will be colored by this rage for several
hours. A few individuals, who are already predisposed to violence, may even get into a brawl in the gallery itself. A sculpture
which inspires lust will not create an orgy on the gallery floor, but it will cause those who see it to feel strong lust, and likely to
make passes at each other in the gallery. This emotion will seem wholly natural and reasonable to all who feel it. Once away
from the work of art the emotion will fade normally.
The Destruction of Order:
Ka-element: Water
Threshold: 3
Preparation: Month
Exposure: Casual
Duration: Day
Description: This art temporarily alters the viewer’s mind and perceptions. Anyone exposed to this art will experience
synesthesia and minor hallucinations, for the next full day after they first experience it. In addition, the individual’s perceptual
filters will be temporarily greatly reduced or altered. A whispered conversation across the room may suddenly be perfectly
audible, while everything else may fade into a whisper.
This confusion is not enough to incapacitate someone, and does not interfere with the person’s ability to respond to the world,
but anyone affected by this procedure will temporarily have normal Idea and Persuade rolls reduced to Characteristic -2 as well
as having -2 subtracted from all communication, perception, and knowledge skills (skills like Listen, Natural Lore, or Fast Talk).

458
If faced with a crisis situation, such as combat, affected individuals may roll Dominant Ka (Including Solar Ka) x1 at the
beginning of the crisis to see if they can throw off the effects of this procedure. Only one such roll is allowed per crisis. While this
procedure can be quite debilitating, it can also be a learning experience. Everyone affected by this procedure automatically
received a check vs. Listen and Scan.
Inhibition:
Threshold: 3
Ka-element: Water
Preparation: Week
Exposure: Casual
Duration: Day
Description: This procedure allows the Alchemist to create a work of art that will temporarily depress the targets ability to feel
any emotion. The target will not become completely emotionless, but their ability to feel all emotions will be significantly reduced.
An incident that would ordinarily produce great joy or extreme terror would instead produce moderate happiness or mild fear. All
emotions will be affected equally. Unless informed by others that they are acting oddly, targets of this procedure will be unaware
that their emotional reactions are at all unusual. Exposure to this procedure wholly cancels and is canceled by exposure to the
Increase procedure.
Enhance:
Threshold: 4
Ka-element: Water
Preparation: Month
Exposure: Casual
Duration: Day
Description: This procedure allows the Alchemist to create a work of art that will cause those who are exposed to it to have their
emotional reactions temporarily increased. Until the target next sleeps minor fear will become terror and minor happiness will
become joy. A minor slight will be felt as a major incident, and praise or criticism will be responded to as if it were a grand
accolade or a viscous attack. While all targets will feel their emotional reaction increase to all incidents during this day, different
targets will react quite differently. Emotionally unstable individuals who barely have their normal emotions under controls will
usually be rendered nonfunctional, while cold, reserved and controlled individuals will either remain so, or will suddenly explode
into a previously unexpressed torrent of emotion. as with all such procedures, the Alchemist can create the emotional reactions,
but cannot mandate how these emotions will be expressed. Unless informed by others that they are acting oddly, targets of this
procedure will be unaware that their emotional reactions are at all unusual. Exposure to this procedure wholly cancels and is
canceled by exposure to the Inhibition procedure.
Renewal:
Threshold: 5
Ka-element: Water
Preparation: Month
Exposure: Casual
Duration: Day
Description: The procedure allows the Alchemist to create a work of art that causes those who view it to see a specific ideology,
event, or person which is depicted in the work in a new light. A politician the subject was previously indifferent to suddenly
becomes the best person for the job, an ideology that the subject was not interested in before becomes compelling. This
procedure cannot change deeply held ideas, but it will moderate them somewhat. Fanatics exposed to this work will not
abandon their cause, but they may come to doubt it slightly. The loyal followers of a powerful politician will not suddenly
abandon their leader upon being exposed to this work. However, they will come to doubt the leader more than they have in the
past and will likely question some of the leader’s decisions. This procedure will not make anyone into a fanatic unless they were
already significantly attracted to the person or ideology. However, it can be used to sway opinions and to promote either doubt
or belief. The effects of this procedure wear off fully after a day. However, if the subject has been exposed to arguments or
evidence which supported the opinion produced by the work then this opinion may become permanent.

Procedures of Moon:

Binding Attraction of the Alchemical Tide:


Threshold: 2
Ka-element: Moon
Preparation: Week
Exposure: Casual
Duration: Day
Description: This procedure produces a work of art that is extremely haunting and difficult to forget. The next time anyone who
views the work of art sleeps, they will dream of the work. This dream will be quite vivid and will be easily remembered when
they waken. In addition, everyone who is dreaming about the work of art will share the same dream. As the dream progresses,
these people will gradually become aware of each other, and may talk. During this dream, all those present will be well disposed
towards each other and will find it quite difficult to lie or keep information from each other (make a successful Idea roll to
successfully lie or hold back information when talking). Exposure to this work of art will affect both humans and Nephilim
equally.
Removal:
Threshold: 2
Ka-element: Moon
Preparation: Month

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Exposure: Casual
Duration: Day
Description: This procedure allows the Alchemist to create a work of art that is antithetical to a single specific emotion. Everyone
who views this work of art is unable to feel any but the most remote twinges of a specific emotion for one full day. The emotion
must be quite specific - anxiety is different from both fear and despair. Subjects will not notice this lack of emotion unless it is
brought to their attention. Even then, they will generally believe this lack to be due to ordinary causes. If the subject can be
convinced to resist this procedure and actively attempts to feel a specific emotion the effect is dispelled if the subject succeeds
in a Fire Ka roll (humans use Solar Ka / Willpower).
Alteration:
Threshold: 3
Ka-element: Moon
Preparation: Month
Exposure: Casual
Duration: Permanent
Description: This procedure allows the Alchemist to create a work of art that will alter the memory of those who are exposed to
it. Everyone who is exposed to the work will have a single memory of the Alchemists design become part of their
consciousness. This memory can take any from a vivid memory of being abducted by aliens to a brief memory of meeting a
specific individual. This memory will feel as real and as vivid as another of the target’s memories. However, the target will not
immediately experience the memory upon being exposed to the work of art. This memory, like all others, must wait to be
triggered by some event or association. Also, targets will not suddenly realize that they have a new memory, unless it is an
extremely traumatic one. usually, the memory will become a perfectly ordinary memory, which will become a fully accepted part
of the target’s life. While the memory is quite vivid, if it is too fantastic or impossible the target will usually assume it is some kind
of overly vivid daydream, or possibly a delusion.
The Waxing of New Beginnings:
Threshold: 4
Ka-element: Moon
Preparation: Week
Exposure: Study
Duration: Hour
Description: This procedure allows the Alchemist to create a work of art that imbues all who study it with the temporary
knowledge of a single mental skill that they do not currently possess. The specific skill must be chosen when the work is
created, and need not be possessed by the Alchemist. The work of art produced by this procedure will have no affect on anyone
who possesses the skill at more than 1. However, anyone who does not possess the skill will be granted a skill equal to the
Alchemist’s Moon Ka-element modifier +2. Lore, Science, Language or Communication skills can all be granted by this
procedure. A single person can have no more than one increased mental skill at a time.
Creating The Universal Solvent:
Threshold: 5
Ka-element: Moon
Preparation: Month
Exposure: Casual
Duration: Day
Description: The art produced by this procedure acts to beak down barriers between people. Everyone who views the work
together, or who discuses it with others who have also seen or read it afterward feels deep, unconscious kinship with everyone
else who has been exposed to the work of art. Even people who would normally be separated by barriers of race, age, or social
class are able to interact naturally and comfortably. People who have been exposed to this art are inclined to talk to each other,
and to be truthful, honest with each other. While someone exposed to this art would be unlikely to reveal a secret password,
revealing deep personal secrets, or even suspicions and worries to strangers who have also experienced this art is quite
possible. Exposure to this art does not remove language barriers, but it does allow people who lack a common language to be
acutely sensitive to each other’s emotions and non-verbal communication, so that the language barrier is much less of a
problem than it would otherwise be. This breaking down of barriers occurs most strongly near the work of art, but continues for
the next full day after the subject’s first exposure to the work. In many cases, a lesser version of this dissolution of barriers
occurs anytime people who have experienced this work of art meet and talk.

Procedures of Earth:

Draught of Healing:
Threshold: 2
Ka-element: Earth
Preparation: Month
Exposure: Study
Duration: Permanent
Description: This procedure creates a work of art that soothes the mind and emotions of the target. This work of art will
permanently cure any insanity, brainwashing, or other mental problems in humans or Nephilim who study this work of art intently
for at least and hour. Even casual examination of this work will soothe and comfort all who see it.
Immunity to Alchemy:
Threshold: 3
Ka-element: Earth
Exposure: Study

460
Preparation: Week
Duration: Instant
Description: This procedure produces a work of art that allows the viewer to more easily resist the effects of Second Circle
Alchemy. Anyone who studies a work of this type automatically resists the effects of the next work of Second Circle Alchemy
they are exposed to. If the subject is currently under the influence of a Second Circle Alchemical effect, studying this work
allows the subject to have a second resistance roll to throw off its effects. If this second roll fails, additional study of the work will
have no effect on this alchemical effect. Nephilim and Humans with awakened Solar Ka make ordinary resistance rolls. Ordinary
humans, who would not normally receive resistance rolls receive a resistance roll equal to ½ their Solar Ka.
Strengthening:
Threshold: 3
Ka-element: Earth
Exposure: Casual
Preparation: Week
Duration: Day or Until Used
Description: Exposure to this work of art temporarily strengthens the will and allows subjects to more easily resist the next
attempt to either manipulate their emotions or perceptions or to affect them with magic. The success percentages of all Fast
Talk, Persuasion, or Bargain rolls attempted against the target is halved. Exposure to a work of this type helps in resisting magic
designed to affect the emotions or perceptions of the target. If someone attempts to affect the subject’s mind or emotions with
any form of magic or metamorphoses, the subject may double their Ka for purposes of resisting the next spell or magical effect
used against them. Nephilim double the appropriate Ka element score, awakened humans resist the next spell with their full
Solar-Ka, and unawakened human may resist the next spell cast at them with ½ their Solar Ka score (just as if they were
awakened). However, once the subject has successfully resisted one spell or other magical effect the effects of the procedure
are entirely cancelled. Those exposed to this work of art are wholly unaware of its effects - they simply feel slightly more
confident and certain after observing the work of art. Magic not designed to directly affect the perceptions or emotions of the
target is not affected by this procedure. Exposure to a work of this type negates the effects of exposure to the Second Circle
Fire procedure: Weakening. This negation also simultaneously negates the Strengthening effect.
The Miracle of Creation:
Threshold: 4
Ka-element: Earth
Exposure: Casual
Preparation: Month
Description: This procedure allows the Alchemist to create a work of art that is so forceful and compelling that it inspires those
who see it with a desire to recreate what they see in the work. Such a book, painting, sculpture, or other work which features a
building would inspire people who saw it to try to create this building. Other artists would paint it, or write about it, ordinary folks
might doodle pictures of it while talking on the phone, and architect would probably try to build it, and a millionaire might well
commission someone to create a building just like the only in the work of art.
This procedure can be used to spread images of everything form buildings to jewelry, to rocket ships. However, the desire to
create something is not always accompanied by the ability to create it. Someone with little artistic skill or creativity who sees
such a work might doodle it, they might be inspired to take a sculpting class to be able to create this object, or they might try and
find someone to build it for them. Similarly, a work that illustrates a fantastic invention might well inspire many inventors or
scientists to try to create such a device, but the work would in no way guarantee that any of these people would actually
succeed in creating such a device.
Creating the Golem:
Threshold: 5
Ka-element: Earth
Exposure: Study
Preparation: Month
Duration: Permanent
Description: This procedure creates a work of art that may be used to awaken a golem. Once the Alchemist has successfully
created an Alchemical golem, this work of art must be either drawn on the golem, or shown to the golem’s sightless eyes. After
the golem has been exposed to the work for at least an hour the golem will awaken. It is outside the power of Second Circle
Alchemy to create a spirit for the golem, but this procedure will given the golem the ability to perceive and respond to its
environment, and will provide it with a rudimentary mind. A golem awakened in this fashion is a classic “soul-less automaton”.
The golem eats, sleeps, and breathes, it responds to its environment, and it obeys all Orders spoken given by the Alchemist
who awakened it. However, the golem has no will or volition of its own, nor does it posses any real consciousness. The golem is
capable of speech, but is unable to answer any questions that do not relate to its perceptions and memories of the world around
it. It can perceive and remember the world, around it, but its ability to interpret what it perceives is very limited. Homunculi have
no sense of self-preservation. Homunculi are often used as guards by those who create them since they are wholly
incorruptible, and will obey all orders given by their creator.

• Powders
Hypnosis Dust
Substance : Air Powder
Catalysts : Amethyst, Crystal, Chestnut leaf, Lead
Difficulty : 2
Time : One hour
This Powder is very soft to the touch. Once breathed by a human target, it plunges her into a state of deep hypnotic trance. The
victim knows nothing of what is happening to him. One can, however, by asking him skillful questions, make him tell the truth,
know what are his opinions and finally who she is. For this kind of manipulation, it is necessary to make a test of Intelligent Little
Difficult modified by the Magic Skill of the Alchemist for what can be considered as « on the surface "Of the mind, Fairly

461
Difficult for what is buried a little deeper, and Difficult for what has been repressed. By passing a Pretty Difficult intelligent test,
one can make the target forget a short event and that it can consider as minor - a Difficult test can make disappear a memory
that has more Magnitude.

The Above Powder


Substance : Air Powder
Catalysts : Amethyst, Chestnut leaf, Lead
Difficulty : 2
Time : One hour
This Gray Powder with Violin Reflections must be breathed by a human target. This one distinctly feels its mental and
intellectual capacity slow down : She no longer knows what to do, where to go, how to behave. She sees the difficulty of any
action involving her Intelligent feature shifted one line down on the Universal Resolution Table. It suffers an additional lag if this
action requires special knowledge, such as that of a Tradition or an Occult Science.

The Ethical Dissipation


Substance : Air Powder
Catalysts : Silver, Lead
Difficulty : 3
Time : Instantaneous
This Powder contains very fine silver particles. The Alchemist must cast it on an Immortal casting a spell of Earth or Moon. The
latter is then countered : Nothing happens, the stasis chips that are used are lost. The Ignored Dissipation must be launched
before the Immortal has completed his Spell, in other words, before the Alchemist knows whether the target magic effect
succeeds or fails.

The Ignored Dissipation


Substance : Fire Powder
Catalysts : Silver, Lead
Difficulty : 3
Time : Instantaneous
This Powder contains very fine silver particles. The Alchemist must cast it on an Immortal casting a Water or Moon spell. The
latter is then countered : Nothing happens, the stasis chips that are used are lost. The Ignored Dissipation must be launched
before the Immortal has completed his Spell, in other words, before the Alchemist knows whether the target magic effect
succeeds or fails.

The Dissipation Of Lithos


Substance : Earth Powder
Catalysts : Silver, Lead
Difficulty : 3
Time : Instantaneous
This Powder contains very fine silver particles. The Alchemist must cast it on an Immortal casting a Water or Air spell. The latter
is then countered : Nothing happens, the stasis chips that are used are lost. The Ignored Dissipation must be launched before
the Immortal has completed his Spell, in other words, before the Alchemist knows whether the target magic effect succeeds or
fails.

The Dissipation Pulverine


Substance : Moon Powder
Catalysts : Silver, Lead
Difficulty : 3
Time : Instantaneous
This Powder contains very fine silver particles. The Alchemist must cast it on an Immortal casting a Fire or Air spell. The latter is
then countered : Nothing happens, the stasis chips that are used are lost. The Ignored Dissipation must be launched before
the Immortal has completed his Spell, in other words, before the Alchemist knows whether the target magic effect succeeds or
fails.

The Dissipation Of The Liqueur


Substance : Water Powder
Catalysts : Silver, Lead
Difficulty : 3
Time : Instantaneous
This Powder contains very fine silver particles. The Alchemist must cast it on an Immortal casting a spell of Fire or Earth. The
latter is then opposed : Nothing happens, the stasis chips that are used are lost. The Ignored Dissipation must be launched
before the Immortal has completed his Spell, in other words, before the Alchemist knows whether the target magic effect
succeeds or fails.

The Powder Of Wrongdoing


Substance : Water Powder
Catalysts : Ash, Chestnut Leaves, Lead
Difficulty : 2
Time : One hour
This Powder must be thrown at a human target : This one loses the coordination of its movements, it becomes awkward and
left. It then undergoes a one line down shift on the Universal Resolution Table for all its jets involving the Agile.

Flowering of quartz brambles


Earth powder (POT 3)
Difficulty 1
This powder composed of fragments of translucent black quartz causes the appearance of a hedge of magical brambles. This
hedge attacks people or creatures that pass through its reach.

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The aqueous fluidization of the membrane
Water Powder (POT 6)
Difficulty 4
This powder is visible only in the dark. It allows an object to be endowed with an aqueous, passable texture. The passage must
be slow in order not to cancel the phenomenon.

The summary separation of the crucified


Fire Powder (POT 4)
Difficulty 2
This powder is warm and consists of small sharp spikes like crushed glass. It allows amputation of a limb (except the head). The
wound bleeds very little and at the end of a month the limb grows back on its own.

The Boiling of the Fugitive Vessel


Air Powder (POT 4)
Difficulty 2
This powder is white and sheepish like a cloud. It brings up a cloud that can carry 3 people.

The angelic decomposition of the elect


Moon powder (POT 5)
Difficulty 3
This powder resembles grayish and foul-smelling earth, which strew the tombs in abandonment. It makes it possible to reduce a
body very quickly to dust. The powder turns into a myriad of maggots that destroy the body in seconds

The Storm Nomade Absorption


Circle: 2nd Work at White
Substance: Powder Earth
threshold: 3
Support: Target
Target: Object
Range: 5 meters in diameter
Length: Ka-Terre minutes
Description: This powder sizzles electricity literally static. It adheres to any object placed some centimeters. It is used to stop
and eliminate electrical flows. It is enough to spread it over the area that we want to rid of electrical energy; The latter is
immediately captured by the powder, absorbed by the transmuted Ka-Earth. An appliance in operation stops, a cable no longer
transmits energy, an electric pole is deactivated. Meanwhile, the powder is deadly: anyone who touches it is electrocuted and
risks dying on the spot. It contains indeed a POT of electricity similar to that of a fire of 20. A Nephilim can resist with its Ka-Fire
and a human with its CONS. At the end of the duration of the formula, the electricity of the powder is released abruptly and
resumes its normal course. This formula has no effect on electricity of magical origin. If so, the alchemist receives a magic
discharge causing 1D6 damage.

Purification Demons Metal


Circle: 2nd Work at White
Substance: Water Powder
threshold: 4
Support: Target
Target: Object
Range: 1 person
Duration: Ka-Eau minutes
Description: This purple powder smells of lavender. It has the power to remove any danger from a weapon.
Just throw it on the weapon to annihilate its ability to hurt and kill. A revolver is stopped, a sword no longer has a cutting
edge. We can still type with, but the damage will be divided by 2. This works on any weapon provided it is mostly metal (knife,
fire, plague ...).Once the time expires, the weapon regains its faculties.

The Clay of the Makers of Worlds


Element : Earth
Circle : White Work
Substance : Powder
Threshold : 1
Focus : "The Oak Infantry The earth and the heavens The Valiant Guardian of the Door Is celebrated everywhere Thanks to the
charm and magic Trees were subjected to enchantment At the tree camps reigned hope The Ruthless Ash Rushed to the heart
of the action Moved more than a foot, " extracted from a Druidic tale from Gloria Reuber 's " Sulfur, Mercury and Celticism "
Target : Self
Support : Target
Range : Ka surface area x 3 cm / cubic cm
Duration : Ka minutes
Formula : The Man becomes Eagle the spirit becomes Dragon
This clay-colored powder becomes liquid in contact with the skin and covers the part of the body to be transformed taking on a
clay appearance, once the surface is covered the clay solidifies and under the crust the body has changed. This spell allows the
Nephilim to use the Dragon to modify all or part of the body of his simulacrum and to give it an animal aspect without modifying
the size or the volume, this spell can for example transform his skin into an armor of " Scales of snake.

• Liqueurs

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Lighting Device
Substance : Fire Liqueur
Catalysts : Marble shard, Oak bark, Moss, Phosphorus, Lead
Difficulty : 2
Time : Permanent (up to surface cleaning)
This night blue liquor must be spread on an object or a pile of object not exceeding one cubic meter. They then become almost
invisible because they reflect light. This formula does not work on living beings, but a somewhat clever Alchemist can cover all
his clothes. The enchanted object confers a shift of two levels down on the Universal Resolution Table to the difficulty of any
action aimed at seeing or detecting it. This effect is permanent until the object is cleaned from the liquor.

The Membrane Inalterable


Substance : Fire Liqueur
Catalysts : Airain, Leaves of chestnut
Difficulty : 1
Time : One hour
The Alchemist must have this liquor swallowed at the target. His skin is covered with a thin layer of metal - :
2/2 ; Cashing. This film, if damaged, is reformed on the wound ... Prohibiting any attempt to stabilize.

Liquid Erasure
Substance : Liqueur of Air
Catalysts : Papyrus, Lead, Sapphire
Difficulty : 3
Time : Variable
This Liqueur allows to erase a writing. The Alchemist must imbibe a series of sheets, a book, a register ... and delimit by blowing
on the parts to be erased and those to leave intact.They are always seen, but they are mysteriously illegible to anyone. To be
able to read again the text, it is necessary to execute a key chosen by the Alchemist when he launched his formula.

The Liqueur Du Mouvant


Substance : Liqueur of Air
Catalysts : Ash, Ivy leaf, Chestnut leaf, Swan feather
Difficulty : 1
Time : One hour
This Liqueur must be ingested by a human target : This one then becomes lighter, faster and its movements are always as
precise. It moves twice as fast and has one more normal action per turn.

The Soul Of The Forest


Substance : Liqueur of Moon
Catalysts : Dew water (one drop), Chestnut leaf, Moss
Difficulty : 1
Time : One hour
This Liqueur is green supported, with brown chips. The Alchemist must sprinkle a human target that immediately takes on the
colors of the forest. It moves silently, as loosely as an animal, and especially it is undetectable since it is camouflaged in forest
tones. She thus sees all the difficulties of actions implying the discretion shifted two lines up on the Universal Table of
Resolution when she is in the woods.

The Hideur Liqueur


Substance : Liqueur of Moon
Catalysts : Arsenic, Chrysalis, Leaves of chestnut
Difficulty : 2
Time : Thirty days
This black brown liqueur must be thrown on a human target : It becomes hideous, losing everything that made its beauty. Its
Seductive characteristic is then reduced to Step. Most people flee from her, children cry in her path, others are embraced by
pity, her closest are not Sociable. No normal social life can be envisaged after such a Formula.

The Philosopher of Transparency


Substance : Liqueur of Moon
Catalysts : Chestnut leaf, Moss
Difficulty : 1
Time : One hour
This Liqueur must be ingested by a human target that becomes transparent. It takes the color of the walls, it blends into the
landscape. In short it is virtually invisible which means that it benefits from a shift of two lines up on the Universal Resolution
table to all its jets requiring discretion. However this formula does not influence the noise it can make. If she drops a vase on tile,
it will break by making a great noise.

Cameleone camouflage of visual distortion


CerclePoudre de Lune: Work in the white
Substance: Liqueur
Difficulty: 2
Duration: 10 min / insider level
Catalyst: chestnut leaf, moss
The liquor acts on the solar rays and blurs the alchemist. Its skin and its garments take the general aspect of the environment.
In terms of game play, the alchemist earns a bonus equal to the initiate level of his still. This bonus, applies to its Discretion
skills, when the view is solicited. People seeking to hit him have a penalty to their chances of touching the same amount.
However, the alchemist must not move. If it moves, the bonus is halved.
In vision-Ka, the alchemist is surrounded by Ka-Eau.

464
The calm of the aquatic riot
CerclePoudre de Lune: Work in the white
Substance: Liqueur
Difficulty: 2
Duration: 15 min
Catalyst: quartz, tears
The liquid is a beautiful blue-green, but it is also very thick. It looks a bit like oil. It is almost impossible to create waves on this
liquor. It has the power to calm the most terrible riots of water throughout the area. The liquor must be poured into the water
while the alchemist pronounces the formula. If he stands well in the center of the zone, he has nothing to fear, even the highest
waves.

The marine consecration of the dolphin


Liqueur of water (POT 5)
Difficulty 3
This liqueur of a beautiful green-blue must be poured over the body. The skin of the blue-tongued trance target containing an
alchemical symbol, this transformation increases the ability to swim and discreetly underwater.

The resurrection of the remains of Apollo's lycaon


Liqueur of earth (POT 5)
Difficulty 3
This liqueur is sparkling and color green apple, its use allows to temporarily give life to a creature from its skin, its fur or wood for
a vegetable. It works on transformed material: a table will grow, a pull-over trottine by bleating ...

The metamorphosis of the burnt animalcule


Liqueur of fire (POT 6)
Difficulty 4
This dark blue liqueur gives a humanoid shape to an animal that keeps its specific appendages

The angelic crystallization of Icarus


Liqueur of air (POT 6)
Difficulty 4
This immaculate liquor feels honey, it allows to grow feathers, very handicapped for the victim.

The solution of shell-wrackers


Moon Liqueur (POT 5)
Difficulty 3
This liquor is positively disgusting: a kind of white and trembling moss, covered with a black and irritating down. It is used to
increase the size of insects, taking the size of a cat.

• The Vapors
The Fusion Topic
Substance : Air Steam
Catalysts : Marble Shard, Emerald
Difficulty : 1
Time : One hour
This Steam has an indefinable color, it is in perpetual change. A place must be filled. The Alchemist must then permeate : It
enters into communion with this place and can perceive what happens there and what took place there. He can thus know if an
intruder penetrates, and above all, he can see the various striking events that have left traces supernatural and emotional in the
Magic Fields. The Alchemist, meanwhile, is fully mobilized, as if out of his body : He can perceive nothing but what relates to
the place, and he is incapable of moving or communicating.

The Ophthalmic Vapor


Substance : Air Steam
Catalysts : Wax, Marble burst, Oak bark
Difficulty : 2
Time : Permanent
The Alchemist must impregnate a part of a part of this vapor, then keep the rest in a transparent container. From this container,
he can see everything that happens in this room, but not using the Vision-Ka. This effect and permanent, but the Steam
contained in the container is not reusable.

The Mist Of The Forgetfulness


Substance : Vapor of the Moon
Catalysts : Emerald, Chestnut Leaf, Lead
Difficulty : 2
Time : Twenty-four hours
We must disperse this Steam on a group of people. All those who breathe it immediately forget what they came for. They
behave with the Alchemist according to his attitude of the moment : If he is aggressive, they will be also, if he is amiable and
gently escort them to the door, they will leave without brows, delighted to have fallen on such a charming personage.

The Demon's Vapor


Substance : Vapor of the Moon
Catalysts : Crystal, Chestnut Leaf, Lead
Difficulty : 2
Time : Thirty days

465
This Swirling Vapor must be breathed by a target : This one then immediately sinks into madness. She has hallucinations, no
longer knows where she is or who she is. From an external point of view, her eyes are bulging, drooling and uttering
imprecations and incomprehensible grunts.

Evaporation of ancient humours


Vapor of earth (POT 5)
Difficulty 4
This vapor develops in green and luminescent scrolls. It allows to obtain 3 informations about the life of an object by visions:
-His creation -One of the owner - Its magical features

The sublimation of the stellar of the other Grail.


Water vapor (POT 5)
Difficulty 4
By changing color, this turquoise vapor makes it possible to identify the nature of magical energies, whether a nephilim, a
selenim, a magic field or an object

The exaltation of the sparrowhawk


Fire Vapor (POT 4)
Difficulty 2
The broken vial shows a sparrow hawk flying over the battle scene and transmits to the alchemist the tactics used by the
opponent.

Evaporation of spirits slag


Air vapor (POT 5)
Difficulty 3
Spread around the head of a victim, the alchemist can see by flash the progress of the last 12 hours

The ebullition of the abyssal secret


Vapor of the moon (POT 5)
Difficulty 3
This grayish vapor on white recalls the color and smell of the old bones of ancient skeletons. It makes it possible to make speak
a corpse. The alchemist temporarily takes cadaveric lividity while a black marble comes out of the dead man's mouth.

• Metals
The Metallic Fury
Substance : Metal of Fire
Catalysts : Crystal, Chestnut Leaf, Ruby
Difficulty : 1
Time : One hour
This white metal, veined with red, is generally in the form of a ball. This dissolves when the target swallows it. It's very
painful. Yet very quickly, the target enters a warrior rage inextinguishable. She no longer suffers the effects of her wounds, she
sees the difficulty of actions regarding the combat shifted one line up on the Universal Resolution Table and it adds two levels of
Fort. The massacre only ceases once all its opponents have sank. Anyone who wishes to prevent the target from throwing
himself on his enemies sees him turning against him.

The Metal Of Suffering


Substance : Metal of Fire
Catalysts : Steel, Chestnut leaf
Difficulty : 1
Time : One hour
This metal must be projected against the victim. He cares in his body and inflicts an abominable pain. The target must shift the
difficulty of all its actions one line down on the Universal Resolution Table. If she tries to tear off the metal, the pain is more
intense and she must pass a Difficult Endurance test so as not to faint.

Panting
Substance : Metal of the Moon
Catalysts : Chrysanthemum, Chestnut leaf
Difficulty : 2
Time : Instantaneous
This metal is perfectly transparent if we except the black and moving iridescence on its surface. The Alchemist must make him
ingest to his target who dies in the moment. It has all the symptoms of drowning (lungs filled with water ...)

The Book of Spell


Substance : Metal of Air
Catalysts : Crystal, Chestnut Leaf, Papyrus, Pink Pistil
Difficulty : 2
Time : Thirty days
This metal is used to enchant a book, which then acts as a ticking spell : If any human target opens it and reads it, it feels
captivated and feels the irrepressible need to reread it and to re-read it again. She can not detach herself from it and is
incapable of doing anything else. Some scholars have been found thus, dead of hunger and thirst.

The Sarcophagus Carceral


Substance : Earth Metal
Catalysts : Bronze, Chestnut leaf

466
Difficulty : 1
Time : Twenty-four hours
This Metal is yellow with trails of bronze. The Alchemist must break it at the feet of a victim. The latter is enclosed in a
translucent gangue. To release it, it is necessary to break the gangue, which is -1 (exclusive action) because it is as fragile as
glass, but can prove dangerous for the imprisoned person -Player Murderer ; Damage : 1.

The Impassible Circle


Substance : Earth Metal
Catalysts : Bronze, Oak bark
Difficulty : 2
Time : Variable
The Alchemist must form a circle around his victim by crushing this Metal. No living creature can enter or leave it. On the other
hand, the projectiles, the objects and all that concerning the Occult Sciences can cross the path in both directions. The circle
can be broken, but from the outside only : It is enough to disperse the fragments of Metal. Until then, its effect is permanent.

The Mirror of the Silver Metal Master


CerclePoudre de Lune: Work in the white
Substance: Metal
Difficulty: 2
Duration: 10 days / insider level
Catalyst: chestnut leaf, platinum, pink pistil
The metal takes the form of a piece of iron that on one side represents the profile face of the alchemist, and on the other is flat
and reflective like a mirror. The part volatilizes at the end of the duration. The alchemist gives to the one whom he wishes to
obey his orders the metal piece.This symbolic gesture has the function of lowering the natural defenses of the victim.Thus,
whoever accepts the play of his own free will will be at the boot of the alchemist. He can order him what he wants, except orders
that would contradict his deep convictions, or put his life in danger.

The dislocation of the hands of the lovers of yesteryear


Earth metal (POT 4)
Difficulty: 2
This metal is a glistening block covered with white, gray, brown and red stripes. The alchemist must bury him near a tree to
provoke the appearance of a magical autumn.This place has the ability to repel creatures of fire: be kabbalah, Pyrim, dragon
effect. The leaves fallen to the ground obey the alchemist.

The anointing of the holy cream of the umbilicus chloryque


Water-Metal (POT 5)
Difficulty: 3
This metal resembles gilded mercury streaked with red. Applied on the front of a victim ensures the alchemist his faithfulness
without fault. Otherwise the preparation turns into acid that attacks the brain.

Consumption of the mouths of sand


Metal of fire (POT 3)
Difficulty: 1
This dark metal with the reflections of garnet meaning oil. It is used to amplify and prolong a fire.

The dissolution of ethereal rumors


Air Metal (POT 4)
Difficulty: 2
This metal is light and bubbles like mercury. It allows to control the breathing of the target. It prolongs the duration of an apnea.

The transmaterial fugue of the thief of the moon


Moon Metal (POT 6)
Difficulty: 4
This dark blue metal allows to swap two objects in space after they have been touching with the metal. The operation gives rise
to intense white light

The hidden side of the mirror


Element : Moon
Circle : White Work
Substance : Métal de Lune
Threshold : 4
Focus : "At that time, an assembly was being held at Dana's Tara Capital. Nuada celebrated his return to the throne by giving a
party for his people. While she was in full swing, a stranger, dressed like a king, came to the door of the palace. This is what the
porter told Nuada: A young warrior came to the door of the enclosure. His name is Samildanach, and all the arts he possesses
by himself, so that he is the man of every art and of all "
The arrival of Lugh at the court of Nuada extracted from Gloria Reuber's "Sulfur, Mercury and Celticism"
Target : Dreams of the Simulacrum
Support : Target
Scope : 1 chimera or other object from the dream
Duration : Ka-Lune minutes
Formula : Tell me what is true and I would show you that it is not
This metal of changing aspect oscillates between several colors, at first sight silver, one can discern there shifting reflections,
going from black to white.This spell allows the Nephilim to tap into the dream of his Simulacrum to materialize elements
(persons or objects) composed of Ka-Sun there. The amount of sun materialized is Ka cm / cm cubic. The object is a perfect
replica of the original one with no alteration being possible during the operation.This formula is only accessible to Onirim.

The distillation of the pentacle dream

467
Element : Moon
Circle : White Work
Substance : Métal de Lune
Threshold : 1
Focus : Watercolor painting of the author depicting a druid showing a disciple a transparent sphere, in which is a moving
world, "Sulfur, Mercury and Celtism" by Gloria Reuber
Target : Dummy
Support : Target
Scope : 1 individual
Duration : Ka-Lune minutes
Formula : From Earth to the Sun the Ethers are the link From the deepest sleep that your dream is mine
This silver black metal ball must be swallowed by the simulacrum, which creates a link between the solar ball and the pentacle
of the Nephilim. This spell allows the Nephilim to reveal elements (chimeras, objects, place, ...) in the dream of his Simulacrum
without going through suggestion.

• The Ambres
The Blinding Flamboyance
Substance : Fire Amber
Catalysts : Phosphorus, Sulfur
Difficulty : 3
Time : Instantaneous
This Amber is white yellow and very bright. The Alchemist launches his Formula, and Amber produces a flash of blinding
light. Those present confront their level of Agile with Fairly Difficult. If this roll is successful, the target manages to protect his
eyes, but still sees the difficulty of all his actions involving the offset view of a line down on the Universal Resolution Table for
two turns. If the test is missed, the victim is blinded for five hours.

Crystallization Of The Being


Substance : Fire Amber
Catalysts : Airain, Leaves of chestnut
Difficulty : 1
Time : One hour
The Alchemist launches the Amber that bursts on the target : It finds itself covered with tiny fragments that extend on its body
until forming an armor of Amber of a few centimeters - : 3/3 ; . It can not be broken unless it inflicts four damage at one time, in
which case it will shatter.

The Immaculate Suffocation


Substance : Amber of Air
Catalysts : Steel, Petal of lilies
Difficulty : 2
Time : One hour
This crystalline alloy covers the lily petal. When the Alchemist throws it, the Amber film jumps, revealing the petal that dissolves
into thick, white, opaque smoke. This gaseous mass makes suffocate all the living beings that breathe it within a radius of
twenty meters. Victims must do a Fairly Difficult Endurance test. If successful, they may attempt to act, although the difficulty of
their actions is shifted one line down on the Universal Resolution Table. If it is missed they will faint. In both cases, the victims
tick one square of the life line per combat turn. Smoke can be dissipated by strong winds.

The Amber Of The Regeneration


Substance : Amber of Earth
Catalysts : Clay, Copper, Ivy Leaf, Chestnut Leaf
Difficulty : 3
Time : One hour
Amber is dark yellow, with copper streaks everywhere. The Alchemist must throw on the bare skin of its target, which is then
covered with a light film copper. It can then regenerate the wounds inflicted to him because of a lifeline square per turn of
combat.

Amber Lithic
Substance : Amber Water
Catalysts : Snake Eggshell, marble Eclat
Difficulty 2
Time : Twenty-four hours
This Amber is the color of the marble chip that was used in its manufacture. She embarks on a stone statue and allows to
animate temporarily. This is the alchemist that controls it. The statue may not exceed three meters high or have a mass of more
than a ton. To facilitate greater, we must start at once more doses in the manner of pluriciblées Formulas.
Features of the statue: Strong, Very Strong, Agile Soon, the Nephilim Intelligent, Handsome choice of the Nephilim. All skills
related to physical actions are noted Apprentice. The size of the statue does not influence its technical parameters.

The imprint of the heraldic lizard


Amber of earth (POT 4)
Difficulty: 2
This green amber makes it possible to show false footsteps or any other means of locomotion.

The Silver Star Harvest

468
Amber of water (POT 4)
Difficulty: 2
Amber is an icy ball that must be thrown into the air, it bursts into a myriad star that fascinates the audience. The victims forget
their differences and wear a childish smile.

The explosion of the eye of the salamander


Amber of fire (POT 5)
Difficulty: 4
It is a small ball glowing, very hot and a little sticky. It is a real little mine that explodes causing a crater 3 m in diameter. The
alive ones are not affected by the explosion but can undergo debris fallout ...

The weaving of violent zephyrs


Air Amber (POT 5)
Difficulty: 3
This white marble emits a slight breeze, thrown on a target it makes appear of powerful current of air that ties the victim.

The devouring of the teeming lichen


Amber of the moon (POT 5)
Difficulty: 3
Amber has a pinkish color streaked with green and smells of damp stone. Just throw it away to release the Lichen, a green, gray
and pink mold. This quickly forms a busy, living carpet, covered with tiny trunks and tentacles. In contact with living pulpit, it
devours it. The alchemist must stay focused to move it

The paradoxical principle of the union of living amber


CerclePoudre de Lune: Work in the white
Substance: Amber
Difficulty: 3
Duration: 10 days / insider level
Catalyst: marble burst, Siamese blood
The amber is of changing color, as iridescent by the sun, and its forms seem moving.
It must be separated in two and then thrown on the objects to be transmuted. A few seconds after the formula is launched, the
two objects merge. The alchemist then has all the latitude to choose a characteristic of an object that will replace the
corresponding one of the other object.Thus it can create a dagger with the level of murderer of a sword with two hands, or its
abilities of damage. One of the two objects is completely destroyed in the process. It did not reappear at the end of the duration
of the formula.A more elaborate version would work on high-tech objects.

The Fury of Culann's Dog


Element : Fire
Circle : White Work
Substance : Amber of Fire
Threshold : 1
Focus : "It was during this battle that he presented for the first time the terrible spectacle of his warrior fury.His body trembled
violently. Her heels and her calves turned to face. One eye sank into his skull as the other advanced, enormous and red on his
cheek. His jaws widened until he could hold the head of a man. Her hair bristled like hawthorn and at the end of each appeared
a drop of blood. Finally, from the summit of his skull rose a column of black blood, thick as the mast of a ship. " , Passage of the
myth of Cuchulainn extracted from " Sulfur, Mercury and Celtism " by Gloria Reuber
Target : Self
Support : Target
Scope : 1 individual
Duration : Until the resumption of control by the Nephilim.
Formula : Let the fury of the dragon be founded upon his enemies, And the links that link me will sink into oblivion
This greenish brown amber, reminiscent of the color and smell of lichen causes an instantaneous shadow passage of the
Nephilim. The Nephilim thus allows a part of the Dragon to invest the simulacrum of the Nephilim, plunging it into a warrior
madness multiplying its capacities of combat and its savagery (+ 1 in a Confrontation skill).The Nephilim must, however, regain
control of its Simulacrum (resistance throw), if it does not succeed, the effect is maintained and the Simulacrum attacks all those
who are less than Ka-Feu meters until, There is no one to fight.

The Deceptive Luster of Gold


Element : Air
Circle : White Work
Substance : Air Amber
Threshold : 3
Focus : Text of a page dealing with the Celtic origin of the Grail "Sulfur, Mercury and Celtism" by Gloria Reuber
Target : Dummy
Support : Target
Scope : 1 individual
Duration : Ka minutes
Formula : Where I am you will not find me, Where I go you will not see me And yet I am there
This white marbled amber is projected towards the target, allowing the Nephilim to temporarily invest another Simulacrum. The
amber bursts near the target putting him in a trance state, until the Nephilim enters him. The Nephilim can act as if it were his
simulacrum. This spell still carries some risks, if it happens that the original Simulacrum dies, the Nephilim remains trapped in
the target of the spell without having suffered the effects of the disincarnation and is thus disconcerted, without real grip on the
Ka-Sun of this one, this situation obliges the Nephilim to make regular (every minute) jets of Khaiba (+ 10%) the situation being
too trying for its pentacle. If the new Simulacrum also dies, it can disincarnate but can return to a state close to the Narcosis (Jet
of Ka + 20% passed). Moreover, if during the operation, the original Simulacrum does not resist (the Nephilim passes from one
body to another by a solar link between the two beings), and dies of a heart attack.

469
Philosophers Stone - Alchemical Formulae
Philisophers Stone Alchemy. The creation of matter. The Alchemist creates matter to manipulate it.

The Great Work is the spiritual outcome of the alchemist. He becomes capable of creating his own material,
shaping it and transforming it as he wishes. Alchemy is a young occult science, therefore the formulas of the third
circle are still very rare. The forces involved in the experiments of the Great Work are immense and the
alchemists are hesitant to cross this threshold.

Some rumors about five Nephilim have reached the Great Work, they are known as the Glorious Alloy.

The secrets of the Great Work are revealed only to the initiated. When you reach the Third Circle of Alchemy,
contact your GM to discover the Formulas.

Alchemy of the Philosopher’s Stone:

Alchemy of the Philosopher’s Stone involves producing effects of great spiritual and transformational power. This type of
alchemy involves direct manipulations of the spirit. These manipulations are produced though intensive meditation, combined
with special exercises and diets on the part of the Alchemist. At the end of the period of meditation, which may last as long as
several months, the Alchemist has internalized the transformation and is them able to either utilize the transformation for a set
period of time, or to bestow the transformation on a single target.
The most important fact about this type of Alchemy is the difficulty involved in learning it. the only way to learn Third Circle
Alchemy is to learn it directly from a teacher, or to read a book on Third Circle Alchemy that is both a book of instruction, and a
work of Second Circle Alchemy. Copied or printed version will not do, only a hand written book produced by a Third Circle
Alchemist will work.
Third Circle Alchemists do not advertise, and the few books that exist are either lost or owned by individuals who know their
worth. Simply finding a way for the characters to learn Third Circle Alchemy should provide many adventures in itself.
All Third Circle effects that can be used on others require that the Alchemist either touch or obtain eye contact with the target.
Philosopher’s Stone effects are extremely powerful and should be used with care. An Alchemist trained in their use can change
someone’s entire world-view, alter their loyalties, or even blast their mind into madness with a single glance. Obviously, these
effects are extremely powerful - the primary limitation on Third Circle Alchemy is time. All effects must be prepared in advance
and all effects designed to affect another individual can be used only once. To produce an alchemical effect of the Third Circle
the character must meditate and prepare for every waking hour for a period ranging from a full day to an entire week. This
preparation may not be interrupted except for the character to eat and sleep. In addition, in most cases, this perpetration must
be started on an astrological appropriate day. Moreover, effects cannot be stacked. A single character may only have a single
effect active at one time. Effective use of Third Circle Alchemy requires significant preparation and planning.

THE THIRD CIRCLE: THE GRAND SECRET


Third Circle Alchemy is spiritual alchemy. This type of Alchemy can only affect spiritual phenomena such as belief or Solar and
Elemental Ka. This circle of Alchemy is known as the Philosopher’s Stone. The secret of the Philosopher’s Stone is that the
miraculous rock that many spent eons searching for is not a physical object, but instead is a metaphor for the soul of the
Alchemist, the site of the ultimate alchemical transformations. Third Circle Alchemy directly manipulates the Ka and the spirit of
the Alchemist and of others who come into contact with the Alchemist. Third Circle Alchemy is quite rigorous, and demands
much commitment from the Alchemist. Since this form of Alchemy is spiritual in nature, the procedures involved in performing it
are also spiritual in nature. Instead of boiling chemicals in retorts, or making a sculpture inscribed with mystical sigils, performing
Third Circle Alchemy consists of performing rigorous meditations and exercises.
Yoga, Tantric sexual techniques, Zazen mediation, and Qi Gong walking meditations are all techniques that have been adapted
to the use of Third Circle Alchemists. The purpose of these meditations is to focus the body, mind, and ultimately, the spirit of
the Alchemist on the specific purpose of the alchemical procedure. In some ways, this technique resembles the magical rituals
performed in Second and Third Circle Sorcery. However, while the symbols and techniques of Sorcery involve externalizing the
ritual so as to involve all of the sense of the Sorcerer, practitioners of Third Circle Alchemy turn inward and perform all of the
techniques inside of their own minds and bodies

The limits on Third Circle Alchemy:

As was stated above, Third Circle Alchemy can only affect Elemental Ka, Solar, Ka and similar spiritual phenomena. Third Circle
Alchemy cannot directly affect the physical world or the perceptions and emotions of living creatures.
The effects produced by Third Circle alchemical procedures can only affect the Alchemist, or beings who the alchemist contacts.
This contact can take a number of forms. it can occur either through touch, conversation, or through the Alchemist and their
target looking directly at each other.
Third Circle Alchemy is quite difficult to perform. The threshold level of a spell is also the minimum Ka score required to perform
it. A spell with a threshold of 40% would also require that the Alchemist possess Ka of 40 to perform it. The Ka score used is
always the Primary Ka score of the Alchemist, not the Alchemist’s score in the element being used. An Alchemist who was a
Sylph with a Ka score of 40 could perform both procedures of Air, earth, and all other elements that have a threshold of 40 %.

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The threshold levels for Philosopher’s Stone alchemical procedures are not affected by any astrological modifiers from planetary
days. The Alchemist can only prepare one Third Circle procedure at a time. In addition, no new procedures may be either
prepared or performed until the Alchemist has actually performed the previously prepared procedure. No Alchemist may have
more than one Third Circle procedure prepared at one time. Once the prepared procedure has been performed, the Alchemist
may prepare and perform another procedure.

Practicing Third Circle Alchemy:

There are three steps involved in using Grand Secret Alchemy:


1) First, the Alchemist must plan their meditation. While they are not strictly necessary, many Third Circle Alchemists make
elaborate notes, poems or other guides to the state of mind they are trying to achieve, before beginning the actual work. In
any case, planning and designing the meditation usually takes several hours of work. Once the Alchemist has finished
planning the meditation it is time to make the Technique roll to see if the meditation is well planned. If this roll fails, the
Alchemist is unable to design the desired type of meditation with the resources at hand. The Nephilim who is designing this
procedure must then either read more books of philosophy and metaphysics, or discuss the project with another Third Circle
Alchemist before a new roll can be made.

Critical success while designing a work of Third Circle Alchemy:


The procedure was designed exceptionally well, and will serve as an exceptionally effective meditation. When making the
Ka-element roll for this alchemical procedure halve the result rolled (A Ka-element roll of 66% would be treated as a Ka roll
of 33%). Once designed, this procedure will have these parameters any time it is used. A critical success on this roll also
allows the Nephilim to immediately make an experience roll the technique being used, in addition to any normal experience
rolls.
A fumble while designing a spell:
If the technique roll is fumbled, the Nephilim designing the spell has unknowingly designed a meditation that will produce a
material which will have the opposite effect of the desired material. A meditation of healing might instead actually harm the
Alchemist. Another Alchemist who reads the planned ritual could tell that the spell was flawed if this Alchemist makes a
successful Third Circle Alchemy roll.
2) Once the procedure has been designed, the Alchemist must implement it. The Alchemist must now spend the list amount of
time actually performing the meditation. It the Alchemist is interrupted for any reason the meditation is ruined unless the
Alchemist can make another successful Technique roll in order to find a way to compensate for the distraction. If, in the
future, the Alchemist wishes to perform this meditation again, the Alchemist will need to make a successful Idea roll to
remember the details of the procedure. If it has been over a year since the Alchemist last created the material this Idea roll
becomes an INT x 1 roll. However, if the Alchemist made, and still has the notes from step one no Idea roll is necessary. To
successfully achieve the desired spiritual state the Alchemist must roll the appropriate Ka element -1 or less and spend a
point of Cha’awe.
If the Ka-element roll succeeds Alchemist has successfully achieve the proper spiritual state. If the Ka-element roll fails, the
Alchemist’s mind wandered and proper focus and concentration were not achieved. The Ch’awe and the time have already
been spent, since the Ka-element roll is made as the meditation is concluding.

Critical success when making the Ka-element roll:


The procedure is performed perfectly. No Ch’awe is needed to perform the procedure. In addition, double some important
parameter, such as the duration or degree of the effect produced.

A fumble when making the Ka-element roll to achieve the proper spiritual state:
If the Ka-element roll is fumbled, then the caster does not realize that the procedure has failed.
3) The alchemical procedure takes the listed amount of time to complete, and will seem fully successful until the Alchemist
attempts to utilize the energy attained in this state. Finally, the player should add 1 to the Nephilim’s Khaiba total.

F O RM U L AR ELEMENT / R ANGE /

N AM E THERESHOLD S UM M AR Y AR E A DUR ATI ON

The elementary resonance of theastronomical bronze (Spagyrie)


Threshold: 5
Circle:3.
Focus:Die two Mori of the rotation ofthe clock and the rhythm, in them thebell hit.
Ka element:All.

471
Reach:auf Mori.
Duration:die time of the realisation ofthe reveille ritual.
The clock has been planned in 1499 byPaolo and Carlo Ranieri, two NephilimCulte
Of the Mediterranean dragon whowanted to use the technologies Spagyrieto animate a system,
bit by bit 5 one wakes Dra-Ka. 2 are Moritwo automatons, by them
Totality of the process itself will release.The alchemist must activate two Mori.Around
to make this a substance must beplanned by element on each of themeverybody
On the other hand the substance whichmust correspond to another process(imports, a little this
The element which hangs together withthe substance). Mori are activated oncebegin,
To hit bell at the summit of the clock in aspecific cadenza, they the astronomicalone
Clock activates. This will adjust herselfbit by bit, around from big astronomicalones
To imitate conjunctions of the planets,to five magic fields in an exact one
Order correspond (air, fire, earth, waterand moon). This becomes the successiveone
Amount of five networks cause. The diskdrives of the clock which are complicatedit lasts
about five minutes by conjunction (tocount without time of the ritual, on it
is designed “to wake” Mori). Five Dra-Kaone will wake itself in the followingorder:
Euryale (Dra-Ka one of air), Sthéno(Dra-Ka one of the fire), Pamphredo(Dra-Ka manvon
Earth), Deino (Dra-Ka one of water) etEnyo (Dra-Ka one of moon).

Procedures of Fire:

Igniting The Fire:


Threshold: 1
Ka-element: Fire
Preparation: Day
Type: Contact
Duration: Permanent
Description: This procedure allows the Alchemist awaken the Solar-Ka of any living creature. When the meditation is finished,
the Alchemist may awaken the Solar Ka of any single living being. This awakening is automatic and requires no rolls. This
awakening is usually felt to be a deeply spiritual experience by the target. Using this procedure costs the Alchemist two points of
permanents Ka.
Weaken:
Threshold: 2
Ka-element: Fire
Preparation: Day
Type: Contact
Duration: Day
Description: This procedure allows the Alchemist to temporarily reduce the Ka-score of any being. Once the preparations are
finished, the Alchemist may reduce the Ka-score (Ch’awe) of any being contacted by a factor of 5. This procedure will affect
Humans, Nephilim, Selenim, and all other magical being. When a Nephilim’s Ka-score is reduced using this procedure all Ka-
elements are temporarily refigured.
Flames of Purification:
Threshold: 4
Ka-element: Fire
Preparation: Week
Type: Contact
Duration: Instant
Description: This procedure allows the Alchemist to purify the Ka of any Nephilim who is currently suffering from Shaouit or
Khaiba. This procedure allows the Alchemist to end both Shaouit and Khaiba in the subject and to restore the target to its
ordinary awareness and physical form. Alchemists may not perform this procedure on themselves.
Fires of Obliteration:
Threshold: 4
Ka-element: Fire
Preparation: Week
Type: Contact
Duration: Permanent
Description: This procedure allows the Alchemist to utterly destroy the spirit of any being. Such destruction will instantly and
undetectably kill any human, Nephilim, or other spiritual being. A Nephilim destroyed in this fashion is utterly gone, and cannot
incarnate again. In addition, their current simulacrum also dies. This procedure can also be used to destroy summoned beings
or elemental creatures such as Mantiochora or Harpies. Since these beings are formed solely of magical fields using this
procedure on them destroys both their body and their elemental Ka.
The Ultimate Purification Of Gold:
Threshold: 5
Ka-element: Fire
Preparation: Month
Type: Self
Duration: Hour or Permanent

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Description: This procedure is more associated with legend that truth. It is said that this procedure allows Nephilim who have 9
Ka and Third Circle Alchemy of 5 to temporarily, or possibly permanently become Agarthans. If the Alchemist does not meet all
of the qualifications of an Agarthan the procedure only last for one hour. If the Alchemist actually meets all of the qualification of
Agartha the Alchemist may possibly (at the Gamemaster’s discretion) actually ascend fully to Agartha.

Procedures of Air:

Draught of Understanding
Threshold: 1
Ka-element: Air
Preparation: Day
Type: Self
Description: This procedure allows Alchemists to fully understand the character and motivations of anyone they look at using
Ka-Vision. Anytime during this day that the Alchemist uses Ka-Vision the character, personality traits and motivations of anyone
they look at become easily perceptible. This procedure will not reveal the target’s thoughts, memories or emotions, since these
are all transitory phenomena. Instead, the Alchemist will be able to tell how trustworthy the individual is, and what traits
dominate their personality. If the emotional metamorphoses system found in Chronicle of the Awakening is used, this procedure
will reveal the type and level of all personality traits possessed by any Nephilim the Alchemist observes with Ka-vision.
Coagulation of Understanding:
Threshold: 2
Ka-element: Air
Preparation: Day
Type: Contact
Duration: Instant
Description: This procedure allows the Alchemist to directly contact the spirit of another living being. This contact is extremely
intimate and profound. During the instant of contact, the souls of the Alchemist and the subject mingle and intertwine. After the
effect is over both parties will usually experience an extreme emotion reaction, often joy. Individuals who have engaged in this
type of contact will have a deep and intimate understanding of each other. While only a few very sketchy memories will be
exchanged, each party will have an unconscious understanding of the others motives, desires, wants and needs. Often
individuals who have experienced the contact obtained through this procedure will become emotionally close afterwards.
However, it is also possible to obtain a deep and intimate understanding between two individuals who have nothing in common
other than a deep desire for the other’s death. In such a case, the contact can be quite disturbing, but it can also be very useful.
This procedure is most often used to test someone’s loyalty, to convince a desired ally of one’s sincerity or as a special sharing
between friends. An ordinary human who is contacted through this procedure will be aware that something profound has just
occurred, but will generally not realize that the understanding they now feel comes form any other source than intuition and a
deep and unconscious sympathy.
Revealing Dissolution:
Threshold: 3
Ka-element: Air
Preparation: Day
Type: Contact
Duration: Special
Description: This procedure allows the Alchemist to see into the soul of a single individual. The Alchemist can peel back the
layers of their subject’s soul and look at the sensory images, thoughts, memories, and emotions associated with any of the
subject’s memories. The Alchemist need only think about a given incident, or type of incident (the subjects first date, the
subject’s most frightening memory, what happened last Thursday, etc...) and all memories associated with this incident will be
rapidly and fully revealed. Once the initial contact is established this procedure lasts as long as the Alchemist is able to clearly
perceive the target. Each different incident requires around a minute to fully filter into the Alchemist’s consciousness. Depending
on the situation, the Alchemist may have time to uncover anywhere from one to several dozen of the subject’s memories.
Crafting The Alchemical Key:
Threshold: 4
Ka-element: Air
Preparation: Day
Type: Contact
Description: This procedure allows the alchemist to unlock the final door and contact the spirits of the dead. To perform this
procedure Alchemists must touch the physical remains to the individual they wish to contact. If the remains were those of a
Simulacrum, only the spirit of the Simulacrum will be contacted, unless the Nephilim has been permanently destroyed though
Orichalka or some similar method. Unless the spirit hated the Alchemist during their life, the spirit will react positively to the
Alchemist. Even reluctant spirits can be persuaded to talk if the Alchemist promises to perform some service for the spirit or its
descendants. Failure to fulfill these promises will become known to other spirits the Alchemist attempts to contact. Any spirit
may be contacted, regardless of age. No one other than the Alchemist can perceive the spirit being contacted in any way.
Crafting the Vessel of the Winds:
Threshold: 5
Ka-element: Air
Preparation: Week
Type: Contact
Duration: Permanent

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Description: This procedure allows the Alchemist to create as stasis object for itself or for another. The object must be
something of importance to the Nephilim in its current incarnation, usually the first. Using this procedure involves touching both
the Nephilim and the stasis object simultaneously. The Alchemist them forges a spiritual connection between the Nephilim and
the stasis object. The stasis object must by dusted with litharge to allow the spiritual connection to be formed. This procedure
may only be performed once by an Alchemist upon another Nephilim. However, the Alchemist may perform this procedure as
often as desired upon itself. If this procedure is performed when the Alchemist still has an existing, intact stasis object, this
procedure severs the bond to the old stasis object as well as forming the bond with the new one. However, severing the bond to
the old stasis object cost the Alchemist 2 points of permanent Ka.

Procedures of Water:

Waters of Growth:
Threshold: 2
Ka-element: Water
Preparation: Week
Type: Self
Duration: Special
Description: This procedure allows the Alchemist to temporarily double any single one of their Ka-element scores. Only the
element that is doubled is affected. Doubling an element other that the Alchemist’s primary element, even if the element’s now
score exceeds the Alchemist’s Primary Ka element the Alchemist’s nature and elemental association is unaffected. This
procedure lasts until the after the first roll against the Alchemist’s Ka. This procedure is most often used to allow the Alchemist
to be able to more effectively perform a single spell or alchemical procedure. A Nephilim under the influence of this procedure
can perform Third Circle Sorcery ritual and alchemical procedures which it could not otherwise perform because its Ka score
was otherwise too low.
The Destruction of Order:
Threshold: 3
Ka-element: Water
Preparation: Day
Type: Contact
Duration: Day, Week, or Special
Description: This procedure allows Alchemists who use it to temporarily destroy the mind of anyone they contact. Alchemists
can use this procedure to produce temporary insanity in both humans and Nephilim. The type of insanity produced is chosen by
the Alchemist when the procedure is performed. In addition, with slightly different preparations, this procedure can also be used
to induce Khaiba in a Nephilim. When used to induce Khaiba the target must make a Khaiba roll. The Khaiba induced through
this procedure is identical to that normally rolled in both duration and manifestation. However, the Alchemist who induces it may
select the type of Khaiba produced (see the table of Khaiba types of the Nephilim Rulebook for more information). Members of
the Devil Arcanum often use this procedure on themselves to induce Khaiba.
Inhibition:
Threshold: 3
Ka-element: Water
Preparation: Day
Type: Contact
Duration: Day
Description: This procedure allows the Alchemist to temporarily cut a magician off from access to the subtle planes of magic.
Any magician subject to this procedure looses the ability to perform magic for the duration of the procedure. In addition, any
Nephilim subject to this procedure has all of its metamorphoses temporarily reduced to a level of 1. This procedure can also be
used to block a human Sorcerers ability to use magic. In addition, this procedure may instead be used on a homunculus to
prohibit it from being sued to cast magic. Finally, if this procedure is used upon an elixir the elixir becomes inert for the duration
of the procedure. Unlike Sorcerers and homunculi, elixirs are not permitted a resistance roll against this procedure. If this
procedure is used against an elixir, the elixir automatically becomes temporarily inert.
Enhance:
Threshold: 4
Ka-element: water
Preparation: Week
Type: Contact
Duration: Day
Description: This procedure allows the Alchemist, or any Nephilim contacted by the Alchemist to fully manifest all personality
traits at level 10. This manifestation will produce both extreme emotional reactions and the full manifestation of the Nephilim’s
metamorphoses. All transformations associated with these metamorphoses will occur. Once the duration of the procedure is
over all personality traits will return to their previous level. Remember, ordinary, unawakened humans cannot usually perceive
the transformations associated with metamorphoses unless they are given a reason to look closely at the Nephilim, and if they
make a successful Solar Ka roll. The multiplier for this Ka roll ranges from x1 to x 5 depending on how visible the Nephilim is
and how actively the Nephilim is using its metamorphoses.
Renewal:
Threshold: 5
Ka-element: Water
Preparation: Week
Type: Contact

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Duration: Day or Week
Description: This procedure allows the Alchemist to wash off the old form of a Nephilim, and temporarily reshape it into a new
form. A Nephilim or other awakened being can be temporarily transformed into another type of Nephilim, including non-western
types of Nephilim, Selenim, awakened humans, or Homunculi. This transformation is only temporary, and once the duration of
the transformation is over the individual is fully restored to its original form. Regardless of the type of transformation involved,
the individual’s dominant Ka value becomes the dominant Kavalue in the transformed state, with no reductions form the
transformation. In addition, the individual may use all abilities of its new form, as long as these abilities do not require special
skills or training which the individual does not already possess. The procedure can be performed so that it lasts either a day or
a week. The decision about the duration of a specific procedure is determined while the Alchemist is preparing to perform the
procedure.

Procedures of Moon:

Binding Attraction of the Alchemical Tide:


Threshold: 2
Ka-element: Moon
Preparation: Day
Type: Contact
Duration: Hour
Description: This procedure allows the Alchemist to see the ties between an individual and those people who are intimately
connected to this individual. These ties are visible to the Alchemist as glowing lines of light. These lines connect the individual to
immediate family, life-long friends, and bitter rivals. In addition, all Nephilim will also have a similar connection to their stasis
object. Once the procedure has been performed, the Alchemist may then follow any of these lines to see who lies at the
terminus of this line. Each line connected to a single individual is a slightly different “color” and so can easily be distinguished.
Newly awakened Alchemists often use this procedure to locate their stasis object.
Removal:
Threshold: 3
Ka-element: Moon
Preparation: Day
Type: Contact
Duration: Day
Description: This procedure allows the Alchemist to temporarily remove part of the target’s
spirit. The Alchemist can either temporarily remove one element from a Nephilim (but not from
a human or a Selenim, since they each only have a single Ka)-element or to temporarily remove

Alteration:
Threshold: 3
Ka-element: Moon
Preparation: Day
Type: Contact
Duration: Day
Description: This procedure allows the Alchemist to transform the essential nature of a Nephilim. This procedure can be
performed upon the Alchemist or upon any single other Nephilim the Alchemist contacts. A Nephilim affected by this procedure
will temporarily become another type of Nephilim.
The subject’s Primary Ka will switch form its current type to one of the Alchemists choosing. This transformation will cause the
loss of all current metamorphoses, and possible the acquisition of new ones. The magnitude of the subjects Ka element scores
will be unaffected - they will simply be temporarily changed. When the procedure is over the subject reverts to its normal form
with no loss of Ka or metamorphoses. This procedure has no effect if used upon ordinary humans.
The Waxing of New Beginnings:
Threshold: 4
Ka-element: Moon
Preparation: Week
Type: Self
Duration: Permanent
Description: This procedure allows the Alchemist to eliminate any experience that has just occurred. In effect, the Alchemist gets
a second chance at the situation, while maintaining fully knowledge of the eliminated incident. For example, if an Alchemist was
kidnapped off the street the Alchemist could trigger this procedure and reset time back to immediately before the kidnapping
occurred. The Alchemist would then be aware of the kidnapping attempt and could react accordingly. This procedure may not be
used if more than an hour has passed since the beginning of the incident that is being erased.
Universal Solvent:
Threshold: 5
Ka-element: Moon
Preparation: Week
Type: Contact
Duration: Day
Description: This procedure allows the Alchemist to break down all barriers within an individual. For the duration of this
procedure, the target has perfect memory of all events, including dreams, all memories of past lives and events that occurred

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while drugged, or drunk. Minute details which were not noticed at the time they were viewed can be recalled with perfect clarity.
Nephilim who are targets of this procedure temporarily have full access to all of the Simulacrum’s thoughts, memories and skills,
without any possibility of Shaouit. The Nephilim and the Simulacrum will temporarily become one, with no division of
consciousness or thought.

Procedures of Earth:

Draught of Healing:
Threshold: 2
Ka-element: Earth
Preparation: Week
Type Contact
Duration: Permanent
Description: This procedure allows the Alchemist to heal injuries done to an individual’s Ka elements. This ritual will heal
damage cause from Orichalka, as well as any damage caused by other magics that directly reduce elemental or Solar Ka. When
this ritual is used correctly, it will heal 2 from every attack upon the victims Ka. A Nephilim who had been hit twice by an
Orichalka blade (for a total reduction in Ka of twice damage x2) would have 4 points of Ka restored by the use of this procedure.
This procedure can never restore more Ka than was lost to damage, nor can it restore Ka lost through incarnation, sacrifice or
other losses not directly caused by some form of attack. Every use of this potent procedure costs the Alchemist 1 point of
permanent Ka (Ch’awe).
Immunity to Alchemy:
Threshold: 3
Ka-element: Earth
Preparation: Day
Type: Contact
Duration: Week or Special
Description: This procedure renders the subject completely immune to all effects of Third Circle alchemy for the next full week. If
the subject is currently under the influence of a Third Circle Alchemical effect, this procedure instead allows the subject to have
a second resistance roll to throw off its effects. If this second roll fails, additional study of the work will have no effect on this
alchemical effect. Nephilim and Humans with awakened Solar Ka make ordinary resistance rolls. Ordinary humans, who would
not normally receive resistance rolls receive a resistance roll equal to ½ their Solar Ka. If this procedure is used to cancel the
effects of an existing Third Circle Alchemy effect the procedure is canceled when the second resistance roll is made.
Strengthening:
Threshold: 3
Ka-element: Earth
Preparation: Day
Type: Contact
Duration: Week
Description: This procedure allows the Alchemist to bestow increased resistance to all magic upon the subject of this procedure.
Nephilim subjected to this procedure may resist all magic used against them with their Primary Ka score, regardless of the type
of magic used. Awakened humans resist all magic with their full Solar Ka, and unawakened humans resist magic with ½ their
Solar Ka. This procedure lasts for one full week, regardless of whether the subject is magically attacked or not.
Miracle of Creation:
Threshold: 4
Ka-element: Earth
Preparation: Week
Type: Special
Duration: Permanent
Description: This procedure allows the Alchemist to imbue a physical object with a spirit. To perform this procedure the
Alchemist meditates for a week and then releases the spiritual energy obtained during this meditation into a single, discrete
physical object. Anything up to the size of an office-building or apartment complex can be affected with this procedure. Objects
imbued with a spirit in this way will not be truly conscious, and are not granted to capability to move or react to their
environment. However, the type of spirit given to the object will greatly influence everyone who interacts with the object, as well
as being able to subtly influence events in its vicinity. When preparing this procedure the Alchemist must describe the dominant
drives and emotions of the spirit being created. These feelings will envelope the target of this procedure and will also affect
everyone who interacts with her. An automobile or building filled with a spirit of fear, despair or hatred will feel like it is haunted.
People in it will react to these emotions and odd, malevolent coincidences will happen inside. Similarly, a building imbued with a
spirit of love or protection will feel like it is under the protection of a supernatural guardian. Accidents will occur less often and
those inside will be more content than before. A knife imbued with a spirit of violence or anger will subconsciously urge the
wielder to use it, and will gain a +1 bonus to hit when used in anger.
Creating the Golem:
Threshold: 5
Ka-element: Earth
Preparation: Week
Type: Contact
Duration: Permanent
Description: This procedure allows the alchemist to actually give the Golem a soul. The Alchemist meditates for a week and
then touches the golem, and in one miraculous instant awakens the spark of consciousness if it. This procedure may only be

476
used on Golems that were first alchemically created and then subjected to the Second Circle procedure of the same name. This
procedure turns the soul-less automaton produced by the Second Circle procedure into a fully conscious and self-aware entity.
This procedure also grants the Golem an awakened Solar-Ka of 20, and Intelligence and Charisma scores of 4-5. All of these
characteristics are granted to all Golems, even ones that were created in the form of animals. The spirit produced in this fashion
will have no memories and its personality need have nothing in common with that of the individual, or individuals who provided
seeds for creating the Golem. However, during the process of awakening, the Alchemist may imbue the Golem with a few a few
skills. The Alchemist may give the Golem up to 11-15 skill points. Life experience skill may be granted to a Golem, but it will
merely provide basic familiarity with the life and artifacts of the culture, not individual memories. No more than 5 points may be
placed in each skill. These skills must be ones actually possessed by the Alchemist, not merely by the Alchemist’s simulacrum.
Spoken and written language skills are common choices for skills, since without them the Golem can communicate no better
than a newly born infant. Like any other sentient being, the Golem is fully capable of improving its existing skills and learning
new ones.
As a consequence of this procedure, the Golem and its creator are permanently linked. A moment of thought will let each
become instantly aware of the approximate distance and direction of the other, as well as their basic state of mind and health.
Careful concentration will allow each to communicate with the other, regardless of distance. In addition, while Golems may be
injured, and heal in the normal fashion, they are subject to neither age or disease. This procedure was originally developed as a
way to attempt to create the perfect simulacrum. However, it has proved for any Nephilim to incarnate into a Golem. For many
years, Alchemists have tried to develop an alternative means of creating Golems, which will all them to be used as simulacrums.
While not theoretically impossible, none have yet achieved this goal.

• Powders
The Annihilation Gustatory
Substance : Dry Land
Catalysts : Bark of oak, chestnut leaf Human Nose Lead
Difficulty : 4
Time : Permanent
The Alchemist launches this powder to the face of his victim who feels that his nose and his mouth inside her melting, which is
not quite true. It is extremely painful. But above all, after this treatment, the victim has lost the taste and smell, ie both ways to
perceive the flavor of life. So she loses her appetite and sank into a melancholy that can turn into depression if the GM sees
fit. If it passes at that moment a difficult period, she commits suicide.

The Visual Annihilation


Substance : Water Powder
Catalysts : Bark of oak, chestnut leaf, Human Eye, Lead
Difficulty : 4
Time : Permanent
This powder should be launched in the face of a human target : it permanently loses the sense of sight. His eyes become
completely white. She can be cured only by magical methods, such as the Princes of wisdom salt. More of it tends to do
" see "And include only what she wants, what joined his designs. She can not understand what is beyond his thinking, and
thus closes the novelty and change.

The Powder Gap


Substance : Water Powder
Catalysts : Bark of oak, Emerald, chestnut leaf, Lead
Difficulty : 4
Time : Permanent
You have to breathe this powder to a human target : it then definitely forget the past ten hours of his life. She remembers
nothing, nothing happens to reconstruct and seems incomprehensible victim of amnesia.

The Annihilation Hearing


Substance : Fire Powder
Catalysts : Bark of oak, chestnut leaf, Human Ear, Lead
Difficulty : 4
Time : Permanent
This gray powder should be launched on a human. Not only becomes permanently deaf, but also lose all human feeling. Cold
and ruthless, it becomes like the Green Lion, insensitive to complaints and entreaties of those around him. He became
disreputable, because for him, the end justifies the means now : he gradually loses all his friends and relatives. Loneliness is her
everyday life.

The Annihilation Touch


Substance : Moon Powder
Catalysts : Bark of oak, chestnut leaf Human Finger Lead
Difficulty : 4
Time : Permanent
This powder should be launched on a human target : it permanently loses the sense of touch. Besides the inconvenience that
this handicap can provide -after a few months it happens again to use this body it feels but it suffers from an increase of two
levels of all the difficulties of the jets on the touch, it becomes completely unconscious and closed in on itself. No one can
understand, so why ?

The Annihilation Verbale


Substance : Dry Air
Catalysts : Bark of oak, chestnut leaf, Tongue, Lead
Difficulty : 4
Time : Permanent

477
This powder should be launched on a human : he becomes permanently mute. If he tries to communicate except by word, he
experiences great difficulty to get his ideas : it is not clear, it uses complicated technical terms, his explanations are always
messy ... He must then spend twice the normal time to understand his thought to his interlocutors.

Powder On Erosion Hardware


Substance : Dry Air
Catalysts : Eclat marble, oak bark, Lead
Difficulty : 4
Time : Permanent
This golden powder and covered with small particles chaotic movements should be launched on an object : it begins to smoke,
background and disappears. The Alchemist can then assign an object with a mass less than ten kilograms.

The Mirror of the Silver Metal Master


CerclePoudre de Lune: Great Work
Figure: The Atalante Fugitive
Difficulty: 3
Duration: 1 min
Catalyst: chestnut leaf, chrysalis, arsenic
The powder is constantly agitated by subterfuge. It reflects the body parts of the Nephilim afflicted by the metamorphs.
This formula brings out to the people involved the metamorphs of the simulacrum in order to create an irrepressible fear among
the uninitiated.
Anyone not initiated is automatically frightened and only thinks to flee. The others may try to resist the level of insider of the
Athanor. This formula does not affect beings of a magical nature.

The Mirror of the Silver Metal Master


CerclePoudre de Lune: Great Work
Figure: The Green Lion
Difficulty: 3
Duration: 15 min
Catalyst: Marble Shard, Crystal, Human Ear
This Metal is in the form of thick and heavy steam. It is constantly forming images of distant landscapes in it.
Jetted on the flame of an enchanted candlestick and if someone else performs the same operation within two minutes on a
candle holder granted with the first alchemist, a match is established.
The flame increases in volume, becomes a disc of flame whose center is dark. The two alchemists are then able to discuss and
even exchange small objects, maximum 10 cm long, with a 3 dice chance that they will get lost along the way.
The two candelabra are enchanted with a little Ka-Feu of the Athanor. The transmission of words and objects is instantaneous,
and we do not see the interlocutor.
This fate has fallen into disuse with the advent of telecommunications. It is only used today for its limited teleportation
capabilities.

The disintegration of the soul


CerclePoudre de Lune: Great Work
Figure: Hermes Trismegiste
Difficulty: 3
Duration: -
Catalyst: Leaf of chestnut, Oak bark, Amethyst, Suffers
The steam is dull blue, full of rust. Holding it too long in the hand causes migraines.
Here, the very foundation of the intelligence of the human being is aimed. The Ka-Air is used unlike the usual way, its raw
energy flows into the Ka-Sun and attacks the gray matter.
Humans can try to resist with their Ka-Sun, this is solved by a throw of resistance against level of initiate of the Bellows. The
Nephilim benefit from two jets of resistance, for the formula must first of all remove the Ka-Air from the Nephilim.
If the formula successfully fulfills its duty, the intelligence of the target person decreases by 1 level. The formula acts only once
on each person because it removes particular areas of the brain.
The external effects are rather unpleasant: bleeding of nose and ears, pain of skull ..

• Liqueurs
Animal Liqueur
Substance : Liqueur Earth
Catalysts : Chrysalis, chestnut leaf, animal blood in question
Difficulty : 3
Time : Twenty-four hours
This liqueur is brown with reddish highlights. The Alchemist spear on the target that becomes desired animal. It takes the data
and the animal's skills, but keeps his intelligence. She can communicate by signs or speak in Enochéen if it is immortal.

Fixation Of The Hermaphrodite


Substance : Liqueur Earth
Catalysts : Chrysalis, bark oak, horse chestnut leaf, secretion of sex that one wants to adopt
Difficulty 5
Time : Permanent
The Alchemist must completely cover a human target with this liqueur. The victim then changes sex, and it definitely. It also
exchange voice, but it nevertheless retains the same characteristics. A non-consenting victim, it can be a real incurable trauma.

The Lightning Movement

478
Substance : Liqueur Air
Catalysts : Ash Spark, Ivy leaf, chestnut leaf
Difficulty 5
Time : One hour
The Alchemist must ingest this greyish Liqueur in which bounces a spark to the target. Liquor gives him a new active phase at
the end of each round, phase during which other players can not do anything. So not only it has more action, but these are
actions that can not be avoided or parried. Yet this extraordinary ability at a cost : each time the target is used, it loses two
boxes of its lifeline, because going so fast is a sham treatment that few appreciate. It can therefore choose not to get hurt too
not to take its additional share.

The Hazy Sensation


Substance : Liqueur Air
Catalysts : Chrysalis, chestnut leaf, lily Petal
Difficulty : 4
Time : Twelve o'clock
The Alchemist has to drink this liqueur to its target. The latter turns into a whitish haze that can slip into any gap, which moves to
fifty km / h and can not be dispersed in normal conditions. If she suffers a violent current of air (storms, cyclones ...), but it may
be dispersed, but is reformed naturally. The target can not undergo normal damage, but it can be affected by magical
damage. It can not however perform physical actions and can not practice the Magic or the Talents related to its Ka
dominant. Other occult sciences are prohibited him the handling of artifacts too.

Liquor In The Object Aux Mille Rebounds


Substance : Liquor Water
Catalysts : Ash marble Eclat, Black Soap
Difficulty : 4
Time : One hour
The Alchemist must coat this liqueur a metal object no larger than a fist. It then acquires the temporary ability to rebound. Pulling
or throwing the object, the Alchemist can then touch three times the same person or three different people close to each other,
while only one test. Three rebounds each inflicting normal damage of the object.

Natural Solvent
Substance : Fire Liqueur
Catalysts : Eclat marble, oak bark, Lead
Difficulty 3
Time : Permanent
This gray liqueur blinding glare to be launched on a metal object not exceeding ten kilograms : it dissolves. This formula affects
any metal. One can thus dissolve weapons, locks ...

The Mask Of The Mirage Volatile


Substance : Liqueur Moon
Catalysts : Clay, Chrysalis, chestnut leaf
Difficulty : 3
Time : variable
The Alchemist must completely cover the body and face of a human target with this liqueur. It must then carve and paint this
volatile new appearance which can be completely different from the old -it has an interest in mastering a minimum these artistic
disciplines. The voice of the target remains the same : should the work if it is to impersonate someone else. It retains the same
characteristics. This travesty is only detectable by the field feel. It lasts until the target is covered with water since then, makeup
background.

Liqueur D'Illusion
Substance : Liqueur Moon
Catalysts : Chrysalis, marble Eclat
Difficulty 3
Time : variable
The Alchemist must run this liqueur on an object, within ten cubic meters. It must then carve and paint it to give it the
appearance that it therefore wants -he interest to master a minimum these artistic disciplines. He can camouflage a door, an
object, and even create sham perfect for who does not know the area smelling. The effect is permanent until the object is
cleaned by water.

Nexus of gold, heart of the orchardshesperides


Circle: Great work
Ka-élement: Earth
Focus: Ramayana urlumpur-,Sanskritgärten
Threshold: 2
Substance: Earth liqueur
Aim: a seed of the apple tree of goldhesperides
Reach: Seeds
Duration: vaguely
Description: The magic of Beatrix orfrom Amelia, Nexus of gold, heart of theorchards
hesperides give to the plantation throwa premium of 20% dela golden applegranulates. He permits one
quicker growth of the seed hesperidesto which 5 networks unite in mightyNexus
becomes. The garden and his heart inthe form of a mystic tree flower in hersheets press
if leave the adventures and sapiancefrom the pursuers narrant. The mysticflower works
completely from known Gustave Moreauthe result. . .

Nutrients of the lustrales waters,Blühens of the networks ka


Circle: Great work

479
Ka-élement: Water
Focus: kongokaï mandara (“the plan ofthe diamond”) de Vairocana Tajima, enjaponais
Threshold: 1
Substance: Water liqueur
Aim / reach: a magic field
Duration: 12 months
Description: The magic of the prince ofthe wheel of the property and Loreleïpermits, fields magically
to raise in high conjunction, with it he anetwork stable artificielement during eines year
forms.

Hard cleaning of 5 firmaments fromsapiance


Circle: Great work
Ka-élement: Water
Focus: “Netilath lé RouaH vé Nefesh”Hebrew Rambam, Middle Ages
Threshold: 1
Substance: Water liqueur
Aim / reach: a Pentagramm
Duration: up to a new impurity
Description: The magic of the princeTemperance and Pandora permits, aPentagramm of some
to clean to his impurities, tares anddefects or injuries, to him original and
to give mystic virginity once again.néphilim must drink the liqueur and of itin
to a lustrale container spread water(“mikvé”) to dip there itself totally andfrom it
to arise purely. Of this alchemist’s broadritual on a critical success permits,disparaitre everybody
to pull kln balance selenim and Khaiba.

• Metals
The Commotion Ground
Substance : Metal Earth
Catalysts : Dewdrop, Ruby, Sulphur
Difficulty 5
Time : Two minutes
This metal is reddish, with marble pieces frozen inside. The Alchemist must throw at the feet of his victim. Immediately formed
under it a crevice that swallowed if it succeeded not an Agile test Fairly Difficult modified Dodge. The crevice, flaws propagate
star hundred meters radius (at 5 meters per lap). Any person or creature in the path of one of these faults must pass an Agile
test Fairly Difficult modified Dodge not to fall into it and find themselves engulfed. One can possibly save her, trying to pull away
with a test Strong, Enduring difficulty equal to the characteristic of the victim. If it is a failure, the target is swallowed. The flaws
obviously damaging all the buildings they encounter, as well as obstacles like mountains.

Metal Freeze
Substance : Metal Water
Catalysts : Diamond, chestnut leaf, Snow
Difficulty 5
Time : Instantaneous
The Alchemist launches this sparkling and cold metal on a human target : it is instantly taken in ice. In addition to die very
quickly of cold, the victim is frozen and therefore can break very easily if given a strong blow or if one shoots him.

The Calcination Of The Soul


Substance : Metal Air
Catalysts : Crystal, bark oak, horse chestnut leaf, ruby
Difficulty : 4
Time : Permanent
This glowing and burning metal is in the form of ball. Anyone swallowing becomes permanently arsonist. She no longer has
ignited will think anything that can be done without any regard to the possible consequences of its fires. The victim becomes
crazy. If this formula is launched on an immortal, it wears off when body changes, even temporarily, operation whose difficulty
varies according to the Immortals.

The Annihilation equipment


Substance : Fire Metal
Catalysts : Marble Eclat, Sulphur
Difficulty : 4
Time : Instantaneous
This metal is yellow and is generally in the form of ball. The Alchemist launches an object of one cubic meter maximum volume :
the object shatters whatever material it is made. Thus it is possible to break a door or armor provided it is not too great. This
formula works on magic items, but not on Kabbalah creatures-which are not objects, even though it has the appearance and
sometimes the most dishonest Kabbalists use them as such.

The Radiance Metallic Defragmented


Substance : Fire Metal
Catalysts : steel, sulfur
Difficulty : 5
Time : Instantaneous

480
This metal is extremely hard and greenish. When the Alchemist throws, it explodes in a shower of fire and pierces thousand
particles of all living beings present within five meters. Each victim has eight points of damage Very Murderers. The pain is
unbearable, especially as the shards dissolve into smoldering. Victims must pass a test of Enduring Fairly Difficult or risk seeing
the difficulty of all their tests shifted one line down in addition to normal penalties. The victims are dying then normally paralyzed,
too occupied by the hell of suffering.

Metal From Dead Alive


Substance : Metal Moon
Catalysts : Clay Chrysanthemum chestnut leaf
Difficulty : 5
Time : Ten days
The Alchemist must ingest one way or another this metal that feels death to a human target. He then twenty-four hours to
activate the formula. The target falls so inanimate and has all the appearance of a corpse : it is cold, his heart stopped beating,
she has more brain activity, and seems to have started to decompose. Yet she is still alive. She wakes up after ten days this
cadaverous state in full possession of all his means. This formula is only detectable by the field Sentir.

• The Vapors
The Forest Exaltation
Substance : Vapor Earth
Catalysts : Snake Eggshell, drop of dew water
Difficulty : 4
Time : Twenty-four hours
The Alchemist launches this Amber in a forest : it breaks and spreads crystals that awaken all plants within a radius of one
kilometer. The wood comes alive and the Alchemist can control. Thus trees may move, attack enemies with their branches,
brush will try to hinder unwanted. The forest will also have fun to lose a victim of his jokes.

Trail Of Prey Wet


Substance : Water Vapor
Catalysts : Wax, chestnut leaf, Tears, Snow
Difficulty : 4
Time : Twenty-four hours
The Alchemist must successfully soak with this steam the clothes of a human target. This then leaves behind, in every step, the
ice droplets barely discernible to the naked eye. The Alchemist is able to see. He can track its prey. At the end of the formula,
any droplets trace disappears.

Reading Des Ames


Substance : Water Vapor
Catalysts : Wax, Emerald, chestnut leaf
Difficulty : 5
Time : One hour
The Alchemist must first breathe the steam of a greenish brown, then blow on a human target to make him swallow. By this
method he can enter his mind in contact with his victim and finds himself able to play in his memory like a book. He can see only
what the target remembers : Childhood episodes are confused, some information is fragmented and highly subjective, many are
trivial and uninteresting. Finally, it is unnecessary to use this formula on an amnesiac.

Steam From Being Calorific


Substance : Vapor Fire
Catalysts : chestnut leaf, Phosphorus
Difficulty : 5
Time : Twenty-four hours
This very bright yellow Steam slightly warm to the touch, to be projected on a human target. It dissolves in entering the body,
causing an uncomfortable burning sensation. Through this, the Alchemist can regulate the body temperature of the target. Thus,
if it chooses to target, it can protect the most extreme climatic conditions : be very good in the heart of the Sahara or keep warm
on the ice by being blouse. But some are more offensive Alchemists use this formula : they use it to raise the temperature of the
body of their enemy to cause his death because of excessive heat to be supported by the body.

• The Ambres
Amber From Doubling
Substance : Amber Moon
Catalysts : Chrysalis, chestnut leaf, Siamese Blood
Difficulty 3
Time : Twenty-four hours
The Alchemist must launch this Amber on himself. It is covered with chippings and his body changes : a second pair of arm
pushes it, a second header and a second pair of legs. It thus looks a little more to his master, Rebis. With this transformation, he
can see behind him, running twice as fast and use, without penalty, its four arms, which gives it a unique action or two normal
actions and more by turn. However, he must suffer the downside : it loses the taste becomes more withdrawn and depressed
during the week of metamorphosis. He believes that while it is faraway and foreign, and tends to be alone to ponder his
uncanny.

Ecstasy Alchemical

481
Substance : Amber Moon
Catalysts : Crystal, chestnut leaf, poppy
Difficulty : 4
Time : One hour
This Amber, which appears in all colors as it is iridescent must be ingested in one way or another by a human target. The
Alchemist can trigger the effects by launching Formula in twenty-four hours of ingestion. Amber provides a feeling of incredible
pleasure, hallucinations truer than life, in short it is the most powerful drug you can find. It is even so strong that there is no
physical dependency : it is totally psychological, but almost unbearable. At the first shot, the victim wants to resume. After the
fifth, it can not do without it, it is ready for anything, even murder, to procure. Junkies this Amber make excellent slaves to some
unscrupulous alchemists.

The Creator Amber


Substance : Amber Land / Water / Air / Moon (Moon or animal according to many animals)
Catalysts : Snake Eggshell, Bark of oak, Mercury, Blood of the animal in question
Difficulty : 5
Time : Permanent
This formula creates a natural animal or resulting from hybridization. The Alchemist must mix the blood of animals to mercury,
then cool the mixture in order to shape it to give it the desired shape of the creature. This small figurine, ten centimeters at most,
is enclosed in the bud Amber. When it is projected, it breaks, releasing the statuette that starts to grow, be colored and
animated. The animal got in this way, if he is treated well, will be a faithful and devoted companion.
animal characteristics, :
It first defines the characteristics of the creature : Strong, Strong, Agile. These levels depend on the initial difficulty of
Formula. The creature also has the Companion level skills. Their number depends on the initial difficulty of Formula (Five
Skills). They are chosen by the Alchemist and must be related to animals used for hybridization.
The difficulty is then increased or decreased by one level for each benefit or defect inherent in the creature. Flying is an
advantage, but sleep is always a fault. All these parameters must be related to animals used for hybridization : so for a flying
lion with tentacles, use of blood lion, bird and octopus.

The Flight From Sage


Substance : Amber Air
Catalysts : Spark, chestnut leaf, Swan Feather
Difficulty : 5
Time : Twenty-four hours
The Alchemist is swallow this Amber and crackling bluish to its target : it rises up through the air and can now move this way. It
floats above the ground but can gain altitude in reasonable proportions -it can not exceed one thousand meters. It can move at
a normal speed of thirty km / h and its remaining capacity is normal : a thousand meters, it was extremely cold, and if during its
flight it hits something, the damage is serious ...

The Alchemical Tourbillon


Substance : Amber Air
Catalysts : Ivy leaf, Platinum, swan feather, Ruby
Difficulty 5
Time : Twenty-four hours
The Alchemist must launch this Amber, then blow on it to give it a slight twisting motion. She then breaks, releasing a breath
that will grow, grow, and become a real typhoon devastates everything in its path. Cars fly, people also, roofs are torn and
uprooted all the trees. This formula, because of its devastating effects, should be used sparingly at the risk of attracting the
attention of the occult community who ensures the proper functioning of the exoteric world and at the discretion of invisible
conflicts.

The Beatrice with the poisons of Mithridates


Circle: Great Work
Substance: Amber
Focus: the dedication of the book, addressed to " my daughter whose poisonous beauty drew upon her felicity and death.
Antidote to her solitude, love was for her a poison "
Threshold: 4
Support: zone
Target: object
Range: -
Duration: one season
The Amber created by the crucible is a resinous material whose color is white with greenish shades. It must be planted in fertile
soil and, at the next lunation, a vegetable cocoon will give birth to the Beatrice. It is a magnificent creature, no one can resist its
fatal attraction. Fatal because the Beatrice is a poisonous plant: her touch withers plants and bodies, her breath (yet so sweet)
is poisoned and mortal. The Beatrice exhales a hypnotic perfume that disturbs the senses of humans and imprisons them under
its spell. A physical desire invades them and signs their death sentence, for only one kiss of the Beatrice is mortal.If the
Nephilim are immune to the effects of the perfume, their simulacrum is not and they must pass a Ka-Terre -1 roll or have a -1
penalty to all actions.
But the Beatrice has another power: by meeting it for some time, the Alchemist becomes more and more resistant to poisons,
until becoming totally immune. Each week spent beside the creature gives an additional point of resistance to the virulence of
the poisons. By cons, the Beatrice has a very harmful effect, it corrupts the pentacle of the Nephilim and insinuates in him the
Khaiba. Each point of resistance potential gained increases the Khaiba by one point ...

482
Major Arcana

483
Major Arcana
When a Nephilim took up residence in the then Amenhotep IVth in 1379BC, various competing traditions held the
Nephilim together but they had no unifying vision of the Golden Path to Agartha. Amenhotep IVth left his Throne
and Crown and went on a vision quest in the desert. He returned Akhenaton, the Living Spirit of the Sun’s Disc,
the deliverer of the Way of Solar-Ka. Some say he attained Enlightenment and returned. Some say he was gifted
visions from Nephilim from beyond.

The Nephilim, he knew, could not wander by themselves down the Golden Path. They needed a way forward. He
gave the Nephilim different 22 Paths to Agartha, each embodied in an Pharoah from a time ancient by even
Egypt’s standards. Bathed in the marvelous Solar-Ka Nexus of the Sun’s City, Akhet-Aton, the he inscribed the 22
paths on 22 tablets and imbued them with power. Nephilim came from all over the world to study at the Sun’s City
at Akhenaton’s feet to learn the new paths and ways. The Nephilim grew in power. Soon they would all ascend to
greatness and use humanity for cattle and slaves and rule the world as their own!

And then Akhenaten died and the Thebean Priests were mightily pissed off that some Nephilim jerk hijacked their
entire religion. The Priests contracted out to the Black Star* to hunt down Nephilim, scatter them, burn the Sun’s
City to the ground, and otherwise have tons of fun at Nephilim expense.

It’s been an awful long time since Akhenaton was around but the Major Arcana still endure. The Nephilim learned
there’s nothing quite like being persecuted throughout all time to teach them to band together under common
causes — and, oh look, common causes. And, more importantly, the Major Arcana give the Nephilim an anchor
from one lifetime to the next. A thousand years pass and the world moves on but the Major Arcana stand.

When a Nephilim wakes from its Stasis, the first thing it does is look for signs of its Major Arcana drawn on
sidewalks, hidden in graffiti, or hiding among billboards. On reading signs only it understands, it staggers around
until it locates a gathering of its like kind who may give it food and shelter, access to Arcane Libraries, and a low-
down of current events. The Major Arcana provide continuity for the Nephilim among a small community of like-
minded creatures all bent on World Domination in the same fashion and under the same Aegis. Only 10,000
Nephilim worldwide may be awake at once under normal conditions and maybe three or four times that during a
Great Awakening. These Nephilim sort themselves fairly evenly across 18 of the Major Arcana along the lines of
common philosophy. A few hundred per Arcana operating world-wide at any time. The other Four Major Arcana
— the Fool, the Hanged Man, Death, and the World — have special properties.

Secret Societies are a major part of a Nephilim’s existence. The following short summaries of the Major Arcana
come from Ken Hite’s excellent Major Arcana sourcebook for Nephilim. Choosing a core philosophy is the final
piece of Nephilim character generation.

Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and
a Stunt offered to members of the Arcana for membership hath its privileges.

Under the eighteenth dynasty, the pharaoh Akhenaten accomplishes 22 quests in which he engraved 22 tablets
of power called the Mystics Blades. They were Nephilim guide to the Agartha .The Major Arcana were born.
These Arcanes gathered Nephilim sharing the same vision of destiny and magic.

When created, Akhenaten conjured great magical forces that were strongly influenced by the astrological
houses. He invented magical symbols, stellar, he engraved in each arcane. Since these stellar represent each
family. During the ritual of adoption, it is magically inscribed in the center of elemental pentacle of Nephilim.

Then Akhenaten opened the tombs of the pharaohs fell asleep and allowed the Nephilim to reincarnate.He gave
each mystic artefact to a different Nephilim. Thus a Prince ruled each Major Arcanum.

The Arcanes offer the Nephilim protection, magical and financial support and a place for learning occult
knowledge.

484
The Arcane asks its members to join their efforts to continue the quest for their Mystical Blade and to act
according to the aspects of the arcane.

The Nephilim who belong to no arcane are called Orphans.

Here is the list of the twenty-two Major Arcana with a brief description.
If you want your character to be part of a Major Arcana, you must accept your GM. In this case, it will give you
more information about the possibilities that this opens you or the personalities that you could know.

The Major Arcana


The Major Arcana are simply put the social splats of Nephilim. Each is a society dedicated to peculiar eldritch
goals and guiding its members towards Agartha this blissful state where the Nephilim is freed from its Fallen
condition.

The Arcana are old even by Nephilim standards, they hail from Ancient Egypt. There Akhenaton the mightiest
Nephilim to have existed sent his mind throughout the world, talking with the many receptacles of Wisdom and
luminaries of his race. At his return he engraved twenty-two Blades, huge graven steles each pointing a path to
Agartha. The Major Arcana are:

Sub-sections

• 00 The Mat
• 01 The Bateleur
• 02 The Papacy
• 03 The Empress
• The Emperor
• 05 The Pope
• 06 The Lover
• 07 The Chariot
• 08 Justice
• 09 The Hermit
• 10 The Wheel of Fortune
• 11 The Force
• 12 The Hanged Man
• 13 Unnamed
• 14 The Temperance
• 15 The Devil
• 16 The House of God
• 17 The Star
• 18 The Moon
• 19 The Sun
• 20 The Judgment
• 21 The World

485
Arcane 0: the Mat
Numberless: The Mat whose quest is the Ocean of Eternal Returns and the Honor is Moor the Wanderer. They
seek to create messiahs for humans and immortals. So they create esoterics doctrines, charismatic cults and try
to poach initiates from the other factions. They are kind of meh with their splatbook going about the wondrous
Craftworld they have rather than expounding on what the Arcanum does with its time. So salvageable but not very
sexy. And they are omnipresent in the ending campaign of 2nd Edition Apocalypse chronicle.

The Nephilim of this arcana are prophets who seek to spiritually elevate humanity.

The spirit of this Blade is the vagabond that is hunted (hence the dog biting the leg), which constantly flees to
finally return to its starting point (hence the 0 of the Mat).

The story of Mat began with the departure of Akhenaten Thebes who pointedMoor , the Mat princess, despite his
explicit refusal. The Nephilim, fleeing the death of Akhenaten , even today symbolizes the spirit of the Arcane and
still the princess. Le Mat is grouped within the Ship of Fools (or ship-world, the soul of Mat), building through the
ages and certainly the Subtle Bodies , with its bar the imposing skeleton Simulacre death of Akhenaten .

The Arcane 0 is interested in messiahs of worship that goes to procure theKa-Soleil necessary for navigation of
its nave. Thus his messiahs were numerous throughout the ages.

The hierarchical organization of the Mat begins with Princess Moor at the top.

Members
Shark
Milady, the Diablesse du Vaisseau-Monde
The Pythonisse
Moor

Philosophy: The Arcanum of the Messiah. “Even now He is knocking at the Gate; when
we open it the Way will open.” (The Fool is a special Arcanum)
Core Aspect: He is Coming.
Overview: The Fool is the Arcana of a Nephilim Incarnated into a human foetus and be
born to lead all, humanity and Nephilim, into a New Age. All Nephilim must prepare
themselves for the Coming of the Fool. Almost all Nephilim accept Jesus was an
Incarnation of the Fool as the Water Messiah, but Nephilim argue over other historical
Names as other possible Fools. They hope for a new Fool and pray it is not the
Incarnation of the Orichalkha Fool — because that? The End Times.
The few members of this Arcanum live to Prepare the Way for the Next Messiah.

Allies: Moon, Star and Sun. Weakly Magician. The Prieure de Sion.
Enemies: Emperor, High Priestess, Justice, Hierophant. Templars, the Assassins.
Fool’s Initiate Stunt: (-1) The Fool detects any Incarnation of a Nephilim into a new
Simulacrum for 100 miles around him instantly.

486
Arcane 1: The Magican
I The Magician whose quest is the Sacred Fire Theft and the Honor the Pagad. The Magician Arcana are the
heirs to Prometheus’ dream. They initiate humans in Nephilim magi hoping to bridge the differences between the
races. They were involved with the Cathars and many Nephilim consider they are fools who give their wisdom to
the enemy.

The Nephilim of this arcane seek to initiate certain humans to the mysteries of the magic Nephilim.

As worthy successors of Prometheus , the Adopted the Bateleur endeavor to initiate humanity to mysticism of the
occult. Generally regarded as traitors by other Nephilim , they continue nonetheless to teach a few pieces
of Sapiencean enlightened humans to handle, not without risk.

Their story is linked to that of the Golden Path as well as numerous attempts to establish stable societies
populated by humans with knowledge of occultism. These projects have always ended tragically because judged
by other Arcana as too dangerous. Thus the failure of the Jesus Project or the massacre of the Cathars are fairly
representative of progressive trials Bateleur and fierce opposition from other factions of History Invisible.

The Prince of the Arcane is the Pagad , a Nephilim very discreet which is said near the Agartha .

Currently, the activities of the Bateleur vis-a-vis humans are very well organized: Awakeners are in charge to
contact people with high potential that they then direct to one of the 3 foundations of the Arcane: Pandora (fight
against the other secret societies mainly the minor Arcana ), Talaria (the study of puzzles and Hidden History)
and Gwydion (the ultimate: the teaching of the magical reality of the world). Each foundation then decomposes
into several colleges, local structures more reactive than the main organ.

The Bateleur is strong in his education where he teaches human awakened to develop Ka-sun .

Contacts

Anastasia --- the Servants of the Unknown Superiors cf Party Stories

Members
Orixa
The Pagad

Initiation

Arcane I has never developed such a complex hierarchical structure as some of its peers. Rather than a true
pyramid society, the Bateleur is a fraternity whose most eminent members collectively determine the evolution of
the Arcane. Anyone who wants to join the ranks of the Bateleur can find contacts and supports, without having to
give too much account to the whole structure. Very autonomous, the Collèges du Bateleur can thus conduct their
actions without having to undergo the pressure of a direction far from the realities of the field. On the other hand,
this fundamental choice has the consequence of sometimes making the base uncontrollable, which can give rise
to regrettable slippages in the eyes of other more pointed Arcana about secrecy.
Thus, the status of an Adopted within the Bateleur is not a reflection of its influence but rather that of its
investment. If it is necessary to establish a series of grades specific to the progression of an Adopted Arcan I,
reference may be made to the following titles, admitted by its members, without being ostensibly claimed.

Awakening
An Awakener is an Adopted recently admitted into the Arcanum after demonstrating his desire to introduce
humanity to occult and magical mysteries. Constituted the bulk of the ranks of the Bateleur, these Adopted are not
personally involved in the greatest works of the Arcane, but their individual work constitutes the great strength of
the Bateleur. Indeed, unlike many secret societies, it is almost impossible to permanently decapitate the Arcane
or to effectively undermine its action on the world. Difficult to pin down, the Bateleur is a real nebula whose exact
contour it is impossible to trace. Appearing to reveal some secret to a sensitized human, the Awakeners
disappear shortly thereafter to upset elsewhere the certainties of other subjects.

In addition to its salutary unseizability in a world where control and tracking technologies are always more
effective, the Bateleur boasts one of the most extensive networks of mutual assistance and information in the
occult world.

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Because of their mobility and flexibility, the Awakeners are the first to be contacted when the Arcane needs field
agents for spot missions. An Adoptedcontacted for such a service always has the choice to reject a proposal, but
it must then propose another contact may render the service requested.

Once adopted, an Enlightener is put in contact with a college with which he will collaborate.

Terms & Conditions


20% in Major Arcana (l), Presentation of a human having acquired a traditional skill at least 20% thanks to the
teachings of Nephilim.

Guide
The culls are the backbone of the Bateleur while they are responsible for the permanence of the actions and
teachings of the Arcan. More experienced or more involved than the Awakeners, they take care of setting up and
running the various colleges attached to each of the Foundations of the Arcane. A college gives the right to the
title of Guide to its founder if it is recognized by the Invisibles of a Foundation. Criteria are usually permanence,
that is, the group must be at least one year old, and the activity, the involvement of the human members of the
College in occult cases.

In general, the Guides are the transmission belts of the different networks of the Arcane. Their role is to
coordinate the actions of the Awakeners in their zone of influence and to transmit to the Foundation all the reports
of activity and all information likely to facilitate the task of the other Adopted. Finally, because of their
permanence, colleges led by guides provide places of refuge for all adopted which express the need.

Terms & Conditions


25 in Ka, 40% in Major Arcana (l), Integration of a College of at least 6 members in a Foundation.

Invisible
The Invisibles are the Adopts most involved in the affairs of the Arcane. For a long time active within them, they
have had the time to set up extensive information networks but especially one or more Colleges donr efficiency is
proven. Thus, in addition to their role as a guide in their colleges, the Invisibles gather in councils within each
Foundation to determine the main orientations of the different colleges represented. In fact, no structure
dependent on the Arcane is required to follow these guidelines and the Foundation Councils serve rather to
account for the activities of each one, or even to reconcile certain groups on similar projects.

The number of invisible people sitting at the councils is not closed and any Adopted may be recognized as
Invisible provided they have demonstrated their wisdom and demonstrated the extent of their initiation network.

Terms & Conditions


50 in Ka, 60% in Major Arcana (I), college of at least 22 members.

Philosophy: “You Cannot Ascend Without Leading Others”


Core Aspect: The Modern Prometheans.
Overview: The Arcanum of Prometheus trains humans in the mysteries of Magic. The
Path to Agartha is through harnessing the Elemental Fields and Solar-Ka as one. Both
Nephilim and humans, researching together, can find absolute Truth.
Allies: Sun, Chariot. Rosicrucians.
Enemies: Tower, Justice. Templars, Black Star.
Magician’s Initiate Stunt: (-1) Correspondences. By
understanding Correspondences between objects and magic, the Magician receives an
automatic +1 shift to overcome Complexity for all spells.

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Arcane 2: the Papacy
II The Female Pope whose quest is Absolute Knowledge and the Honor Alpha-Omega. They are the librarians of
Nephilim world, the explorers and discoverers. Their goal is to enlighten their entire race by dispersing Wisdom.
They are considered as bookish know-it-all but in an occult society, knowledge is literally power. Also as seekers
of knowledge they have their share of Indiana Jones expies.

The Nephilim of this arcane seek to compile the occult Nephilim information like spells, pentacles or alchemical
operations.

The Papacy

Undoubtedly one of the most popular Arcana, the High Priestess brings together the Nephilim who have
dedicated their lives to research, compiling and archiving of Sapience , this heritage scattered around the
world.Unavoidable by the mass of information that it constitutes, this Arcane is one of the most frequent choices
of the players with regard to adoption.

The influence of the High Priestess of the secular world is obvious: Tower of Babel , Library of Alexandria ,
copyist monks way "Name of the Rose",encyclopedic movement Diderot ... also the advent of the era of
Information and the instantaneous transmission of the data seems to indicate that the adoptees of the Papacy will
reach a new degree of existence passing through the virtual. This will not be without opposing paper lovers and
silicon lovers.

The epitome of the High Priestess is the Herméthèque , a place where books are concentrated in charge of
knowledge and kissed knowledge. Dusty libraries, booksellers stands on the banks of the Seine or databases on
the Internet, the Popess is able to take multiple forms, adapting to the tune of time and following ready to
progress.

The Prince of the Arcane is a Agarthien embodied in all libraries that sometimes takes a Simulacre human for
compelling reasons.

The members of this Arcane are the hub of information and therefore they are of all quests, all adventures and all
scenarios. The price to pay for obtaining information is often an exchange of good process: data exchange is an
effective technique in hermethèques.

Members
The writer
Artaros the Wise
Floriandre
Luhlik'l
The Alpha & Omega, The Great Hermithecaire

Paris

Libras Longa, Vita Brevis


Esoteric events: -
Topics Nephilim: 11
Occult Sciences and Focus: 6
Traditions: 8
Specialties: Les Templiers

Secrets & Incunables


Esoteric events: 16
Topics Nephilim: 17
Occult Sciences and Focus: 15
Traditions: 11
Specialties: Basaltic Kaim, Golden Trail, Tubalcaan Fall, Narcosis, Khaiba.

The New Crystal Temple


Esoteric events: 3
Nephilim Topics: 6
Occult Sciences and Focus: 4

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Traditions: 9
Specialties: Parapsychology

Lyon hotels

The Illuminating Rest of the Elemental Gladiators


Esoteric Events: 13
Topics Nephilim: 11
Occult Sciences and Focus: 8
Traditions: 17
Specialties: The Elemental Wars, the Arcane XI Force, the Apocalypse, the Magic Fields, the Templars, the
Synarchy.

Philosophy: “You Must Find the Key to be Shown the Gate”


Core Aspect: The Librarians.
Overview: The High Priestess believes the way to Agartha is purposefully hidden and one
must amass enough (read: all of) magickal knowledge to unlock the Path. Those looking
for Enlightenment must accumulate enough knowledge to know the right questions to ask
the Guardians to be allowed to pass.
Allies: Wheel of Fortune, Chariot, Empress, Emperor, Sun. Prieure de Sion.
Enemies: Magician, Devil. Black Star, Order of the Golden Fleece, Templars.
High Priestess’s Initiate Stunt: (-1) Shemmut. The High Priestess can astrally project
and enter the Uat, or astral plane. The Nephilim can then fly to any location without their
body for the duration of 1 Scene. Note: Shemmut may be taught to Wheel, Sun, Moon,
and some worthy humans.

490
Arcane 3: The Empress
III The Empress whose quest is the Spiritual Binding and the Honor Circe the Enchantress. They believe that it is
still possible for the Fallen to enhance humanity Sun Ka and so understand an exit to their predicament. They are
the heirs to the horrors of the Golden Path, kidnapping humans and experimenting on them. They are also the
survivors of the Four Elements Tutelage and are thus extremely racists against Onirim.

As they are a bunch of assholes better suited as a source of antagonists and failed experiments. I would
not advise a beginning player to take this Arcanum (save if she wants to be the one to reshape it in a
more moral fashion).

The Nephilim of this arcane seek to control the emotions and feelings that animate humans in order to better
pursue the occult goals of Nephilim.

The Empress

A very beautiful mystery that this Arcane since its specialties are the conspiracy and the manipulation of the
spirit. Desiring to draw a second Golden Path by taking the Ka-Soleil as the keystone of the project, the Empress
conceals her ideals behind a succession of masks designed to protect her occult interests

Then, inevitably, one does not find many traces of the Arcana in the History profane or Invisible so much knows to
remain withdrawn from the scene.However, the adoptees of the Empress live immersed in Humanity, studying it
closely, dissecting it from within to ensure the success of its project. The Arcane believes that the Ka-Moon
(unstable in essence) is responsible for the failure of the first Golden Path and will not allow a second error to be
committed because of the whimsical element.

The internal structure of the Empress rests on 4 Angular Stones representing the 4 aspects of the human psyche:
sensations (Earth), emotions (Fire), intuition (Water) and thought (Air). The Moon is the unconscious and has no
place in this balance of subtlety. But not everyone agrees with the Arcane (starting with the rare adopted
Onirims).

The Princess of the Arcane is Circe and resides in Akasha .

Organization
Like the Emperor , Arcane has often been approached to him, the Empress has an internal structure very
organized and very hierarchical. His figure is structured according to the four cardinal points associated with the
four aspects of the human psyche: sensations, emotions, intuition, and thought.These four points are what the
basis of personality and represent the four ways in which exploration Adopted Arcane must commit to achieve
understanding of the true nature of the Ka-Sun .

The Midi, directed by the Throne of Intuitions, is charged with studying the influence exerted by these same
intuitions on the human psyche.
The Sevenentrion, hidden by the Crown of Thought, seeks to understand and control the mechanisms of human
thought.
The West, dominated by the Orb of Sensations, is devoted to the study of the five senses and their influence on
the human psyche.
The Orient, placed under the control of the Shield of Emotions, is entirely devoted to the analysis of feelings and
passions.

Each Point is organized according to a specific scheme and can be compared to a research laboratory with
several antennas. It is not uncommon for the directorates to compete with one another, most often for matters of
action, but their understanding remains cordial. In general, studies meet one of the four objectives of the
Arcanum:

Inventory of human reactions, whether spontaneous or provoked


Classify human reactions
Remove the subconscious parts of the human mind
Analyze the data obtained

The antennas of the 4 cardinal points are called Cenacles. In reiterating the distinctions which have just been
established, we shall distinguish the Cenacles of Inventory, the Cenacles of Nomenclature, the Cenacles of
Repeal and the Cenacles of Study. Of course, most of the Cenacles cumulate several of these functions; A vast
majority of them are camouflaged behind signs of psychological or astrological expertise, private clinics,
psychiatric treatment centers or so-called scientific institutes.
Each Cenacle is directed by a Censor, who gives account only to the mistress of the Cardinal Point to which the

491
Cenacle is attached. The geographical location of the Cenacles almost always corresponds to a specific
geographical configuration.

Powers
Powers (throne, Crown, Shields and Orbs) include Adopted the most competent and most experienced of the
Arcane. Their task is to direct the Cardinal Points. There are usually four countries per country. Each power is
directed by a Mistress of the Soul, the feminine having always been employed for this function. In fact, the
Nephilim with this job typically use Simulacrefemale, although this is not systematic. They are called the Mistress
of Jupiter, Mercury, Venus or Mars, according as their Power is in charge of the Cardinal Point of Thought,
Intuition, Sensations or Emotions. Each Mistress is assisted in her task by four heliasts making their decisions in a
collegial way.The Mistress has a right of Veto on the votes.

Hierarchy
Apprentice: This is the lowest function of the Arcane. The apprentice works in the Cenacles. He has virtually no
responsibility. (15% Arcane Maj. III)
Student: The student is the assistant to the Censor who heads the Cenacle.He knows the general projects of the
Cenacle and is often entrusted with responsibilities limited by the Censor. He assumes the role of psychologist or
astrologer who is supposed to confirm the authenticity of the Cenacle. In fact, its degree of competence and its
room for maneuver depend very much on the nature of the Cenacle, its size and its powers. (30% Arcane Maj.
III)
Hoplite: the Hoplite is the warrior of the Arcane, it is loaded and dangerous missions often finds itself confronted
with secret societies.
Scribe:
censor:
Amphytryon:
Reckoner:
Soul mistress
Solar mistress

Members
Bellatrix

Circe

Philosophy: “Tools are Built to be Used; and a Craftsman Who Uses Them Well Enough
Can Build Any Key She Wishes.”
Core Aspect: We Mold Humanity to Our Whims.
Overview: The Empress believes in manipulating humanity into preparing the way for the
Empress to ascend the Golden Path. After all, Nephilim ride around in fleshy meatbag
suits, why not encourage them and manipulate them into open the way to Agartha? She
wants humanity to evolve so she can evolve along with it and then one day rule.
Allies: Emperor. Prieure de Sion, Ordre de Neuf Soeurs, Carbonari.
Enemies: The Fool, the Hanged Man. Templars, Sisterhood of Isis.
Empress’s Initiate Stunt: (-1) Sihu. The Empress gets a free shift to all Empathy rolls
when dealing with humanity, for she loves them best of all. Sihu does not apply to
Summonings.

492
Arcane 4: The Emperor
IV The Emperor whose quest is the Boreal Power and the Honor Ashurban the Veiled Monarch. They believe they
can find a Utopia for human and Nephilim. So they manipulate human societies, juggle with political experiments
to find the perfect government. Now they are very interested in plutocracy. They are also consistently fools who
think humans are rational beings.

The Nephilim of this arcane seek to obtain a very important material power. Their goal is to use the financial,
military and political means to direct the Earth.

The emperor

The adoptees of the Arcane of the Emperor think that Humanity must be controlled, because the revolution
engendered by Prometheus has clearly demonstrated the danger that unframed humans can represent. Like the
shepherd with his herd of sheep, the Emperor wants to control every aspect of human life to protect the man from
himself. Without neglecting the spiritual, the Arcana took into consideration the material sphere of the universe by
assigning it a great responsibility in human well-being.

But another mission is within the Arcane's remit: enforcing the transparency of the Nephilim race and ensuring
that humans continue to ignore everything of their existence. A shepherd who does not show himself to his sheep,
in short ...

As a follower of dissimulation, do not expect from the Emperor an exoteric activity that has marked profane history
in a visible way. Similarly, do not expect a simple hierarchy to encompass, you would do wrong. Ignorance is the
mother of safety.

Network of influence, lobbying, spin doctors, eminences gray, advisers, authorized circles, decision-makers ...: all
these words summarize quite well the means put in place by the Arcane to influence the future of the world. It
uses unconscious human pawns of the part of failure that leads the Emperor against the minor Arcana.

The present Prince of the Arcane is Ashurban but the Arcane has a complex system of election in case of
vacancy of power following a return in stasis which is totally crushed by an elite that monopolizes the throne.

The Emperor tends to direct the whole world, mortal or immortal, which does not go without creating
frictions. Latent megalomania can become a brake on the sustainable development of Arcane influence if its
guardianship becomes too heavy for other occult factions.

Organization

A 1/2 Figure is an organ of the Arcane.

The king

The Crowned Head The Decorated Torso The Dexter The Senestre The Lower Crusaders

Britain Spain Ireland Poland Syria

la France Italy Scandinavia Rep. Czech Lebanon

Germany Greece R. Slovak Israel

Bulgaria Hungary Jordan

Albania Russia Palestine

Romania Egypt

Former Yugoslavia Lybia

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The Crowned Head The Decorated Torso The Dexter The Senestre The Lower Crusaders

Saudi Arabia

The shadow

North America

South America

Each 1/2 Figure is controlled by an Exulte and one to several Optimate (s).

Powers

The crown The throne The Spectrorbe The shield

Exult Exult Exult Exult

Optimate

Equites

Management Pump to finance Intelligence service Supervision of other Adopted

Administration of the Infiltration of Infiltration of the organs of Surveillance & Combat against
Arcane Enterprises power Minor Arcana

Hierarchy

Pion
Adopted (15% Arc Maj. (IV) / Having impressed Sing)
Servant Doré (40% Arc Maj. (IV) / Having long served the Arcane or little but effectively)
Optimate (60% Arc Maj. (IV) / 4 Jurisdiction 50% Company)
Equity (50% Arc Maj. (IV) / 3 Confrontation Skills to + 50% and 2 Incarnations)
Exult (70% Arc Maj. (IV))

Philosophy:“The Gate of the World can only open to the Command of the King of the
World.”
Core Aspect:Command through Iron Fist
Overview:The Emperor is the Rightful King of the World, the Supreme Temporal Ruler.
By bringing the world together beneath one Throne, the threats to Nephilim can be
defeated, the Arcana will take their rightful place, and they will all march in neat orderly
lines to Agartha. Until humanity returns to its role as a vassal, the Nephilim cannot
govern himself. Suborn or die.
Allies: The Empress, Chariot, Tower, High Priestess. The Rosicrucians.
Enemies: The Hierophant, Death, the Devil, the Fool, the Lovers, the Hanged Man, the
Moon, Judgment. Templars, Illuminati, Thule, Teutonic Knights, Sisterhood of Isis,
Carbonari, Prieure de Sion, Holy Vehm, Assassins, Rhodes, Black Star.
The Emperor’s Initiate Stunt: (-1) Thes. Those of the Emperor receive an automatic +1
shift in all Presence rolls in contests against humans. Does not work against
summonings.

494
Arcane 5: the Pope
V The Pope whose quest is the Immanent Domination and the Honor the Thunder King. The Pope thinks
Nephilim have an inherent right to be worshipped as gods. Now that seems idiotic but they have (or more
precisely had) esoteric practices enabling them to take power in the Faith of their worshippers. With mainstream
religion shaking their sects take more and more power each year.

All Pope’s members are meant to have a cult which is a boon and a curse on the GM and player. I would
not advise this Arcanum to players and GMs not familiar with using organizations to the character’s
advantage. While in my experience the cult building can be the funniest part of a Nephilim game
(especially if the others players accept to be dragged in) Pope’s players tend to grip the spotlight.

The Nephilim of this arcane make people believe that they are gods. They use the memories of ancient
mythologies to dominate the human mind

Pope

When one is immortal and one possesses magical powers, it is easy to become a god in the eyes of humans. The
adoptees of the Pope are among those, precisely. They are persuaded to have a status of being divine and that it
is in the order of things that mortal adepts honor them with all humility. It's kind of a pretty nice existence, right?

The polytheistic cults were for a long time the fertile ground of the adoptees of the Arcane who knew how to take
advantage of the pantheons and the local beliefs to settle permanently in the world of the mortals like essential
entities. The emergence and slow rise of monotheism has led to the gradual and inexorable decline of the Pope's
hand on human beliefs. To put it mildly, some thought that the Pope's Arcane was dead. It was without counting
on his adoptees who understood that sects were an opportunity to be seized in flight. The New Age, a palliative to
the disappearance of paganism?

The adoptees are classified according to the archetype of divinity they use to appear to the members of their cult:
the Man of Light, the Huntress, the Healer, the Devourer, the Madman, the Liar, the Justician, the King, Merchant
or the Sage. Apart from this, the Arcana is relatively disorganized and does not propose a convincing hierarchy to
its adoptees outside the Prince.

Each adopte builds his worship in his way according to his talents and the faithful he has. There is something for
all tastes: from the guru to the reincarnation of the Virgin Mary, the credulity of humans knows no limits and allows
all sectarian configurations, for the great happiness of the adopted narcissists and megalomaniacs.

Philosophy: “Only the Divine can become the Divine.”


Core Aspect:Religiosity
Overview: Humanity can receive the revealed Truth the only way it can understand:
religion. When humanity once again believes the Nephilim to be Gods, perception and
reality will shift and Nephilim will ascend en masse to Agartha.
Allies: High Priestess, the Sun, the Fool. Prieure de Sion.
Enemies: The Emperor. Rhodes, Sisterhood of Isis, Teutonic Knights, Holy Vehm.
The Hierophant’s Initiate Stunt: (-1) Can generate an additional situational Aspect where
the Nephilim is worshipped by humans as a God. Aspect lasts only that Scene.

495
Arcane 6: The Lover
VI The Lover whose quest is the Lost Lives and the Honor Sisyphus. At first glance they are nostalgic who try to
live like their favorite incarnation period. They imitate all ages and while some Court is dedicated to Victorian
London, the other is 15th century Jerusalem. Their project is to ride human dreams to the uttermost reaches of
the Astral and find the remains of Atlantis there.

The anachronism favored by the Lover’s members can be very grating in modern times. I would not
advise this Arcanum to be playable.

The Nephilim of this arcana have a preference for the epoch of a past incarnation. They do everything to relive
this moment of their history (clothes, foods, languages). They are struggling to adapt to the new world. They are
Romantic Nephilim.

The lover

At first, the Nephilim are persuaded that the adoptees of the Arcana of the Lover are inoffensive melancholy
dreamers who have poured into the marshy pastism of the "It was better before ..." But do you sincerely think that
" Akhenaton was able to create an Arcane of setters without relief?

The life of a Fallen must pass through a cult of the past, slightly magnified, made of memories embellished by the
passage of time. The members of the Arcane make their nostalgia by deciding to make a daily quest. Quaestors
of the madeleine of Proust in a few sorts ... The adoptees meet very naturally according to the historical period
that marked them the most and try to reproduce a version as faithful as possible to the original. The more
advanced even manage to create an Akasha as their power of evocation is powerful and their memories
perennial.

In theory, the Prince of the Arcane is Sisyphus but it disappeared a few years ago.

All adoptees of the Lover are by definition purists, they have great difficulty in getting to the heart of the
Arcane. The result is a lack of cohesion in the ranks of the Lover, which only reinforces the image of sweet crazy
that they have with the other Arcana.

Organization

The Arcana of Amor is not known to possess a very rigid hierarchical structure. In reality, there are countless
ranks (or "dignities") within the Arcane, rules and procedures-but most are hardly respected or so redeveloped
that they become unrecognizable. To begin with, it must be understood that only the Nephilim Orthodox, still
largely in the majority, have established a set of codes designed to govern life and contacts within the Arcan. The
Orthodox consider that they are the only true Lovers and that the Apostates themselves have excluded
themselves from the Arcana. The following information therefore concerns only these Orthodox. Only these
Adopts fully claim the terms of Court of Amor, of Alcôve. Of Adoublement. Etc., even if it happens to certain
Apostates to take them back on their own account.

The Courts of Amor


The Amor Court is the basic cell of Arcanum VI. The term designates both a place (mostly filled with history) and
an essential social entity in which the Adopts meet, who share an immoderate love for the same epoch of
incarnation. The Nephilim of the same Court of Amor try to build physically and spiritually an idealized
representation of the time they cherish in order to eventually turn it into a magical kingdom beyond the borders of
time. OnlyAdopted oldest know the ultimate goal of a Court of Amor: neophytes think for them they are just one
way as another to satisfy a nostalgic passion for a bygone period. In the Court of the Amor Adopted make every
effort to live by the rules of the time chosen with minimal references to the current world. Of course, the more the
Court belongs to an ancient Alcove, the more difficult it is. For starters, Adopted must find a worthy place to house
their court. The Lover has a whole arsenal of techniques and methods to appropriate such a place. The court of
Amor must be on the site of a place historically connoted: their theories demand it, even if certain derogations
from the rule have been observed. Of two things one then:
- the place always exists (ruins, a museum, even a monument still as it is) and then it must be appropriated by all
means (legal or financial pressure most often).
- Either it no longer exists and it must be recreated - reconstruct a court on the site itself, at the risk of attracting
the curiosity of humans (this procedure being by far the rarest).
First consequence: Lovers are obliged to maintain frequent contact with humans and must constantly try to attract
their good graces rather than their enmity. Some Adopted specifically responsible for such contacts: they are
called litigious. It is partly because of their action that more and more historical monuments are restored or

496
classified in Europe. Second consequence: the Courts of Amor belonging to the oldest Alcoves are more and
more rare, and their Adopted less and less numerous. After all, it is much easier to invest a Victorian mansion
than the ruins of a Greek temple.

Initiation

The Innocent - First dignity of the First Romance


The Innocent has just arrived in the Arcane VI. He knows none of the secret cogs and has only a vague idea of
how it works. He is usually charged with small tasks, which are all means for him to prove his disinterested
attachment at the time he has chosen. The Innocents took care of the maintenance of the Courts of Amor and
occupied the time remaining to perfect the knowledge of their time.
Terms: 10% by Arcane Maggiore (VI)

The Sighing - Second Dignity of the Second Romance


Unlike the Innocent, the Sighter may have certain responsibilities. He is generally charged with performing
research assignments for his superiors of the Second Romance, and not for his own account. He has
demonstrated his perfect knowledge of the chosen period and is admitted to the Areopagus which are held
episodically within the Court - and where all sorts of subjects are discussed.
Terms: 20% in Arcane Maggiore (VI)

The Pure - Third Dignity First Romane


The Pure already has one foot in the Second Romance. He understands that the structure of the Court is more
complex than it appears and that all its secrets are far from being revealed to him. He is more specifically charged
with the physical protection of the court (symbolic charge if it is, insofar as the attacks against an Amor Court are
extremely rare) and the reception of Nephilim alien to the Arcane within Of the Philosophical Demeures.
Terms: 30% in Arcane Maggiore (VI), at least three compérencesd ANSl root Tradition has 30% and five years of
service.

The Lover - First Dignity of the Second Romance


The lover knows that Amor court in which it operates is ultimately a facade designed to hide the creation
of Akasha . It is theoretically not allowed to go there without the permission of a dignitary of the Third Romance,
but this prohibition is rarely respected. Lover takes part in the phases of Commemoration and intended
Transmutation appropriate to create Akasha(see "Practice").
Conditions: 40% in Arcane Maggiore (VI) and an entrance examination to test knowledge of the Adopted at the
time of his alcove

The litigious - Second Dignity of the Second Romance


The Prosecutor is more specifically in charge of the help and advice given to the young Adopted wishing to create
a new Court of Amor. He works closely with the Judge of his country and manages all the problems that may
arise when trying to set up a new Court. It is called to deal often with humans. In addition, it takes part in the
phases of Commemoration, Transmutation and Gripping.
Terms: 50% in Arcane Maggiore (VI)

The Galant - Third Dignity of the Second Romance


Le Galant takes part in the phases of Commemoration, Transmutation, Grip and Initiation during the Odyssey. He
is called upon to supply and guide the Prosecutor when he finds himself in difficulty. It is also the scribe of the
Court, the one who records the information collected by his peers and takes charge of the administration of the
Court.
Terms: 60% in Arcane Maggiore (VI), at least six competencies in Tradition root to 60% er ten years of service

The Platonist - First Dignity of the Third Romance


The dignitaries of the Third Romance are the explorers of the magical kingdoms, the great landowners who seek
to define and exploit their possibilities. In some Courts, the Platonist is the highest dignitary. In the absence of
superior, he is the spokesman of the Court, the one who initiates the Areopagus and who ensures the contacts
with the Judge.
Terms: 70% in Arcane Maggiore (VI) and a final examination (of a much higher level than the Second Romance)
designed to test the knowledge of the Adopted at the time of her alcove.

The schoolmaster - Second Dignity of the Third Romance


The Schoolboy is the great theorist of the Court of Amor: he studies the fluctuations of the magic fields, compares
them with those that may have taken place in the past, and defines the road to be taken by the Akasha to go back
in time. Most Ecolasters remain at this stage of the theories, and experience the worst difficulties in implementing
them, but they know that this is a long-term task.
Conditions: B0% in Arcane Maggiore (VI)

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The Archipoète - Third Dignity of the Third Romance
Rare are the Amor Courts to count an Archipocete among their members, and this function is sometimes imbued
with a sulphurous veil, or at least mysterious. The mission of Archipoètes is to explore for themselves the closest
spiritual realms of Atlantis and back with as much data to prepare the way for their fellow man. This dangerous
and unpredictable process often places them in a very uncomfortable situation, and the other Adopted are often
suspicious of them.
Terms: 90% in Arcane Maggiore (VI), at least nine compérences Tradition root to 90% (this condition is rarely
satisfied) and Successful implementation.

Philosophy: “Pleasure of the Flesh leads to Paradise of the Spirit”


Core Aspect: The Hedonist
Overview: Only by throwing oneself fully into the flesh can one truly explore the physical
range of sensations. To understand carnality, physical pleasure of the past must be kept
in the presence. The Golden Path was designed around physical pleasure. It is the
Gateway to Enlightenment.
Allies: Temperance, Hanged Man, Hierophant, Moon, Judgment, the Fool.
Enemies: The Emperor, Justice. Sisterhood of Isis, Teutonics, Assassins.
The Lover’s Initiate Stunt: (-1) A’aua. The Lovers receive a free +1 shift in any skill
involved in tactile feeling, the flesh and dealing with humans in a purely physical way.
This does not include combat.

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Arcane 7: the Chariot
VII The Chariot whose quest are the Two Vehicles and the Honor Da Vinci. While the Empress tries to change
human minds, the Chariot changes human bodies. They are into transhumanism and science fiction to the point
of their Prince becoming Argathian by possessing some Internet server. They can be as cool as Tony Stark and
as evil as Mengele. Most of them consider humans are tools and are not very interested in notions like “consent”
or “ethics”

No comment on that Arcanum except they can easily dive into body horror if the campaign needs it. Like
the Empress they can easily be used as a source of failed experiments bedeviling the PCs

The Nephilim of this arcane seek to master perfectly their simulacrum and their new environment.

Carriage

The Adopted the truck turned back to traditions to deal with modernity, which is not to please everyone in the
world of Nephilim . Especially in the age of new technologies, this Arcanum is in the process of a great leap
forward, a sudden acceleration in the development of its influences.

But beyond a perfect symbiosis with technology, the Chariot seeks to make man a perfect tool. Technological
watch is not so much a goal for these Adopted as a means of being in total adequacy with the modern world.

The Arcane is divided into two factions. If the Little Vehicle is a progressive and curious Nephilim community that
works for progress, the Great Vehicle is its secret and brings together the most avant-garde of the Arcane, who
experiment the most fantastic theories under the benevolent gaze of a Prince strangely absent.

Arcane techniques aim to improve human potential and teach the modification of certain aspects to overcome the
commonly accepted limits.The adoptees are also obsessed with the abilities of the virtual and the prospect of no
longer being tributary to a simulacrum of flesh. Thus projects like AZOTH or Babelscape (a hidden database
offering new perspectives for its users) clearly demonstrate that the Arcane is not a victim of a utopia.

History

The Atlantis

Even before the Fall , and long before the search for Akhenaton , the Kaim led a happy existence in Atlantis. In
those days, the idea of the Major Arcananot even touched the spirit of the Sons of Ether, although minded
communities were busy around vast esoteric-magical projects. In the characteristic insouciance of the immortals,
many were the major projects that had to influence the fate of the Earth. With their elemental power,
theKaim viewed the world as a medium of their intentions and their intuitions without necessarily consider the
possibility of failure. Les Vélins Carminaes are always there to show that all these ambitious undertakings turned
too often to tragedy. First there was the saurian and the Black Moon, felled by the future Atlanteans. There was a
day Kaim fallen by their "protected" people.
Many Arcane who trace their origin to the time of Sacred Atlantis , and the Arcanum VII is one. Of course, it is
extremely difficult to trace ancestries of real Nephilim until that glorious time. The impartial or critical observer will
prefer to speak of currents of thought and action claiming this Time. In the nebula factions that were moving under
the arches of Atlantis , it is possible to trace the embryo of what was to federate centuries later the Chariot
Arcanum.

The Nautoniers Célestes


If many Kaim viewed the world as their garden, others saw more and more.Turning towards the Ethers, these
visionaries had a sharp awareness of the universe and not only wanted to enjoy the Earth, but the cosmos in
general.Tired of the games of their peers, their looks turned to the heavens and the ethers that surround the
world. In their search for elevation, they sought to model their shape to slide on the Magic
Fields highest. Intoxicated by their experiences, they were nevertheless confrontésà the limit of their commitment
to the Magic Fields forbidding them to join the ethers. These audacious Kaims thus began to develop magical
vehicles that would allow them to free themselves from gravity and then to overcome the nexus of the earth to sail
on the cosmic rays. Despite many setbacks, those who called themselves the Mariners Celestial marked the
history of Atlantis . If they never arrived to join the space that fascinated as the Celestial Mariners were the first to
consider creating tools to transcend their magical qualities, a first while their brothers continued to build on their
Magical potential alone. Due to the fall of Atlantis , the legacy of the Mariners was lost, but some evidence
suggests that some of their achievements could survive the Flood.

499
The Trainers
Before the Golden Trail was initiated and promoted great cause Ia Atlantean civilization, some Kaim already
interested in this species that was to become humanity. Fascinated by these creatures barely bipedal, but
overflowing with vitality and potential, they achamèrent understand how a carnal envelope could conceal an
energy that was excluded from their pentacle, confronted with great difficulties, these Kaim expressed their
discovery ignoring that the idea would catch on and lead the project Golden path . Disposed of their subject of
study, these involuntary cleansers of the great Atlantean work were ousted by other groups more influential and
voluntary. However, while the trail Golden mobilized all Kaim , these misunderstood managed to approach their
new protected. Soon known of Blockers , they helped to test nascent humanity in order to reveal its
potential. Blowing hot and cold, bouncing on the manipulations of the other factions of the Golden Path,
theTrainers were among the secrets of awakening the most active artisans to the conscience of
humanity. Through their action, the Trainers were able to push the capabilities of early humans until they came to
control some tools ... which they made one day weapons, quickly turned against those they had too long
Considered as gods. If for many Nephilim, Prometheus was the initiator of the fall of Atlantis , few people
remember that the ancestors of the Arcane VII had prepared the ground well.

The dispersion
When the civilization of Atlantis was destroyed by the combined effects of the fall of the meteorite
of Orichalcum and human la.révolte, those that were to now call the Nephilim forgot all their proud
achievements. Mastering Magic Fields was just a painful memory; Only survival comptart and soon the brothers
came to confront. When the Elemental Wars tore the already sparse ranks of survivors, there was no question of
unity but to shoot whoever approached, lest it call into question an illusion of security. In this confusion, the
scholars of the Nephilim people have succeeded in finding the traces of those who had left their imprint on the
Atlantean civilization. Among them, some Mariners Celestial managed to reach Corona Borealis of Hyperborea in
the hope to rebuild a new Atlantis. Despite some testimonies, their dertin remains obscure all the more as the
Sanctuary of the North has become a desert. Despite the riddle of the desertion of Hyperborea , some have been
found. Thus, while some of the Hyperboreans disappeared, a silent diaspora joined the world and its history. Two
distinct branches of refugees stood out, the Tuatha de Dannan that joined Ireland and the Pelasgians who
continued their trip to Greece. The first landed in Erin on board airships, irrefutable evidence of the presence
of Heavenly Mariners in Hyperborea . Later, during the bloody war between powerful magicians in these cursed
people ofFormoris , undeniable proof of the presence of one or more Mariners was brought by replacing the
amputated arm of King Nuada by a fully functional prosthesis money . Only a Mariner , master techniques and
body could perform such a miracle; His name was Diansecht. If the Tuatha de Dannandisappeared into the mists
of history to conquer other horizons magic, theMariners who accompanied them kept wonders makers reputation,
builders of imperishable magic waxed. Considered role models for current Adopted of the Chariot, their legacy is
the subject of endless quests.

The ascent
It was only much later that a second wave of Atlantean refugees left theAtlantis to blend in human history. At that
time, Akhenaten had accomplished his quest and his emissaries traveled the world to recover the mystical
BladesMajor Arcana between dwarves future Princes. Guided by mystical visions sent by the Pharaoh, these
plénipotenriaires joined the Boreal Sanctuary where they delivered the blade of the Arcane VII to a leader of the
faction ofTrainers . This election of a hyperborean to the dignity of leader of one of the pillars of the new society
Nephilim gave the signal for a new exodus. By becoming a prince, the angel who would one day be known
to Apollo were to invest in occult activities. The foundation of the Arcane VII thus gave the signal for a second
dispersal of the Hyperboreans. The second branch of the diaspora therefore proceeded to Greece, whose
voluntary and enlightened people were to provide them with the soil of an unprecedented civilization.Guided
by Apollo riding the magic fields aboard his celestial chariot of wind and snow, Pelasgi busied themselves and
quickly melted into the recesses of Greek society in the making. Henceforth gathered around Apollo , Arcanum
could be structured to its fulfillment. First, it is the Blockers who formed the Chariot of the core. Looking to the
pursuit of perfection of the body, they aimed the achievement of the potential Simulacre . Alongside this
investment, a group was appointed to trace the Celestial Mariners . While the truck at the time were pushing the
limits of the human body, the need to recover the remains of the Wisdom of their glorious predecessors was felt
quickly. Many artifacts were lost with the Fall of Atlantis and the decline ofHyperborea in the Magic Fields ; To
model the human body was an ambitious design requiring the fantastic Atlante tooling. The most conspicuous
trace of this boiling is recorded in the margins of the quest for the Golden Fleece; A great occult adventure to
which the Chariot was associated. Finally, to achieve its presence in Greece, Carriage leaders opérèrent
rapprochement with the Arcane Pope , very present and so powerful in the region. This occult movement had the
consequence of fixing a principle always followed by the Chariot: the punctual alliance with a powerful arcane and
compatible with the designs of Arcane VII. This great success made it possible to place the fragile arcana under
vigorous protective arms. Unfortunately this esoteric deprived the alliance of his truck prince
SINCE Apollo renounced his title to join the pantheon of Olympian ranks. This defection a priori moral law
according toNephilim deeply divided Arcanum to the estate of Prince. Even if Apollo had designated the new
Prince of the Chariot, many lirrent the Adopted who refused to swear allegiance to the one that was chosen by a
traitor. The conflict that followed saw the Arcane Vll engage in a fratricidal war that detoured the Chariot from its
goals for many centuries. From an external point of view, these confrontations melted in the conflict between Troy
and the Achaeans. Present on both sides of the walls of the mythical city, theAdopted the truck dragged the
Atreides and Podarcides Warriors while providing powerful Artefacts such as magic carts or the famous armor of

500
Achilles. This long war won by the Greek camp meant the end of the age of Aion and that of the Ascension of the
Chariot. However, throughout the war, each faction thought to find the Blade of the Arcane at his
opponent's;Therefore, when the Greek Adopts seized the Trojan bases, their will to claim the principality was
destroyed by the absence of the Blade. It was, however, not lost or stolen, but merely sheltered by a group of
faithful of the first hour, in the hope that it might again be attributed to a prince worthy of the name, and not Some
warlike adventurer. Exhausted by the war, the Chariot crumbled to join the ruts of Invisible History. From the
proud and impetuous gathering of visionaries and technicians, there soon remained only a vague court united
around Automedon, the companion of Achilles. For several centuries the Chariot was deprived of a pilot, but the
regency was assured by the Greek faction which appointed its leaders of the same name as their first leader. To
complete this loss of influence, Carriage protectors, Adopted thePope also knew them a sharp decline while the
monotheistic religions were needed on the shores of the Mediterranean. Despite all their fortunes, the Chariot
Adopts succeeded in marking their time with their teachings.Whoever can read between the lines of human lives
can detect their influence. Many were the classical Greek thinkers who took into account the teachings of the
chariot. The promotion of the Athlete's ideal reflects this period of potential golden age.

The Low Sides


For many centuries, the Chariot experienced an almost total eclipse. Refugee in Greece, gathered around a
Paranoid Automedon the Arcane Vll cut himself off from the rest of the world to heal his wounds and seek a new
impetus to his quest. While the Greek world faded before the all-powerful Roman Empire, the Chariot Adopts
adopted a low profile while continuing to maintain networks of confrontation of ideas involving many human
scholars. Even though this period represents a crossing of darkness from the point of view of actions, the Chariot
nevertheless managed to lead and nourish a reflection which would later serve as a springboard for his new
ascent ... whose summit still does not appear Reached at the end of the 20th century. Thus, when the beginning
of the Christian era began to show profound upheavals and the turmoil was sweeping over Europe, the Chariot
remained in the shadows and enjoyed a secure base that enabled it to safeguard all research and The Sapiences
accumulated over several centuries. This strategic withdrawal could be only a reprieve, but the truck had found a
new ally, or rather a protector Arcanum IV Thanks to the Emperor , the trolley to continue his patient research in
return for regular services. For a long time. Arcanum VII provides the agents of the Emperor into magical
equipment and assured their training.This alliance was so successful and allowed the Arcane to restructure, even
ifthe Emperor proved cumbersome and greedy protector. Despite the fall of Byzantium, the bonds close to the
vassalage between the Emperor and the Chariot sonl remained very strong.

The Renaissance
Like many bastions of civilization, Byzantium fell after a long agony, but the turmoil did not cut the efforts of the
Chariot. The tempest was planned and the arcane had been prepared for it ... While Constantinople was waiting
for his destiny sealed on the occasion of the crusade of 1204, the Chariot had already organized the transfer of
his treasures to Italy. It was indeed in the country that was the instigator of the fall of the Byzantine empire that
Arcanum VII chose to build its new foundations. Thus, before Constantinople was subjected to the vindictiveness
of the Crusaders, the Chariot had transported the greater part of his possessions to Italy, notably thanks to the
use of the monasteries of the Arcanum of the Hermit serving as a relay, Once this gigantic transfer was made, the
Chariot could take its marks in Italy, which soon became the cradle of the European Renaissance, and the Arcane
was certainly no stranger to this welcome revival of a too sclerotic Western world.

Renaissance This framework radical change rang the signal for renaissanced e Arcanum VII. Gathered in
Florence for the majority Adopted could start to grow their knowledge through enlightened minds that they were
waiting for the trigger that would blow their work. Thanks to the generous patrons ofthe Emperor also repatriated
structures Chariot week irenr to rotate at full speed. This ebullition gained its apotheosis during the fifteenth
century thanks to the close links that united the main Arcane Workshops with powerful noble houses such as the
Medici. Everywhere in Europe, ideas began to circulate and germinate, and soon bear the fruits of a new age, that
of Reason and Enlightenment. It is at this time that I'Arcane VII found a Prince ... If a Nephilim could claim this title
too long abandoned, was the one human named Leonard da Vinci. Brilliant character st colorful, thirsty for new
knowledge, and comprehensive scientific artist, the protégé of the Republic of Florence was none other than
Fallen, direct heir of the famous Mariners Celestial . The accession of Vinci to the title of Prince was not
nevertheless simple; the master had nothing to do with such a load, and it is a real cabal of defectors from
Arcanum first time had to push him, not without the help of persuasive highest levels of the Emperor . Finally, the
Blade of the Arcane VII found a worthy holder, not without the Arcane IV rounding off some angles on the side of
the repatriated conservatives. Thus, to avoid a new division, the Automedon was kept in place, and the Arcane
adopted a two-headed structure with very limited functions. The prince directing the Great Vehicle was now busy
clearing the roads leading to the Progress, while the Automedon, the driver of the Little Vehicle, maintained the
machine and ensured that the discoveries found application according to the porentialires of the time . Through
this recasting of the Chariot, Vinci succeeds in federating the spirits around him, while preserving the freedom to
create and push the boundaries of his knowledge of the universe. In a few years, the Chariot regained its
dynamism, investing in the fields of research of human science and the promising alchemy. Their achievements
were numerous and fruitful in both. Thus, medicine and engineering profited from this boom while others were
conducting research with the fever that had to give life arx famous golems and
other Automatons and Simulacrons . As true visionaries, the Adopts of the Chariot were galloping along the path
of the Enlightenment Revolution.

501
The Blinding Lights
It was in the eighteenth century, when the spirit of the Enlightenment swept over the spirits to promote Reason
and the Industrial Revolution flourished, that Chariot finally saw his designs become realizable. Already in order of
battle at the time, the Chariot knew how to make the right contacts and give a helping hand to the people so that
the industrial and scientific West gives him the techniques that could enable him to provide the energy of a real
Leap forward of the entire Arcane. Through his coordination and close contact with Arcanum IV, Chariot
embarked on a frantic race to discover and exploit the potential of the current revolution. While many Arcana
suffered a real shock, some of which have not yet recovered, Arcanum VII has established itself as a true
vanguard. From Europe to the New World, the Chariot Adopts multiplied their achievements trying to join science
and techniques to form new supports for their magical practices. The nineteenth century was thus a period of
frenzy for the Arcane, of which it is difficult to count the conceptual leaps, but also the slippages. Indeed, drunk
with premonitory visions, the Nephilim du Chariot have certainly gone a little too fast in work.As the ranks of the
Arcanum continued to swell as the brightest thinkers joined it, it became increasingly difficult to coordinate the
actions of the various powers. Blinded by the spirit of the Enlightenment, the Chariot raged and did not see the
Great Purge come. As it became more and more difficult to maintain the cohesion of the Workshop and
Laboratory system, the isolated Adopts became more numerous. Since their retreats, some enlightened people
were conducting experiments at the limits of the occult sciences and their results were to upset the cosmic
order. The extremists sought to give life to inanimate matter to create new Simulacra , others sought to create
new forms of life in which they could incarnate! All these experiences turned into disaster like the dramatic journey
of the famous Frankenstein, a name that the Arcane has difficulty repressing. Alarmed by a series of serious
incidents, the other mysteries seized justice to put an end to these acts, and the Emperor, annoyed at having
been kept apart, could only yield to the sentence of Anathema which Was about to fall upon the Chariot.Finally, it
was the Prince himself who amputated the rotten members of his structure by negotiating a vast purge under the
authority of Arcana VIII. Since then, Chariot has become much more cautious in advancing and controlling his
research. The twentieth century was to be his test of good behavior, but the rumors of the upcoming Apocalypse
could cause new fevers. Others think that the Chariot is able to borrow a true highway towards the Agartha.

The Chariot Seminars (MJ Only)


Consult the website of XO de Vorcen

Figures

- Automédon
- Ogmion
- Eïdena

Philosophy:“Need a Key? Build One.”


Core Aspect:The Engineers
Overview: The Arcanum of Material Triumph. As they are imprisoned in the material,
they must use the material to their advantage to make their escape to Agartha. All
material is of potential usefulness to pass through the Gate: human bodies, cybernetics,
iPhones, the glorious trappings of technology.
Allies: The Ordre des Neuf Soeurs, the Illuminati, the Prieure de Sion.
Enemies: The Empress, the Emperor, the Wheel, the Hierophant, the Sun, the Hermit,
the Moon, the Devil and Death. The Templars, the Thule.
The Chariot’s Initiate Stunt: (-1) Mechanical Empathy. The Chariot receives a free +1
shift in dealing with any machines, known or unknown.

502
Arcane 8: Justice
VIII: Justice whose quest is the Cosmic Balance and the Honor Porliocetes Monarch of the Best World. Their task
is simple, find the laws of the universe, and derive morality from these laws. If the title of their Prince didn’t catch
your eyes they are massively prideful but not ill-intentioned. In fact if their laws are pretty good and they are one
of the only factions to actively prosecute Nephilim who kill humans (with the obvious exception of the Tower
Arcanum)

Justice’s members can be used as protagonist (you must remind your player their authority is more
social than legal before they can turn into lawful stupid assholes), or antagonist as the Arcanum doctrine
would praise Javert as an upstanding moral character to be imitated. Case in point they have a pretty old
grudge against the Green Lion for having “borrowed” magical artefacts from the wreckage of the Temple.
They have also many skeletons in their closet such as their longstanding alliance with the Southern
Mysteries who have pretty much the same role towards human initiates.

The Nephilim of this arcane are the guardians of the magical laws of the other Major Arcana. They judge and
execute the sentence for all the failings of the Nephilim or humans with regard to the cosmic order.

Justice

Every society has the crimes it deserves. Well, the Arcana of Justice has the heavy responsibility to enforce a
semblance of equity and compliance with the regulatory rules of coexistence of the Nephilim society. In other
words, there is work because many Nephilim naively confuse immortality and immorality.

The Arcana was an obvious actor of the Jesus incident since it was he who decided his sentence of death, so his
popularity was never very pronounced.And this bad reputation continues to exist through the ages, because
repression is never favorably accepted, whether one is human or immortal.

Like human justice, there is a strict hierarchy of the exercise of justice within the Arcana. The whole forms a
complex set of cogs that may seem incomprehensible to a non adopted. The avowed aim of the Arcane, however,
is not coercive justice, but a teaching of the law. After all, no one is supposed to ignore the law, right?

Justice has enacted very precise rules on the rights of the simulacrum and the ownership of the ka-elements of a
pentacle. It also has a set of acts of justice that allow it to treat the crimes of the Nephilim. The Prince of the
Arcane is the Monarch of the Best of the Worlds, a discreet Nephilim and probably Agarthian.

By its inquisitive and punitive function, one can understand that the relations of Justice with the other Arcana are
at its worst. However, it is one of the keystones of the Nephilim society, fighting against the chaos and the abuses
of isolated or organized individuals.

Philosophy: “The way to the Gate is the straight and level way.”
Core Aspect: The Cosmic Lawyer
Overview: Justice is the Arcanum of Balance. The Path can only be seen when all is in
balance. Those who disrupt the balance obscure the Path. They must be removed and
the Balance restored. For every action, there must be an opposite and equal reaction.
Allies: The High Priestess, the Hierophant, Strength, the Wheel of Fortune,
Temperance. Holy Vehm.
Enemies: The Moon, the Hanged Man, the Devil, Death, the Fool, the Magician.
Templars, the Black Star, the Rosicrucians.
Justice’s Initiate Stunt (-1): The Nephilim receives a free shift on any skill involved in
the law or attaining Balance in the universe.

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Arcane 9: the Hermit
IX The Hermit whose quest is the Luminous Solitude and the Honor the Great Ray (yes I know what the name
looks like in English) The Hermit believed that one couldn’t seek the Sun-Ka in a non-magical species and did not
participate in the Golden Path. In the modern times they live in hidden monasteries where they seek to explore
their own minds. Literally so, they have a magical technique that enables them to walk into their minds and punch
their vices.

The big question of a Hermit player is why her character would be adventuring in the first place. Few
reasons are given in their book but the most evident one would be the necessity to gather artefacts and
other goodies. They were involved in the Jesus Incident and have since a rocky relationship with the
Magician that can be exploited. If I have no players members of this Arcanum I tend to let them impress
the local monastery and be authorized to use it as a base.

The Nephilim of this arcane think that one must have no contact with the world of humans.
These Nephilim seek Agartha through inner mediation. They are Nephilim hermits.

The Hermit

The renunciation of a social life, the necessity of living a simple existence and devoid of all the frivolities of the
secular world are the driving forces of the Arcanum of the Hermit. A voluntary setting aside to find oneself alone in
front of oneself and find in the depths of solitude a quasi-agarist blossoming.

The most astonishing among the adoptees of the Hermit is that their detachment and their absence from the front
of the occult scene did not prevent them from profoundly marking the Invisible History. Their quest for mastery of
the ka-sun was a powerful and recurrent leitmotiv that they very often tried to implement.

Rejecting any prolonged contact with humanity, Arcane adoptees are inclined to downplay any means of
communication, which results in total isolation and a rarity of contact even with Nephilim. Difficult, therefore, to
create a hierarchy in an Arcane of individuals refusing to communicate with each other. At most one can find
small communities of ascetics sharing the same desire for isolation and simplicity of way of life.

The way of the Hermit is a long and solitary path strewn with initiatory stages which are as many milestones on
the path of enlightenment. A new awareness, a new perception of the world and a detachment from the material
world are the stated aims of this hygiene of life.

The Prince is called Grand Radius and is a Nephilim who has come to the end of his quest but who prefers to
help his fellows to undertake this inner journey.

Meditation and the progressive detachment of the material world render very difficult the practice of Alchemy, an
occult science too in contradiction with the spiritual nature of the Hermit. It is evidently an Arcane not conducive to
adventures and diving within the Humanity and its turpitudes.

Philosophy: “The Gate is Narrow, Admitting One.”


Core Aspect: Solitude
Overview: The Hermit is the Arcana of isolation. The Simulacrum is a prison and a
penance, as is the larger material world. The only way to see the path to truth is to
ascend the mountain of isolation. Once one is in perfect silence, one can study the Five
Fields and find the Way to Agartha.
Allies: No Nephilim Allies. Mithradites. and Sarmoung Brotherhood.
Enemies: The Emperor. Templars, Black Star.
The Hermit’s Initiate Stunt (-1): Uhi. Deprivation A Nephilim can ignore its
Simulacrum’s base needs for the duration of a scene, allowing a +1 shift in Discipline for
the duration. However, the Simulacrum still has those needs and ignoring them for too
long with Uhi can cause harm (physical stress track) to the body.

504
Arcane 10: The Wheel of Fortune
X The Wheel of Fortune whose quest is the Grail’s Shape and the Honor Galileo. (You have marked by now that
unlike White Wolf Nephilim doesn’t shy to use historical figures as magical beings). They are another scientific
Arcanum and are specialized in direct magical field studies. Like all Nephilim the fact they are bookish doesn’t
preclude them to be able fighters and some of their mightiest can control magical fields to reinforce their magic.
They predict conjunctions and others astral phenomena and so are highly respected by the rest of the
community.

No comment then, the Wheel is often used as a plot hook: “The Arcanum predicts a great conjunction,
you must investigate the place and times” They are a very passive Arcanum. Fun fact they have the nasty
habit to send their Princes into space at each comet sighting. The current Prince sees no reason to join
the stars.

The Nephilim of this arcane devote their lives to the study of magical fields, cycles of planets and ether.

The Wheel of Fortune

Adopted Fortune studying the Magic Fields and elemental cycles. They like nothing better than map
the Nexus and calculate the next planetary conjunctions to anticipate the influences of the stars.

The influence of astrologers in the secular world is an evident proof of the Arcane's activities in order to make
people aware of the importance of the stars. The magical reality is undoubtedly linked to the planets and Fortune
try to methodically dissect the elementary laws that govern the universe.

The hierarchical structure of the Arcane is divided into two because of its adopted two activities: studying
the Champs Magic locally and calculate conjunctions astral globally. Coexisting modern astrophysics theories
andOccult Sciences is a quest in itself.

The current Prince of Fortune is Méropée .

Arcane's most influential adoptees have access to powerful artifacts (coupled with leading technology) for the
study of Magic Fields and Akasha . Both say they are able to make very accurate predictions about the Hidden
History .

Organization

A College is led by an archeometer.


College studies the Magic Fields in a region:

future facts.

Hierarchy

Géomante: Cartographer of Champs Magic of a country area on the College.Measurement, intensity and
dimensions of the water table, fluctuation => reports daily to the director of the College who uses it to program the
Great Archaeometer.
The Géomantes can specialize and protect the region.

Archéomante: Director of the College (the oldest member of the College). It regulates the Grand Archéomètre,
he decided the college orientation, watches for Plexus , organizes receiving Mandylions anticipating their wishes.

Frater Horoscope: réaliset Calendars revealing bonus + astrological future facts.

Mandylion: recruited by Prime Astrologers after a long observation of theAdopted . He visits Colleges, search for
clues to the shape and anchoring Mandalas he imagines, goes on mysterious websites provide if his vision
ofMagic Fields is right.

First Astrologer: It is "called". He assists the Prince in his decisions. He observes the stars.

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Practice

The archeometer (Machine which calculates the intensity of the Fields)


The akalabe (Observatory of Akasha
The Nexim (integrated in Mandalas)
The Great Immanence (Fusion of the Prince with a Comet) using their Spectral Decelerator.

Philosophy: “We stand inside the Lock; if we can emerge, the Gate stands before us.”
(Or, “This MEANS something“)
Core Aspect: The Conspirator’s Conspirator
Overview: The cosmos is a great Pattern, a Web in which all things connect in a magical
labyrinth. Everything is a sign of something greater, and all these things must be
watched, and tracked, and recorded, and discussed. When the signs are right, we must
take action. When signs are wrong, we must take action! When seen from above, when
the Pattern is mapped, when all connections are understood, the Gate will open and the
Nephilim can return home.
Allies: Temperance, the Star, the High Priestess, the Sun, Strength, Justice. Kabalistic
Order of the Rosicross, Sarmoung Brotherhood.
Enemies: The Hanged Man, Death, the Devil. Order of the Golden Fleece, Templars.
The Wheel of Fortune’s Initiate Stunt (-1): Divination. Allows a free shift when
replacing Mystic Perception (Lore) with Alertness when attempting to divine a truth out of
a random pattern. May be used to tag an Aspect on a Scene or location on a successful
roll.

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Arcane 11: The Force
XI Strength whose quest is the Outside’s Control and the Honor Ganesha. Not evocative enough, the previous
Prince was Merlin. They are monsters hunters who brave the darkest corners of the magical world to slay dragons
and other elemental monstrosities. Now that includes also Nephilim who degenerated into Khaiba (magical
madness and regression in elemental form). I will detail more the Arcanum in a later write-up because the inner
politics of the organization will be the main source of drama for a member.

Strength is often a protagonist Arcanum (except if you play a Devil campaign, in that case they are your
worst enemies). If you want to have them as antagonists turn them into 40k Inquisitors sniffing hints of
corruption. They are one of the most fractured Arcana ever, torn between their Arthurian roots and the
modern world. Oh and if you remember Merlin’s legend you’ll notice a big problem coming for the current
Prince.

The Nephilim of this arcane specialize in the fight against any form of degeneration of the Ka and the Ka-
elements. They are fierce enemies of Arcanum 15, the Devil.

Strength

Force everyone has a picture of Epinal on his adopted: a band of violent fanatics, blinded by vigilante purification
of witch hunters, the ultimate bulwark against the dégénérance Ka . It is not only that: the question of the meaning
of creation is also their quest.

The history of the Arcane is deeply connected with Arthuriades since this mythical period is the peak of the power
of the Force: a brotherhood of knights in the service of an ideal, under the auspices of the High King Pendragon
and guidance a Prince whose name still resonates in History: Merlin(see the breath of the Dragon).

Arcanum is divided into two between adoptees who await the return of Merlinand those who are loyal to the
current Prince: Ganesha . The consequences of this opposition are a double ambiguous and complex hierarchical
structure.Elite units struggle daily against the Khaïba and Effects-Dragons while at the opposite of
the alchemists trying to unravel the mystery of creation in theCrucible .

Draco is an art developed by many of the Force's adoptees which consists of a ritualized combat against dragon
effects. It is as much an aesthetic of fighting a way of thinking about the nature of ka-elements .

It would therefore be pointless to deny the violent nature of the Arcane Force because of the nature of its mission
to ensure the safeguarding of the basic integrity of the Nephilim and the world. But do not for losing sight of the
quest for meaning which animates all Adopted .

Philosophy:“It is the red mist before your own eyes that obscures the Gates from your
vision.”
Core Aspect: Discipline Over Everything
Overview: Khaiba must be destroyed. It is a perversion. Once the Nephilim tame their
powers, the urge to lose themselves in bestiality will cease and the Path will become
clear. Once all Nephilim learn the proper discipline, the Gate will open and all will
Ascend to Agartha.
Allies: Temperance, Justice, the Wheel of Fortune. The Holy Vehm.
Enemies: The Devil, the Moon, Death. Cultes de Goules, Thule.
Strength’s Initiate Stunt (-1): A Strength Nephilim has 1 more Khaiba track boxes than
normal Nephilim with the same number of Metamorphosis. For example, if a Nephilim
has 2 stress boxes, a full Strength has 3. If a Nephilim has 6 stress boxes, a Strength
Initiate has 7.

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Arcane 12: The Hanged Man
XII The Hanged Man whose quest is the Perpetual Shadow and the Honors are unknown with at least three
pretenders mentioned. The Shadow occurs when a Nephilim lose the control of her Simulacrum. Now there is a
slight chance that Nephilim can possess someone with a rare genetic anomaly called “Prometheus Variation”.
When entering a Prometheus Variation touched Simulacrum, the Nephilim dives into Shadow and remains that
way. Now the Hanged Man is composed of the second part of Prometheus heirs. Rather than initiate humans like
their forefather, they renounce to all implication in the occult world and communicate with their hosts only by
dreams and portents. James Joyce was a Hanged Man.

The Hanged Man is a very difficult Arcanum to play right. You are not playing the same thing as the
others players, your character has certainly no idea he is the same thing that the other characters. Done
right Hanged Men are very compelling characters and ironically best suited for solo game or all Hanged
Men game. They can draw attention to the human hosts Nephilim so often overlook, what the Fallen take
from the world to exist. Nonetheless I tend to restrict them from all but the most experienced players.
They are by nature special snowflakes.

The Nephilim of this arcane choose to live like the simulacrum in which they incarnated themselves. They put in a
state of Shadow voluntary.

The hanged man

Adopted Arcane Hangman have the reputation of spending their time inShadow to communicate with
their Simulacre . This makes it ipso facto theNephilim extraordinary that annoy their fellow with a truly deviant
lifestyle but ultimately little dangerous.

There are two beings in the simulacrum of an Adopted Arcane: they coexist in a harmony that is made possible by
a genetic mutation in humans: thePrometheus Change . However, learning the Hangman techniques and daily life
of its Adopted may actually appear to be a torture for the uninitiated. It is easy to believe that the existence of
an Adopted Arcane is an ordeal.

The bonds between the Nephilim and the simulacrum are powerful, yes, but there is a price to pay: the death of
the simulacrum is a real tear. Melancholy is then a test that few Nephilim of the Arcane are able to overcome
without sequelae.

The hierarchy Hangman is more discreet given the lifestyle of its Adopted .

The Adopted Hangman have another vision of the daily Nephilim and this implies a complete redefinition of its
report to Simulacre as in life everyday (how to contact him without him crazy?) In the field of occult sciences. This
reserves Hangman to NPCs or savvy players eager for new experiences off the beaten track.

Philosophy:“We Built the Road to Agartha. It Lies Within.”


Core Aspect: Shouit
Overview: The Hanged Man is the Arcanum of Suspension. These Nephilim cease their
search for Agartha and retreat into humanity. Humanity was designed as the Nephilim’s
vehicle, and only through the entire human experience can these Nephilim find
Enlightenment. They sacrifice all their knowledge and power to voluntarily exist in
suspension in Shouit in their human hosts.
Allies: The Magician, the Lovers, Temperance.
Enemies: The Emperor, the Hierophant, the Empress, the Sun. The Roshaniya, the
Assassins and the Rosicrucians.
The Hanged Man’s Stunt (-1): The Hanged Man is impossible to recognize in Ka-
Vision, or by any other magickal detection, while in Shouit in their human hosts.

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Arcane 13: The Unnamed Arcane
XIII The Nameless Arcanum.

Slight rant before beginning, the thirteenth major Arcanum of the Tarot IS NOT death, its meanings are and not
limited to Rebirth, Sudden Change, Opportunity and Justice. The actual card being interpreted as physical death
is the Ten of Swords (Erased rant on how the Swords are not the evil suit erased.)

Now that’s out of the way I have not yet talked about the Selenim. They are Black Moon beings, creatures that
feed on human emotion. The Thirteenth Arcanum was supposed to organize them but organizing Selenim is more
difficult than herding cats. I will talk much more of the Arcanum when I will talk about the Cursed.

Arcanum nameless is the arcane of Selenim .

The Arcane Without Name

The Adopted Arcane Nameless have a designation that sent shudders through the Nephilim: the Selenim . Their
nature as creatures of the Black Moon bestows on their cousins at least a suspicious neutrality, at worst a warlike
hatred that leads to condemnation to death without any other form of trial.In short, the family Nephilim is a family
with dark secrets and remote branches very unsavory.
Much of the history of this Arcanum cursed built through conspiracies and massacres. The Chronicles of Death
were very hectic and remain little known secret of the Nephilim , too horrified by the rumors about Selenim .
The Arcane is directed by a council that tries to revive a convalescent Death.His main concern is the Cult of Lilith ,
a group of dissidents who Selenim become so important that they seem to be able to eclipse the Arcanum. In full
restructuring, the Arcane is not really very representative of the Selenim world.
To integrate the Arcane, it must be or become a Selenim , ie totally ignored the nature of Nephilim . Suffice to say
that the transformation is far from being an amusement and that it has everything of torture. The world of Dark
Moon has its own laws and is a world in itself.

Contacts
Saabadon
Aonai-Ygvar
Lalrelæl

History of the Arcane XIII


It all began after the fall of Atlantis, at the moment when the Promethean swords were tracking down and
destroying the Nephilim. A group of Nephilim, led by Lilith, agreed to transform themselves, converting their Ka-
elements into a Black Moon.The process made them unstable monsters, oscillating between life and death, but
making them invulnerable to the orichalque, and allowed them to tip the course of the war.
During the following centuries, the Selenim learned to master their powers. At that time, the Curses, creatures
individualistic among all, recognized no other authority than Lilith.
Everything changed with Akhenaten, after the Pharaoh had visited Lilith. When he returned from his quest, he
forged a basalt blade; Which after many centuries was given to Lilith at Babylon.
From Babylon to Carthage
From the year 1000 BC. JC, and for about four centuries, Lilith keeps the blade, and begins to lay the foundation
of an arcane resembling its nephilim counterparts. We see a strong, centralized structure with well-defined
missions. Strangely, they are more political than mystical. Lilith herself sees herself as a priestess, even a
goddess, but the arcane she creates is essentially devoted to maintaining good relations with the nephilim,
preventing human secret societies from gaining a foothold in the fertile crescent, and To serve as a "justice of the
peace" between the Selenim themselves.
Lilith's way of handling the arcane did not please all her subjects. A faction, more and more numerous as
centuries passed, believed that the blade contained a multitude of mystical secrets, and that the Queen of
Darkness had no right to confiscate them for her own advantage.
About 650 BC. JC, the malcontents found themselves a leader in the person of Baal.This young Selenim exerted
a great influence on the Phoenician people. With other malcontents, he managed to penetrate the Kingdom of
Lilith and seize the blade.Then, faced with the anger of his Queen, he fled with some of his people. Ships, parts of
Tire and Sidon, approached the confines of the world, and founded a new city: Carthage.
For five centuries, the mortal history of Carthage serves as a backdrop to the researches of Baal. It was at this
time that the Arcana definitely turned away from the nephilim, and concentrated on kabbalah and
necromancy. The destruction of Carthage by the Roman armies in 146 BC. JC, is an episode of human struggles,
not an occult event. It had profound repercussions: the arcana was deprived of its chief, its resources, a constant
source of Ka-sun and especially of its blade.

A new cycle
The exile of the new Dark Sovereign in Rome marks the beginning of the return of Death in the mortal dance of
secret societies. Until the great barbarian invasions, the Dark Supreme Sovereigns devoted themselves to the

509
creation of a network of hermetics and relays disseminated throughout the civilized world, as well as to the
destruction of the "competitors" manipulated by the Mysteries and the Nephilim .
The outcome of this period was soon over: their short-term plans were a total failure ... Rome fell ... but the
Selenim established in the four corners of the empire remained in place, the popes and the caliphs Choice to
creatures of darkness despite the implantation of new religions.
The Dark Sovereigns exiled themselves to Byzantium. In the 11th century, emissaries went to the four corners of
the world to find the Selenim scattered after the fall of Rome. In 1153, the Dark Sovereign Baal-Hammon
proclaimed, in a document that remained famous, that "from one end of the universe to the other, all the beings of
the Black Moon turned to the arcane, sought refuge under the falsehood Of Death, and were preparing to open a
new era ". This brief apogee lasted only until 1204. That year the Fourth Crusade destroyed the Byzantine
empire.In retrospect, from the point of view of a historian of conspiracies, the affair does not pose difficulties: it
was the revenge of the faithful of Lilith patiently prepared since the theft of the blade.
Understanding that Byzantium was a lost cause, the Dark Sovereign and his acolytes exiled themselves to the
West. From the 13th to the 15th century, Paris was the capital of a weakened, humiliated but still formidable
arcana.

The fall of the arcane


The cult of Lilith begins to be talked about in 1204. This group of former Selenim, mostly from the Middle East,
had developed a "religion" around the founder of their species. Their dogmas boil down to little, however. Once all
the theological tinsels have been removed, there remains only a fund of cupidity: "Ka-Sun for the representatives
of the goddess."
Of course, the arcane founded by "impious thieves" was the first of their targets.Skirmishes multiplied and the
Dark Sovereign made a last attempt to recover the blade. It was a failure. For a century, the Arcane held out
well. The great plague of the 1350s marked the beginning of its decline. Necromancers of the cult were infinitely
more powerful than those of the arcane. The struggle, dead against death, without rest against rest, lasted for
another sixty years. In 1422, the Dark Sovereign Baal-Shubub immolated himself, to be replaced by a puppet of
the cult.
For five centuries and a half, the Arcane XIII was no more than an empty shell. The Children of Lilith named the
Dark Sovereigns, signed the decrees in their name, moved the seat of the arcane as they saw fit (from the
eighteenth century it was Venice). All sorts of terrible legends began to circulate in nephilim society about worship
and its crimes. Most were true ... a handful of Selenim devoted themselves body and soul to the worship of the
goddess, but most were content to take their distance.
...his death...
The situation remained fixed until the end of the 20th century. The last Dark Sovereign, Baal-Jeort, saw far, he
began, slowly, to prepare the revolt of the arcane. A clandestine kingdom was created in Paris, the Hermetheans
were carefully stripped of their most interesting texts, ancient rituals were exhumed. The cult took him by
surprise. On a memorable night in Venice, Lilith's Children announced that "Death was dead." The arcane was
dissolved. All over the world, its leaders were executed by creatures under the orders of worship. Baal-Jeort was
sacrificed to Lilith. Then the leaders of the cult prepared to commit the ultimate crime: murder the goddess so that
her Black Moon Ka floods the Earth.

... and its rebirth


It was then that the blade surfaced in the hands of a group of young Selenim who also held the Forbidden Book, a
collection of texts and rituals compiled by Baal-Jeort.
The bearers of the blade defeated the plans of Lilith's Children. Shortly afterwards, during a ceremony in the ruins
of Babylon, they were acclaimed Princes of the Arcana by the majorities of the Selenim present.

Organization XIII Arcanum


Psychopomp: it's all coming from adopted for the arcane to the best of their abilities.
Scorers outside their title, nothing distinguishes the ordinary smugglers adopted.Distinction rewarding an
extraordinary service or a significant magical advance.This title does not entail any particular responsibility or
privilege.
Assessor: what are normally Sélénim who are loyal to the arcane long enough to be entrusted them with the
responsibility of a tomb. In practice, simple adoptees are often found at the head of a hypogeum due to lack of
personnel. The Baals entrust them with additional responsibilities: to supervise the local Templars, to destroy a
mystery cell, to influence the human authorities in a sense favorable to the Baals.
Judge of hell: each of the four branches of the arcane has 3 judges, who serve as advisers and bodyguard to one
of the Baals. Traditionally, they are named Minos, Aeacus and Rhadamanthus. The 12 judges of hell currently
active form a full micro-society, with its hatreds, his friendships and his plots.
Minos is traditionally a violent Sélénim, turned to destruction and death. Each of the 4 Minos has his personality
and preferences, but they are all capable of defending their "Baal" against just about anything, including other
members of the councils.
The Eaque is a mediator and messenger, vowed to ease tensions, often gather together to prepare meetings of
the board.
The Rhadamante is still a magician, his magical art of choice dependent Baal for which he works, but they are all
more qu'accomplis (80 to 100% in the appropriate magic skill).

510
There are 4 branches in the arcane designating four different ways:
The Charons oriented necromancy
The Musicians of the soul turned to the Pavane (Piper)
Those preferring generates lamias Black Kabbalah
Voices of the shade (about thirty), ambassadors have 3 goals: chase the cult of Lilith, monitor independent
Sélénim and clear up misunderstandings with the major arcana.

Philosophy: Unknown.
Core Aspect: Black Moon Serpent
Overview: Death is the Arcanum of the Black Moon Serpents, the Selenium, the
forbidden Nephilim who have forsaken their very existence to avoid Orichulka and
Incarnations. Little is known about the structure of their organization.
Allies: None
Enemies: All
Death’s Stunt (-1): Unknown

511
Arcane 14: The Temperance
XIV Temperance whose quest is the Infinite Beatitude and the Honor the Hearth. They are very simple as they
are healer dedicated to heal anything and anyone, animals and human as well as Immortals. They are not
antagonistic towards anyone and are your standard Neutral Good guys. I have no memories whatsoever of any
Temperance member being portrayed as evil or antagonistic.

The Nephilim of this Arcanum seek to heal the sick or Nephilim they regard as such: Khaïba , shade and even
some Selenim. They have developed many methods of healing.

Temperence

The Nephilim are Fallen, imperfect beings since the fall of the meteorite of Orichalque. Their new nature of
magical individuals having lost their true potential therefore makes creatures susceptible to many evils. The
Arcane of Temperance gathers all the Nephilims who try to fight against the various forms of decline of the
Ka. And when the remedies have no effect, they remain compassion.

The influence of Temperance on the Invisible History is practically nil. Her research and her care keep her away
from the plots of the other Arcana. The action of the adoptees is divided into 3 domains: the health of the
Nephilim, the health of humans (and therefore simulacra) and the protection of fauna and flora.

It will be said that the narcosis and the Khaiba are the main reasons that push a Nephilim to appeal to the
Temperance. But it must not be forgotten that some Selenim also seek to understand what is happening to them
and try to become once more the being they once were. All evils are not physical and the Arcana has much to do
with the mental illnesses that strike both humans and Nephilim.

The Prince of the Arcane is Aesculapius , who haunts the historic site of Epidaurus. This is obviously one of the
most popular Arcades among the Nephilim since almost everyone is confronted one day with a strange evil or an
injury too deep to hope to get out of it alone. And the Arcane is not the kind to refuse its care to an individual in
need, whatever its situation.

Contacts

Ergelène
Harthor
Sifrada
Buron
Calypso
Chalanna
Kal Su

Philosophy:“The Macrocosm is Agartha, were we all healed enough to see it.”


Core Aspect: The Doctors – Come Lay Hands
Overview: The Arcanum of Harmony believes all beings are part of the mystical living
fields and, taken together, they make a complete Macrocosm. All paths are true, as
everything must be part of everything else. No Philosophy is false. All are part of the
Whole, and must be brought into the harmonious Whole to be realized. Once the sick are
healed and all realize their true nature, the whole chain of Being will be drawn to Agartha.
Allies: Strength, Justice, Wheel, Sun, the Magician, the Lovers, the Moon.
Enemies: The Hanged Man, Death, the Devil.
Temperance’s Stunt (-1): S’ger. Temperance Nephilim may enter a meditative state
and, while concentrating on the five fields, may remove a box of Khaiba from a patient,
although only one box of Khaiba may be lost per healing scene. This includes removal of
Khaiba from themselves.

512
Arcane 15: The Devil
XV The Devil whose quest is the Glorious Rot and the Honor Shaitan. They are the Evil Arcanum as their “outer
circle” is composed of bands of 90’s villains and their “inner circle” plan to conquer heaven. They are unplayable
being a mix between Sabbat vampires, Nephandi and Black Spiral Dancers. Their doctrine is a perversion of the
original message and they are only Khaiba, monsters glorifying their suffering and dreaming of greater thrones.

The only Devil characters I admit in a normal campaign is the renegade who abjured his loyalty to Shaitan
and pursue the original quest of the Khaiba. The Arcanum book is frankly pretty much Black Dog shit with
some good ideas. Even as antagonists I change the Arcanum heavily in my personal setting.

The Nephilim this arcane think their true nature is in the transformation entailed the Khaïba .
They are regarded by other Nephilim as dangerous beings.

The devil

The Khaiba is the degeneracy of the Ka, a kind of magic cancer that alters the pentacle of the Nephilim and
transforms it into an elementary aberration, absolute evil. This is one of the most stubborn obsessions of the
Nephilim, the dark side of the Force in some sorts. The Arcane of the Devil is the Blade of those who decided to
make (by choice or spite) this downfall, a way to the Agartha.

If Akhenaten gave birth to this Arcana, it is likely that there is a wisdom to remember the beings that have sunk
into the Khaiba. Hence, rejected and hated by the other Nephilim, one understands that they come together to
understand the nature of their difference.

The influence of the Arcana in the Invisible or Profane History is very limited but the Devil's adopted have always
been present in all periods of history.Grouped within the Sabbaths, they satiate their low instincts without any real
political preoccupation. Each Sabbath has its own rules, but all of them obey the Prince: Shaitan, who once
received the Arcane Blade from Akhenaten's hands and threw himself first and his own will into the Khaiba way.

Being an adopted of the Devil requires the sacrifice of a form of social life because few Nephilim trust a person
voluntarily eaten by the Khaiba. If officially no war is delivered against the Arcane, it is common knowledge that its
members are not welcome to the front of the esoteric scene because of the apparent madness of their behavior.

Philosophy: “The only real Gate is the one cowards fear to step through, and Khaiba is
the key.”
Core Aspect: The Madmen
Overview: Freedom is Khaiba. The Golden Path is a Delusion and a Lie. The only way
home is to embrace the power of KaIm, revel in the freedom of Khaiba, and go nuts. The
material world is to be rejected and transform that rejection into a swirling mass of Chaos.
Why seek out the Sun when there’s Chaotic fun to be had.
Allies: The Moon. Cultes des Goules, Thule
Enemies: Strength, the Emperor, the Chariot, the Tower, the Sun. Holy Vehm, Teutonic
Knights, the Knights of Rhodes.
The Devil’s Stunt #1 (-1): Nesheni. The Devil receives one free shift during Intimidation
rolls.
The Devil’s Stunt #2 (-1): ‘Ari-Kheperu. The Devil gains one free physical Aspect related
to a physical part of Metamorphosis while in Khaiba. Ie: Snakes grow fangs, Angels grow
wings, they erupt Elementally, they grow or shrink, or another related Aspect. It can be
used as a normal Aspect. Only works while the Devil is in Khaiba.

513
Arcane 16: the House of God
XVI The Tower whose quest is the Redeeming Wisdom and the Honor is the Lightning-struck Tower Archon.
Strength members hunt monsters and other Nephilim, Tower members hunt human initiates. They are neither
good nor evil having committed innumerable atrocities in their goal of preserving the Nephilim existence. They are
warriors and inquisitors using widely the license to kill Justice give them. Their most famous member is a Chimera
named Iscariot who was instrumental in resolving the Jesus Incident.

If Strength is too moral for you, the Tower will take you. They make excellent warriors characters. I tend
to portray them as the Guardian of the Veil of Nephilim with strange doctrine of sin-eating and rites of
contrition. They are not nice people. They killed Jesus (or rather were one of the many parties interested
in his death), burned Alexandria and provoked the St Bartelemy Slaughter in Paris. (for those not versed
in French history, the systematic killing of all Protestants in Paris, many who were there to assist a peace
conference). Their only good act (and one erased on my personal setting) was to save Gypsies from the
Nazis.

The Nephilim of this arcane devote themselves to the destruction of all occult objects that can harm the Nephilim.

The house of God

The destruction of Atlantis and the Diaspora it caused led to significant loss ofWisdom from the
people Nephilim . The Minor Arcana were then taken advantage of the chaos to monopolize knowledge and to
use it for political or occult purposes. The Adopted of God's House are Nephilim who decided that they were
entitled to claim the exclusive use of that Wisdom and who strive daily to remove human use of any object or
magical occult knowledge .History teems with chronic telling the brilliant actions of the members of the Arcane,
fighting for centuries against the misuse of knowledge Nephilim .

Of course, when a Templar Commandery holds a Homunculus or an artifact, it protects access, prompting the
adopted of God's House to use force and an arsenal of coercive means to get to retrieve or destroy The object in
question. It is therefore an Arcane very active and varied skills (espionage, disinformation, extraction, storming)
which is responsible for monitoring the heritage Nephilim and protection.

The Prince of the Arcane, Dracka , gets the loyalty of all adopted in the House of God with a particular variation
of Khaïba allowing it to put pressure on all his subjects.

Arcanum has little regard for the human race and is closely monitoring theNephilim too libertarian who dare teach
some mystery to humans. The Falangists of the Maison-Dieu are therefore known for their fanaticism.

Organization

The Storm Tower The Crenellated Tower The Eclair

(The decision-making body) (It conceals and protects esoteric treasures) (The Executive)

Archon of the Blasted Tower

The Somatophylaques
The Protectors of Sapience The Phalanges
(8 in Council)

The Bématistes The Architemage The Masters of Lightning

Phalanges of the Eclair

Phalange of Phalanges of the New Phalanges of the Phalanges Phalanges


Cain Sapience Ostraçon Nihilists Hypapistes

Adopted Carmel

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Philosophy: “Humans are within the Gate; only when they are Destroyed will the gate be
secure enough to open.”
Core Aspect: Vengence
Overview: The Arcanum of War, both Offensive and Defensive. All humans with
knowledge of magic must be destroyed so Nephilim can once again rule in a Nephilim
Golden Age. The Tower must destroy all Orichulka so Nephilim are immune to human
weapons. We must build high walls to hide magic away from humans, hide our natures
from humans, and build a fortress of Nephilim for Nephilim. Tainted humans must be
destroyed.
Allies: The High Priestess, the Emperor, the Chariot.
Enemies: The Magician, the Devil, Death, the Fool. The Black Star, the Templars, the
Rosicrucians, the Assassins, the Teutonics.
The Tower’s Initiate Stunt (-1): Tcheb. Retribution. The Nephilim detects any spell cast
by a human using an Elixer, Sacrifice or a stolen Athanor and causes it to rebound back
on that human.

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Arcane 17: The Star
XVII The Star whose quest is the Cosmic Lighthouse and the Honor is Merope. They are Nephilim who think they
are aliens (and are from 3rd edition onwards totally right). Their prominent members fixate themselves in the
magical fields to signal eventual U.F.OS. Nothing else to say

The Nephilim of this arcane think that they are not from the magic fields that bathe the Earth but manipulations of
a very old alien race on the decline.
They search for traces of these extraterrestrials and are preparing actively for this return.

The star

The cosmic nature of the universe does not escape the Arcana of the Star that tries to discover in the planets and
space the very foundations of the magical reality. In the eyes of the adoptees of the Arcana, everything is played
out in the stars, so it is necessary to understand the mysteries and the laws that govern them.

We can notice the influence of Star studies in human activity through the development of astronomy. It is far from
the time of the astrolabe and the misconceptions of space. The world of the stars is now within reach of humanity,
which progressively understands that the origin of life is no doubt originated in the space world.

The hierarchy of the Arcana is vast and represents the different currents of thought of its adoptees. However, the
main idea is that the Nephilim originate from space and that there is an important part of their destiny there.

It is said that the Prince of the Arcane is one of those evolved forms of life which is at the origin of the existence of
the Nephilim. The avowed aim of many adoptees is to be able to recover their former nature in order to resume
their original form.

The Arcana has never renounced the prophecies and predictions that astrology allows it. L'Etoile knows therefore
that important changes are to come, in particular fateful events for the occult world.

Members
Sortakos
Saturnar
Ezechiel
Ephnemath
Reha
Princess Ino

Philosophy: “The Gate is the top of the Great Well, and the Key is on the rim. Let us rise
to get it so that it must not be lowered down to us.”
Core Aspect: The Astronomers
Overview: The watchers of the skies. Once, long ago, the Stellar Ones (Outer Gods?)
came from the skies and created the Nephilim. When the Stellar Ones return, all
Nephilim will rise up to join them in Agartha. Thus, we must locate the Stellar Ones on
distant star systems and summon them back to show off our progress. If we are judged
worthy, they will bring us through the Gate. And there will be cookies.
Allies: The Wheel, the High Priestess. Sarmoung Brotherhood, Rosicrucians.
Enemies: The Magician, the Sun, the Chariot, Hierophant. The Black Star, the Templars.
The Star’s Initiate Stunt (-1): Adamic Language. The Star knows a primal version of
Enochian. As a simplified version of the ancestor of all human languages, it registers in
the human mind. When speaking Adamic, the Star can be understood in any human
language.

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Arcane 18: the Moon
XVIII The Moon whose quest is the Imperfect Simulacra and the Honor is Cerwiden the Goddess who is
apparently dead. They are a pretty interesting bunch who possesses animals rather than humans. Their quest
was fan developed by the Heirs of Babel but the roleplaying possibilities are good. Their splat book even talks a
bit about the difficulties of having an animal simulacrum in the modern world.

I will talk of them in their write-up as they are replete with secrets and politics. Spoiler they are heirs to
the faction who created the Drakons.

The Nephilim of this arcane have developed a special ritual of reincarnation. They have chosen animals as a
sham because they see humans as a bad choice.

The moon

The Adopted Moon decided not to take a human body as Simulacre . Instead, they invest the carnal envelope of
an animal, which is not without putting them back from the human world. But this particular incarnation gives them
precisely another vision on the stakes of the occult struggles and allows them to pursue their dream.

Human mythologies contain many divine representations of unusual animal entities. The respect given to cats in
the Egyptian empire is a striking example. As worthy sons of Nature, animals are living symbols of this power of
Life and thus form idols for the worshipers of the concept of Mother Earth.No wonder therefore that we find
the Nephilim of the Moon behind such symbolic.

The Princess of the Arcane is the Unicorn.

The zoomorphic (adopted from the Moon) are grouped into various factions that depend on the animal they
love. Depending on the specifics of the sham animal (hunter, discreet, fast, monkey ...), the adopted may make its
contribution to the building of the Arcane. It should be noted that the mystery is a second nature for the Moon and
that it is therefore difficult to have a global and correct view of the activities of the Arcane. Once again, be adopted
does not mean knowing the purpose of the plans of leaderszoomorphic .

Obviously, if a PC can completely belong to this Arcane, it does not go without a few worries since a good part of
the social aspect of its role is impossible.These roles are to be reserved for players knowing perfectly dealing with
the animal nature of their Simulacre .

Members
K'hw
Warl
The Cerberus
The Arion Dowphin Nut
Lixian the Wise
The Veneur
The Roi-Cerf
Lixian
Bisclavret
Telaro
Kerydwen

Philosophy: “Humanity walks down the wrong Path; the Gate is in another direction.”
Core Aspect: Animism
Overview: Why be a human when one can incarnate into an animal? Everyone has tried
to get to Agartha in a human form, and everyone fails, so the Moon tries a different tactic
by incarnating into an animal Simulacrum. Only by experiencing the Five Fields in a pure,
unfiltered form through animal senses can one master the Sun and reach Agartha.
Allies: The High Priestess, the Hermit, the Devil. Neo-Pagan groups.
Enemies: The Emperor, the Empress, the Chariot, the Sun.
The Moon’s Initiate Stunt (-1): Animal Communication. The Moon Nephilim can
communicate with any animal in its “native tongue.”

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Arcane 19: the Sun
XIX The Sun whose quest is the Golden Path and the Honor are the Hidden Suns. Their quest name is
misleading as they are not interested in humanity. They try to transmute their elements into Sun-Ka, a process
with very few chances of success. As you see they have two Princes whose competing doctrines are a bit of a
problem for the Arcanum. They are certainly another perversion of the original quest and they are Tutelage’
nostalgic. Good Antagonists if nothing else.

The Nephilim of this arcane study the powers of the Sun. They are the most mystical. They try to use the magic
field of the sixth Ka: the Ka-Sun.

The sun

This Arcane is built around a simple idea: to join the Ka-Soleil at Pentacle of the Nephilim . But if the final goal is
common to all adoptees of the Sun, the means to be put in place vary according to the contradictory points of
view.The place of the human simulacrum in the process is indeed a source of division in the approach of solar
integration.

Arcanum of the Sun is a staple of the Exchequer occult because it is at the center of many projects that form the
cornerstone of the evolution of theNephilim : Golden Path , project Jesus , search maps Subtle ... Its internal
structure attaches great importance to intuition and is therefore not constructed in a very fixed form. However, it is
noted that adoptees tend to meet on the basis of their basic nature.

The position of the Prince of the Sun is very paradoxical since there are actually 2 Princes who claim to be the
head of the Arcane. This princely schizophrenia explains the blur that encompasses the Sun. Especially as the
permanent conflict between Shemesh and Suryo became a situation quite normal in the eyes of adoptees who
have learned to deal with this alternation of power.

Much of the activity of the Arcane is dedicated to basic aisles that allow adoptees to take the path of Akasha du
Soleil. But the trip to the Subtle Bodies is not safe and require the joint efforts of many Adopted to successfully
crossing. And the Sun is obviously not the only Arcane to want to sail on these ignored seas.

Princes: Suryo and Shemesh

Philosophy: “We built the Key once, could we but find it, the Gate would be in our
sight.”
Core Aspect: The True Believer
Overview: Nephilim must capture and use Solar-Ka to progress. The Golden Path is
unquestioned and humans are mobile Solar-Ka collectors. If Nephilim can figure out the
relationship between the Four True Fields and Solar-Ka, Solar-Ka and humanity,
humanity and Nephilim, and Nephilim and the Four True Fields, Nephilim would master
the Elements and ascend to Agartha. After two thousand years, this is going “slowly.”
Allies: All Nephilim the Sun does not hate. Mithradites, Rosicrucians, Gypsies.
Enemies: The Magician. The Moon, the Devil, Death, the Fool, the Star, Lovers.
Templars, Carbonari, Prieure de Sion, the HIOTES, Fraturnitas Saturnarii.
The Sun’s Initiate Stunt (-1): Khetchut. Radiance. The Sun Nephilim goes into a state
similar to Shouit to allow Solar-Ka to pour through their bodies. While in this state, a
single spell receives one extra shift of success per Scene. Meanwhile, the Simulacrum
is in control of the body during the spell although the body retains all Nephilim
Metamorphosis, Inscribed Spells and Stunts.

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Arcane 20: The Judgment
XX Judgment who has neither quest nor Prince in the original game. They are fishmalks and that’s all you need to
know. Many GMs , I included, refuse to let people play them. They think all Nephilim setting is a joke and are
basically Hollow Ones without the goth style.

The Nephilim of this arcane think that the world is moving towards a close end since the fall of the meteorite of
Orichalque, coming from Saturn, on Atlantis.

The jugement

When one knows that the adoptees of the Judgment are nicknamed the celestial tramps, one understands what
depreciative image sticks to the skin of these nihilists who think that forgetting is the best remedy for the
Apocalypse. No one seems to want to listen to their drunken delusions, but these incoherent words can also be
seen as the revelations of a group of misunderstood prophets.

The Arcane has always been present in occult history, although the behavior of its adoptees tends to diminish the
credit granted by the other Nephilim.Historically, adoptees of the Judgment have said aloud things that no one
dared to pronounce but these ideas were followed only very rarely. Can one have confidence in the chaotic
remarks of someone who voluntarily withdraws from the social order by adopting a self-destructive attitude,
sometimes leading to the physical degradation of his simulacrum?

Do not wait for a formal hierarchy among these excluded, they are essentially not interested in the order and the
respect of the protocol. On the other hand, they possess an art of the satyr which they have erected into true
magical knowledge. Trying to mistreat one of these trouble-festivals of the Judgment is a good way to get in
trouble. The jesters also have their own love ...

In trying to teach that nothing is true, the Judgment arrives at the ultimate paradox: and if the Judgment was a
false Arcana that hides something bigger, more disturbing and frightening?

Philosophy: “When the Gate finishes falling, all can go through it if they wish.”
Core Aspect: The End is Nigh
Overview: The world of the KaIm ended with the fall of the Orichulka meteor. That was
the Beginning of the End. Any day now, more meteorites will fall out of the sky. The
material world will choke the magic out of the universe. The magical fields will deform
and collapse. If Agartha exists at all, we’ll reach it when our corpses twitch and we
smell of decay. Since the end is assured, why not fill the final days with a bit of fun?
Allies: The Star, the Hermit, the Wheel.
Enemies: The Emperor, Death.
Judgment’s Initiate Stunt (-1): Seru. Prophecy. Judgment sees glimpses of what is
fated to come. Judgment can use this Stunt to tag a single Aspect on to a Scene to
reflect Judgment has seen something pessimistic and dire to come. In play, the vision
is considered involuntary.

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Arcane 21: the World
XXI The World whose quest if the Vertigo City and the Honor is Akhenaton the Rex Ka and the Kwisatz
Haderach. Only Agarthian are in this select brotherhood and they don’t talk about the Arcanum except to initiate a
new member.
The missing arcana, the unknown family.
The World is a mystery to the Nephilim. No Immortal has claimed this arcane.

The Crowns
The Crown The Arcane World XXI Aggartha

The Background being the most important element in the game of Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters and
this results in obtaining experience points related to The Sapience. It would be a shame to deprive yourself of the
innocent joys of the discovery of Great Secrets other than during a game.Players, the following is about an
absolutely secret secret Fraternity unknown to the players, except those who have completely and favorably
concluded the Chronicles of the Apocalypses, within the Background of Nephilim. This information comes from
the NEPHILIM range (in order to compact and synthesize the data into a summary sheet for Game Masters who
do not necessarily have all the existing supplements and who want to mislead their players or inform them about
this or that figure.Brotherhood of Immortals , directing the Arcane XXI, the World , which monitors the Primordial
Grail in search of disciples who walk in their steps to the Garden Sentinel Lithic.

Their goal: the elevation of all the Nephilim to the agarthienne illumination, which is based on the success of their
complex occult schemes.

The 7 Principles

The Green Lion The Guarantor of the peace of the brave, the unwavering will to success

Saint Michel The exaltation of the fight against the occult forces that threaten aggartha

The Wise Men The active principle that drives the evolution of species

The King Fisherman The emblem of pain as the ultimate introspection that reveals the Nephilim to himself

Pelagos Last Kaim, preserved from the taint of Orichalcum

Prometheus The symbol that recalls every second the pain and the necessity of sacrifice

The Duke of Saint-Amand The Enigma, the inner reflection of aspirations

Adoption by the World Arcana


Aggartha, Aggarthian, Adopted, XXI, The World, Rules

The rules and background are closely intertwined in the game of Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters and
this results in obtaining experience points related to the Sapience. It would be a shame to deprive yourself of the
innocent joys of the discovery of Great Secrets other than during a game.

Players, the following regroups the rules (with spoilers) concerning the twenty-first Major Arcana, the one of the
World. This information comes from the NEPHILIM Range as it is in the Livret 3 of Chronicles V - difficult access -
to synthesize the data into a summary sheet for the Playmasters who, like me, need to know the ins and outs of
The universe, even if the players never had to learn anything about it.

The Arcane World has little of Adopted activity. Most are in fact fixed to the side of the Founders in the magical
mesh of Aggartha .

520
Each status Adopted has an acceptance condition. It is not enough to fulfill to be adopted de facto
the world . Your Game Master Agreement - your willingness to use such Arcane with your joueurs- course the
unique requirement of last resort. If you do not wish to grant such privilege, keep the following information secret

The crown
Acceptance condition: only NPCs.
The World is led by a Brotherhood seven Agartheans that monitor Primordial Grail in search of disciples who walk
in their steps to the garden Sentinels Lithic. No Nephilim can choose to join the crown. This is Aggartha chooses
the members of the secret government of the world among the Agartheans who discover the invisible city.

The Adopted
Acceptance condition: to have accomplished an occult quest that has upset the occult equilibrium of the
world. The campaigns published so far are quests of this magnitude if they have been completed.

Sentries and pilgrims in the heart of the mist that hides Aggartha is an elementary sculpture garden, the Sentinels
Lithic. Each of them is a Ka-be that discovered the City of Dizziness randomly his quest. They are anchored in the
magical mesh, drinks from the Wisdom of the twenty-two petals of the Cosmic Rose of Ram and make this
knowledge assimilated by their Pentacle toAggartha so that the city becomes larger, mature. She expects
otherPentacles or other cores cursed to enlarge the find, again and again over the centuries.
It is possible to refuse the fossilization of its Pentacle (or its core ) in the garden of the Sentinels Lithic. In this
case, an alternative is offered to the initiates:

Adopted may refuse the magic mesh. In this case, theBohemians will use the Clear to erase all
memory of World secrets of his memory. Henceforth the Arcana is closed for ever.

adopted may make the pact of the World Pilgrim. The Pilgrims of the World are chosen by one of the Lithic
Sentinels. They punctured him part of his Pentacle in exchange for a drop of Ka-Sun which gives the Pelerin
World occult powers before he returns among the inhabitants of the Grail Primordial.

Hidden features

The Adopted World have no Stelllaire . The gift Ka they perform against leu Sentinel has no technical effect (no
loss of Ka , no alteration of meta-data).The drop of Ka-Sun they receive in return allows them Pentacle (or core )
to maintain its cohesion. This is called solar Sublimation .. Technically the World Pilgrim wins a Golden POT
equal to one tenth of its Ka-dominant . This value is limited to the 90comme Ka-elements
The Golden POT can evolve over the occult adventures of the character according to the events detailed in the
table opposite.
Patrons from Akasha will have neither their compass or their nave affected by solar sublimation.

Metamorphoses are at their maximum value of 20. They can no longer be altered except by the attitude
adopted vis-à-vis the Arcanum XXI . Indeed, Adopted Aggartha are linked to by a living Secret pact that forbade
them to reveal all the mysteries of the Arcanum XXI .
If the pilgrim comes to reveal its Adoption in Arcanum, the existence of the City of Vertigo, or some other secrets,
one of his Metamorphoses will be annihilated then definitely he will lose 20 points of Ka on its dominant element.
The Cavaliers of the World obey a somewhat different rule. Indeed, the image of Crowned
their shapeshifters evolve into a symbolic identity calledProthéïmorphe . It is defined by a single POT - POT of Or-
like the Nephilim basalt .

It may still contain 100 point Ka and help the Nephilim in the execution of these spells. The Selenim still can not
do.

The Magic Sensitivity Nephilim or Selenim remains unchanged. The powers of the Occult Sheet n evarient
not. The Nephilim can - and always look doivent- the Agartha by performing one of the quests of Magic ,
the Kabbalah or theAlchemy . They do not have the right to use their arcane prestige to pressure occult actors
that require their quest-member Glorious Alloy , creatures Kabbbale, etc ..

Practice

The Sapience
The Agartheans have known and used occult powers of their own. To do this, they draw from the drop of sun that
their Lithuanian Sentinel has transmitted to them. Indeed it allows them to use the mist of Boheim that is the
magic of the brick mesh of Aggartha . Each power has a cost that is deducted directly from this POT.

521
The Ka-Soleil sacrificed is transmuted into mist and allows the Adopteddisappearing to the untrained eye ( Ka-
Soleil less than or equal to 25 and Tradition: Bohemians less than or equal to 30%) instantly.

While it uses the Vision-Ka , the adopted may sacrifice a point of his Golden POT to detect any person hidden by
the mist , whether Adopted the Arcane XXI , like him, or Bohemian or even under the influence of a ritual Boheim .

Same as Clear Coat but it can also affect the insiders ( Ka-Soleil greater than 25 and Tradition: Bohemians
greater than 30%).

A Pilgrim of the World can withstand injury of Orichalcum .


In this case, it still loses a point of Ka and all other due to injury are entrenched in the Golden POT and added to
POT Khaïba .
Sentinel Lithic weakened and adopted can no longer appeal to it and thus use his powers for as many minutes as
the number of Gold lost POT points.
This duration is expressed on Saturday. The Mist cursed can not be used during the months ruled by Saturn (from
21 December to 18 February).

The Aggathian exists in every point of the net. The landmarks are his legacy barriers of his Simulacre he may try
to get rid to go to a place known to another a weapon happening. A jet under the POT Khaïba is requested each
use of lithic Link.

This is certainly the most powerful power available to the Nephilim AdoptedWorld. It allows them to
change Simulacre without losing points Ka-dominantaccompanying each Effect Jesus , as he is in perfect health.

Evolution of the Golden POT Events Gain / Losses Lead occult (as a teaching) to Aggartha Revelation Tear the
haze of a Boheim tale Take a significant victory over obscurantism

Philosophy: Those who reached Agartha.


Core Aspect: The Agarthans.
Overview: No one knows. Who knows what state a Nephilim transforms to when a
Nephilim reaches Enlightenment? Some claim those of the World walk among the
unenlightened to help guide them to the Gate. Others say they manifest as the Fool’s
Messiahs. Regardless, all agree Agarthan Nephilim have transcended the human flesh
and now operate on a different layer of existence.
Allies: All Nephilim. No Humans.
Enemies: No Nephlim. All Humans.
The World has no Initiate Stunt.

522
Cults and Secret Societies

523
Minor Arcana

The Minor Arcana

United in adversity

The secret societies of initiates to the magical realities are grouped according to four "families", symbolically
associated with the minor blades of the game of tarot. These groups, several thousand years old, perfectly aware
of the existence of nephilim, are formidable enemies for these. Whether they are rivals in the control of magical
forces or simply remember the time when humans were reduced to servitude by the immortals, the minor arcana
have marked animosity for the magical creatures of the occult world Often for a mixture of these multiple
reasons).

On the other hand humans do not have the ka-elements essential to the accomplishment of magic. They are
therefore forced, in order to practice the occult sciences, to use the ka-elements of nephilim, constrained or
voluntary. By the force of circumstances, these secret societies are therefore also hunters of nephilim.

Finally, having understood that their enemies had the capacity to reincarnate after their death, secret societies
have also developed an art of capture, the most resplendent example of which is the manufacture of stasis, a kind
of magic prison capable of keeping the prisoners locked up. Energies nephilim and thus to retain these during a
period of indefinite duration between two incarnations.

The four "families" of the secret societies

The Sword: The Mysteries

The Mysteries are reputed to be the descendants of the Heirs of Prometheus, holders of his teachings. They
had a decisive influence in antiquity, both in the occult world and in the societies in which they were
established. However, their order is relatively weakened by the loss of their fiefs after the destruction of the Greek
cities by the Roman Empire, which did not resume the teachings as vigorously as their predecessors. The Mystes
are symbolically connected to the air in Akhenaten's code and their influence may well be as subtle as that of this
element.
The Mysteries contributed to the compromise of Egypt, especially around the numerous deities that are the
Egyptian gods. But the advent of the Roman empire, followed by the spread of Christendom, bore them a severe
blow, which saw their initiatic cults later collapse. However, their historical position, if their filiation is correct,
makes them the first enemies of the Nephilim, those who manipulated the swords of Orichalque which
transformed them. It may also offer them access to unsuspected knowledge.

The Baton: The Templars

The origin of the Templars is lost in the mists of time for many. Their present structure comes from the order of
the temple which had the vocation of protecting the pilgrims in the Middle Ages. Their exoteric history is famous,
but their esoteric existence is well guarded. It is certain that the Templars did not disappear with the dismantling
of the temple by the Pope. But it is not clear how their survival was guaranteed.
The threat of the Templars is one of the most serious for two reasons. The first is their Great Plan and the way
they nearly succeeded in imposing it on the world at the dawn of the 14th century. The Nephilim reacted with all
their might to the alarming signs of this imminence and destroyed their official existence by skilfully using mortal
instances. The second reason is directly linked to the actions of the Templars, who are the most violent and
violent enemies of the Nephilim, despite the seemingly fatal blow that was brought to them at the end of the
Middle Ages.

The Cup: The Rose + Cross

524
The Cup is a little-known secret society, but its existence has enough to make one shudder. At a minimum, the
Rose-Croix order has everything to make it uncomfortable. His hidden goals are poorly known and his methods
sometimes reflect on the way they are masters in the art of surprising their opponent. While they generally do not
appreciate the Nephilim, they sometimes show a degree of transcendence in their relations with the Immortals.
However, you must not forget the danger of an enemy able to smile before you bite. Neither the terrible fanaticism
their members may exhibit, nor the insane ends to which they are capable of going. Their actions of the late
nineteenth century with the hermetic order of golden dawn (Golden Dawn) shows that they should not be taken
lightly.

The Denier: The Synarchy

It is little to say that we know nothing of the Synarchy. This minor arcana cultivates the secret like no
other. Some see traces of his appearance in the Renaissance in the well-to-do circles of good society. Their main
focus seems to be on the hoarding of material resources and political influence to a point beyond
reason. Freemasons would be their "official showcase".
Yet, if one can see the traces of his actions behind every major political event or unexplained trafficking in
influence, others claim more disturbing things. According to the most original theses, the synarchs would not be
seeking world domination but would have already achieved this goal. The main part of their efforts would be to
conserve it?

Learn more about minor arcana

Of course, it is difficult to feed on reliable information about secret insider companies.Some have left some
traces in official history, but most of their actions remain confined to what is called Invisible History. As such, it is
sometimes possible, by consulting some secular sources, to learn more. However, the best is to speak to
specialists: the Papacy or the House of God.

Human secret societies, the Minor Arcana contain many mysteries. Four of them, they are symbolized by the
colors of the Tarot of Marseille:

Sword: Prometheans
Staff: Templars
Coin: Synarches
Cup: Rose & Cross

Their designs seem more or less common: the eradication of immortals. Yet, between the intestine struggles and
the means they are ready to use, each Arcane is very different from the others.

Since the dawn of time, the Immortals have aroused in man various and contradictory reactions, the most vivid of
which were the origin of secret societies with varying aims. Four of them, the largest, are designated by the name
of Minor Arcana, and form the most terrible enemies of the Immortals.

Their means of action are often important but limited by the fact that they work in the shadows. The Great Masters
of these secret societies think that the more discreet the action, the more effective it is.

The first principles of the secret societies date back to the fall of Atlantis. They try to preserve by all possible
means the secrets they have. They recruit by co-option and personal choice human members who seem
sufficiently ready to accept these secrets. They protect humans from the Nephilim and their occult sciences.

These secret societies developed at the same time as humanity. They are protagonists or antagonists your
character will come to meet, NPCs who may be adversaries or allies.

525
Sub-sections

• The Sword: The House of Life


o The Hades
o The Mysteries of the West
§ The River of the West
§ The Rivers of the West
§ The Rivers of the West
§ The Sources of the West
o The Mysteries of the East
§ The Fleuve d'Orient
§ The Rivers of the East
§ The Rivers of the East
§ The Sources of the Orient
o The Mysteries of the South
§ The Fleuve du Midi
§ The Rivières du Midi
§ The Rivers of the South
§ The Sources of the South
o The Mysteries of Sepang
§ The River of the Sevenentrion
§ The Rivers of the Septentrion
§ The Rivers of the Sevenentrion
§ Sources of the Sevenentrion
o The Mysteries of the Zenith
§ The Zenith River
§ The Rivers of Zenith
§ The Zenith Brooks
§ The Zenith Sources
• The Cup: The Rose Cross
o The Space Branch
§ Colleges
§ Fraternities
§ Phalanstères
o The Branch of the Spirit
§ Colleges
§ Fraternities
§ Phalanstères
o The Body Branch
§ Colleges
§ Fraternities
o The Branch of Time
§ Colleges
§ Fraternities
o The Invisible Branch
• The Baton: The Temple of Life
o White Coats
§ The Bailliages
o Black Coats
§ The Commanderies
o The Red Coats
o The Obediences
• The Denier: The Synarchy
o The base

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The Sword

The sword - Mysteries

Plunged into the darkness of time and the emergence of secret societies from the ruins of the deluge,
mysteries constitute a tenuous, sneaky threat, all the more considerable because it is difficult to apprehend. Built
around the teachings of Prometheus, the arcane of the sword is affiliated with the air and its thread is the sharp
edge of the mind, open to occult realities through the teaching of the titans.

Prometheus, by revealing many secrets Nephilim to the humans under his protection, gave these humans
powerful tools, which would enable them to found the Promethean swords, the first warlike organizations devoted
to the tracking of the Nephilim. While Prometheus and his followers were tracked by the Lightning Wings, the
humans he had awakened were organized around the figures of the Titans. No one can really say what these
creatures are. It is perhaps the Nephilim who accompanied Prometheus in his betrayal. Be that as it may be, they
guided humans on the path of enlightenment and formed the first mystical sects by codifying their practices and
beliefs.

Today, the mysteries are alone, the titans asleep or destroyed. But the force of their teachings always irrigates
the banks of the chapels of mysteries, and their worshipers drink symbolically to the underground rivers of hell. If
the occult arts that created stasis, forged orichalic weapons and predicted conjunctions-ka have for the most part
been lost, mysteries remain the guardians of unsuspected esoteric knowledge. Their strange rites and their
decadent practices have something to make them shudder and the old secrets to which they are attached always
represent a threat of importance.

The Mysteries Today

The cults of the mysteries have almost fallen into disuse. Their real influence in society is, as it were,
negligible. But the initiates of the sword never sought the temporal power.Their true objectives are profoundly
esoteric, mystical and occult.

The cult of the Mysteries reached a peak in the days of great compromises. Egypt, Asia Minor and later the
Mediterranean basin and the barbarian kingdoms are all marked by their imprint. After seeing their cornerstone
wobble under the blows of the heretic Pharaoh Akhenaten, the mysteries swarmed into the Greek cities
abandoning their Egyptian sanctuary to ruin and decadence. But if their influence was also important in Greece,
they had to face the competition of the Pope's Arcana and the rise of the Temple of Life, which was soon to
supplant them in the ruling spheres. Rome was the last refuge of the Mystes before a long hibernation which
would make them cross all the middle ages in a silent silence.

Yet some signs indicate that the Myst also are preparing for an end of cycle. Their different leaders, guided by
the rivers of the Titans, gather again for a unique planetary confluence. The Mysteries, like the other minor
arcana, took advantage of the colonization of the New World to take their far away from the historical bases of the
Nephilim. But they remain strongly rooted in the old Europe and they recruit today in all circles, young people from
suburbs or idle artists to rich industrialists and ambitious politicians.

Mythical Beliefs

The Mystes have always given the impression of being thrown into strange and insane quests. First recipients
of the teachings of Prometheus, they pursue intriguing occult goals and follow tortuous paths. But their illuminated
madness must have a deeper meaning and is perhaps only a means of concealing from their enemies a buried
truth.

In fact, it seems that underground things play an important part in the mythical beliefs, devoted to a kind of
infernal worship. Hades is the place where Prometheus was shut up, so it is not surprising to see the Mysteries

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turn to the prison of their first guide. However, it does not seem that Prometheus is more worshiped than
this. Instead, the mysteries are devoted to rituals centered on philosophies inspired by the five rivers of Greek
mythology (phlegeton, cocyte, lethé, styx, achéron) which are supposed to flow into hell.

On the other hand, today, it seems that the figures of the ancient gods like Apollo or Osiris are objects of
frequent veneration in the mysteries. It is said that the latter are capable of sacrificing to their gods or their
representations nephilim and that the homunculi thus created gives them unprecedented capacities. The
mysteries are, in any case, fervent explorers of the magical paths and they do not leave to others the possibility of
appropriating any form of what they consider to be their tribute.

Official existence

This is how the laypersons describe these cults that appeared in antiquity. Given the very nature of this group,
it is likely that a Nephilim or another initiate who did not personally fight the mysteries or who would not have been
one of their own did not A clearer vision.

The sword is the symbol of a sharp mind. It represents the spiritual and the religious.

Mysteries or Mystes form the oldest Arcane. The human survivors of Atlantis stole the Prometheus secrets and
became the most terrible enemies of the Nephilim. They invented the stases and perfected the weapons in
Orichalca. The Sword is interested in esotericism and spiritual power.
But the wear and tear of history and the competition of other minor arcana led to the decline of these formidable
occult powers. After millennia of clandestinity, the Mysteries re-emerge from the underground of the occult world
and is preparing to become again the masters of humans and the gravediggers of the Nephilim

The Sword Arcanum

The Sword Arcanum is composed of Prometheus’ human heirs. They are an organization who loathes and envy
the Fallen for their immortality and magic. They worship Orichalcum who is seen as the freeing Ka. They are not
straightforward enemies, as a mystery cult they talk like the Nephilim and sometimes can ally themselves with the
Fallen. All such alliances are fated to end in betrayal though. When the Mysteries tell you they want to worship
you, they want to eat you and become what you are.

Their rites are paganistic in nature, human sacrifices, cannibalism, torture, all these things are sacred to the
Mysteries who will want to incapacitate the PCs and bring them home rather than kill them outright.

They are divided in Five Churches (religious currents rather than organizations, the sample Mystery’ organization
is a small cult) dedicated to one of Prometheus Disciples and one esoteric direction

The Zenith dedicated to Isis and to the quest to Wisdom. In practice that means members steal memories and
skills. Their methods of initiation have an interesting side-effect, their members lose their mundane memories
while they gain occult understanding. Each Veil they lift to enlightenment, another one appears behind them,
another separation from the profane. Their symbol is the Veil

The Septentrion (North) is dedicated to Demeter and to natural. In practice that means members are primitivists
and eco-terrorists who seek to tear down human societies. Despite their Greek name, they tend to have a very
Celtic style and if you know them I would suggest using the Circle of the Crone of Requiem’s fame to portray
them. When fighting Immortals they sabotage their stasis and target their families. Their symbol is the wave and
their rites involve water.

The Septentrion is not very developed along the line so that’s my interpretation: They are a mix between WW’s
Garou and the Circle of the Crone. Name an insane fertility rite, the Northen Mysteries invented it. As a “natural
faction” they have berserkers and enhanced warriors and are into the brewing of drugs and potions to help their
fight. One dissident faction try to adapt the liturgy to modern science.

The Orient is dedicated to Apollo-Horus-Mithra and occult war. They are the Adamantine Arrow and the
Praetorian Ministry, fighters who think the world is a huge war where only the winners can prosper. Despite
expectation they are heavily into the “warrior-poet” model and don’t recruit simple bullies. Their powers include
the creation of weapons’ stasis and other martial abilities. They are the progenitor of the Staff Arcanum to their
eternal shame. They are the most direct of all Mysteries but also the most prone to back off after having been
soundly beaten. Their symbol is the bow and the rainbow (their titles are focused on a peculiar color beginning
with indigo and finishing with “oriental monarch crowned with rainbows”

The Midi (South) is dedicated to Osiris-Dionysus and justice-madness. In practice they alternate between grim
judges figures and deranged maniacs. Surfing between the extremes is an art for the Southern Mysteries and
they tend to recruit actors and double-faced people. Their rites are the most graphically horrible such as the

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imprisonment of a Fallen in her Simulacrum’s corpse and the eating of said simulacrum. Their symbol is the
mask.

To be clearer, or less clear, I don’t really know, in my setting the Midi is the fusion of two groups, one wanting to
deny the flesh and the others to succumb to it. Their fusion grants them a versatility not known by the other
branches but also means they are home to score of insane people. Canon: They worked with a certain Marquis
de Sade.

The Occident is dedicated to Hecate and the mysteries of death. They are not interested in Nephilim but in
Selenim who they serve and destroy like the other branches do the Fallen. Their initiation consists in constant
desentization until members can kill without a thought and die without screaming. Their rites are very various for
they serve many entities and Selenim don’t understand the threat posed by the Mysteries (Selenim are immune to
Orichalcum). Their symbol is the skull and they are the antithesis of the Septentrion.

The Nadir is not an organization but the name given to the high initiates who travelled astrally to Prometheus’
prison to gain the knowledge of the Titans. They are one of the most dangerous beings a Fallen could face with
many sharing their consciousness with a orichalcum demon.

The Mysteries, Arcane of the Sword

Timeless hunters
Since the fall , the mysteries chase Immortals . One can use the time lag between these past insiders and the
modern world in which they evolve. The Mystes do not use Kevlar armor, automatic weapons but weapons. They
refer to their Golden Age, Greek and Egyptian antiquity.
Suddenly, the Immortals may now find itself out of time, chased by no troop of Roman soldiers or a mad medley
of revelers cannibals in full explosion of joy. All in the silence of the urban nights, the solitudes of the countryside
or the total paralysis of the profane.

Absurd fanatics
An Arcane Minor do not just fight or meet Pj more or less by accident, theMystes not spend their time chasing
the Immortals or perform their ancient rituals in caves. They live, seek to influence society, multiply occult and
secular missions. Immortals interested in these covert activities discovered initiatory path and the internal
hierarchy of the Sword . They may even, by chance or temerity, enter into the intimacy of a chapel. The richness
of the icons, the symbolism of the initiatory language and the relics must turn their heads. Induction real ritual,
entering their temple will bring extensive knowledge and sometimes terror in Immortals . What has he more
shocking to a Nephilim that the dismemberment of a Brother, kept alive on a marble table covered with dried
blood being devoured by ostentatiously ten humans too greedy of Human flesh than magical energy?

Ambiguous allies
Mysteries have extensive knowledge of the Immortals . Better, they use their essence for their own magic. Thus,
for millennia, they have accumulated number of relics , of Focus and Sapience amazing for humans. A host of
Immortals are thus attracted by them, seeking to create an alliance. These pacts are relatively dangerous. The
Mystes are always ready to take advantage of any weakness of the Immortal for narrow Homunculus or Relic .
Yet Mystes prove unavoidable. When research is concerned with the past, the ancient Invisible history, the
forgotten rituals, one can not but notice their immense knowledge. We must then rely on meetings in private
libraries, museums to find the solution of a problem and these initiates. The latter must appear vaguely normal,
always betrayed by some elements: antique jewelry, discrete initialistic makeup, expression in dead and forgotten
tongues (Latin, Aramaic, Egyptian) but especially by a particular look. Eyes shine where dementia, fanaticism and
also the Sapience . In the shadows, the immortals must constantly feel the threat of hunters mystics , never far
away.

Organization of Mysteries

The probouleuma is the general meeting of Mystes , composed of 100 representatives of each branch of the
Sword. Each Probouleute is chosen from the wisest and most venerable initiates of the Sword.

It is supervised and guided by a Council of 5 Mystes appointed Basileis


Julius Maati
Marie-Claire Fangetti
Leopold Rastdjak

529
Clytemnestre Dandrae
Marco Lemorre

Each Basileus has exceptional power and has a multitude of artifacts .

Summary file myste hierarchy


The Mysteries, Liturgy

Hierarchy

Niv. Septentrion Zenith Midday East West

1 Infant Adept Bacchant Ephèbe Maenad

2 Infant Adept Bacchant Ephèbe Maenad

3 Infant Adept Bacchant Ephèbe Maenad

4 Dadouque Cultor Acolyte Exegete Corybante

5 Mystagogue Pastophore Persecutor Pontifex Rescator

6 Hierophant Hierosol Hierarchy Polemic Necrophorus

7 Basileus Hierophore Archon Phratriarch Hierogamist

Liturgy

Niv. Septentrion Zenith Midday East West

Honorable Passing Compassionate Servant


Wet dolphin with Honest aspirant to Fearful brother with
1 Under the Crimson of the Condemned
ocean aspirations the limbo scarf the blue face
Arcade Grace

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Marshal of Fraternal Graceful heir of the Angry brother of Noble Archer with A lovable companion of
2
Ablutions ancestral scarf the scarlet night Orange Armor the sickly profane

Knight dripping with Ecstatic decipherer Brother smile of the Radiant servant of Morbid Knight of the
3
torrential attire of sublime symbols morning sun the yellow alliance Shadow

Magnificent Lord illuminated


Brother terror of Master inspired by Fateful marcher of the
4 commander of the with serrated
sublime tortures the green lyre massacre
original blades cuirass

Great architect of
Illustrator of rare Mythical master Amazed brother Funeral archivist,
5 cerulean universal
sources with satin ribbon star-studded cemetery surveyor
arches

Magnificent draped Brothers


Sublime rider of Heavenly Cavalier Sinister Walker of the
6 surveyor of the holy concerned with the
elemental anger with the indigo star Realms of Darkness
cape glorious artifices

Eastern Emperor
Marine Prince of the Absolute monarch Lord unmasked Dantesque Master of the
7 crowned with
Coral Abyss veiled astral gold torrential faces Arcana of the Dark
rainbow

The Delta of the Mystical Rivers

Hades

The most obscure secrets do not appear until they have climbed the last steps that lead to the Orphic
revelation. After the trip to Hades reserved for insiders 7th grade, the mystics are offering their body and soul to
the will of the Titans and their hordes of Daimons . It is in the shadow of Prometheus , on the threshold of the
ocean Atlantean ruins, the priests of the Mysteries acquire the ungodly powers they bring to the surface in order
to dominate the occult world before enslave the world all short.

Landscape of Saturn
First, it is important to know what it's like Hades when Mystes lead there after a long journey in the land hoses. It
is a world of Orichalcum , the walls, vaults, scree, galleries digging geography are composed of rock and this
came from Saturn Metallic field that since the fall of the Empire Atlanteanpermeated everything . It is found in all
imaginable forms, most of which do not exist on the surface. Fountains of Orichalcum liquid out of the ground and
hurtle cascade kilometers of ravines, glowing deep in bundles of black scum.Some rooms are envahiespar
stalactites and stalagmites whose contentOrichalcum exceeds that of knives Assassins , and on which were
impaled theNephilim reckless. Huge chasms spewing gas from an obscure luminescence whose inhalation
corrode the Pentacle and all Ka-elements in the manner of an acid. And whole continents overflowing with
saturnal ore have not yet been cleared ...

On the other hand, in this environment have developed unknown life forms, just as in the isolated underwater
caves of the world and the light of day swarm species originating or mutant. Thus the mystics they descend also
in the upper regions of Hades , near the doors, to pick those products whose virtues have allowed witches to
prepare ointments and potions.

The Rivers of Tradition

ZENITH
The Lethé

MIDDAY
The Cocyte

EAST
Le Phégéton

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SEPTENTRION
The Acheron

WEST
The Styx

The Mysteries of the West

The West ...

History
To grasp the uniqueness of the West, we must go back to the immemorial times of the Golden Age. The
Mysteries of the West were born with the Great Hunts, and have somehow disappeared with them. That is, their
avenging expeditions to subdue the magical race have swallowed them into a gloomier and frightening world than
anything they could have imagined.
The quest for magical power was to launch the mysteries of the West into the nightmare: they fought the living
death, the curses of the Moon, the Selenim.The Prometheans Swords fell before the son of Lilith, insensitive
saturnal metal swords, and flowed back to the banks of the daytime world, where theNephilim , although
qu'Immortels, still seemed closer to them than the specters s' Satiating the vital energy of men.

Yet all the Mysteries have not fled before the terrible threat Selenim. Some factions were unwilling to admit
defeated and decided to rub it absolutely unholy phenomenon boulversait positions: insensitivity to the
Orichalcum , handling an unexpected fields, the contradiction of all their designs.

Liturgy
The liturgy of the skull is one of the most primitive because it concretely touches the final and desperately
inevitable reality of man? It consists neither more nor less than to prepare to face the image of his own corpse, to
receive a teaching from the skeleton that the myste will inevitably one day. It is on this point that the general
mystical aim of the Arcana, trying to escape the condition of mortal, is seen greatly modified in the West. The
descent intoHades to integrate the latest revelation goes according to them through the experience of undeath,
the awakening of the Ka-Sun postmortem practiced by Selenim . The mixture of the two doctrines had an
enormous influence on the representations of an underworld inhabited by the souls of the deceased.The
identification of Hades to Hades is the résultatde the grip of Selenim on the Mysteries.
Although the issues are kept pushing the mystics to seek paths to Titan , the basic design that drives the mystics
leads to a sort of split personality. They must indeed imagine death lurking in this life, both as a threat and as a
companion, who sustains them in their journey of initiation. The image of the skull is that of the inevitable
necessity, of a return to the essence of the human being and at the same time the sign of a beyond that
surpasses this sad condition.

Hierarchy
This is double in the Mysteries, obviously the titles used are superimposed inside the community to the liturgical
grades, testifying their state of service and their skills. (Only four decrypted grades):

• Ménade (skull 1 to 3)
He has not yet made the acquaintance with the beyond the threshold of death and is preoccupied with
the routine tasks assigned to him by his superiors. The occult works he carries out gradually shows him
his destiny, in contact with immortal races.
• Corybante (skull 4)
His life was turned upside down by the initiation lived like a tragic event of which it was victorious. He is
therefore entrusted with perilous missions of combat and espionage, where he sometimes becomes a
suicide bomber. The corybantes are very respected because we never wear this title very long.
• Rescator (Skull 5)
Literally "the reborn", this myste is the repository of memories of his order, master of archives and
texts. He has a predilection for morbid documents and surveys cemeteries in search of steles no inspired
inscriptions.
• Necrophorus (skull 6)
A living symbol of the struggle of life against itself and the approach of death which the profane dread
and whose mysteries delight, it coordinates the actions of the Mysteries as a diabolical priest who only
gives his orders whispering.
• Hierogamist (Skull 7)
Master the Mysteries of morbid dementia, this mystic is responsible for the link between magical
practices of two immortal races Nephililm andSelenim order to have the powers to suffosants down
in Hades . The questions of the urface no longer concern him, he must marry an existence between life
and death and marry Hecate.

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Skull 1: Compassionate Servant gracile sentenced
The mystery must be confronted gradually

2nd Skull: Amiable companion sickly profane

3rd Skull Morbid Shadow Knight leaving

4th Skull fatal Treader marches massacre

5th Skull: Archivist funeral, cemetery Surveyor

6th Skull Grim walker kingdoms of darkness

7th Skull Master Dante arcane of the dark

Icon

Skull
The occult is the paradoxical emblem which at the same time designates the reality recognized by the initiated,
namely precisely that which is not the common reality in which the profane move. The skull thus represents the
true use, the real meaning of a place or an object according to the mysteries.Very broad in use, this icon makes it
possible to mark one document at a time with the occult meaning attached to it and with a morbid evocation which
weakens and worries the recipient.

The black Cat


The threat, the displacement. Messenger of Hecate to his faithful, it announces as well the urgencies, the orders
of mission and the approaching danger that the sentences against the disciples who have demerited.

The Eyes of the Owl


Authority, plan. Similar to lunar beams whose pale luster pierces the profane defenses, the eyes of the nocturnal
bird search the darkness to guide, the mysteries under the authority of the priests.

The Black Moon


Magic. Basic, it is the symbol of the lystic energies transferred to the decadent world of the West, and therefore
sacrifices and relics. These practices against Nephilim smooth think that Selenim use mystes Fallen against their
brothers. This is wrong, but by extension sponsorship Selenimextended the meaning of this icon in the activities
of Cursed Mysteries accomplices. A Blood Cult devoted to Selenim can recognize potential allies through this
sign.

Sacrifices

Soul Traffic
The mysteries of the West like to take desrisques in the magic field and to pay of their person does not frighten
them, the trade with the Selenim proves it. Desiring to become Nephilim in their way, so they developed a
sacrificial ritual of nothing less than to réveiler in stasis and let embodied by him to then remove and appoint
someone else. The traffickers are soul are Nephilim disembodied trade and transit of Semblance to another guide
by threatening them with a talisman of Orichalcum when they are immaterial, and force them to incarnate under
penalty of disappearing for ever. The Mystics hope to recover some of the connnaissances Nephilim each pass, a
reverse phenomenon of learning the skills Simulacre the Nephilim incarnate.Moreover, it seems that some
Selenim do not hesitate to buy Nephilim instasis to take their kingdom and make their lackeys.

The Homonials of Selenim


The ultra secret organization Moonblood undertook to produce homunculi of Selenim, according to the same
procedures as the Nephilim: kill Simulacre and enclose the Selenim in a container. But as the Orichalcum is of no
effect on him, he must employ the solidified Ka Soleil, a kind of glow jelly that is only found in that region
of Hades , the Amenthès and is Placed at the bottom of the jar.
Second problem, the Templar persuasions who tried the homonculisation ofSelenim have encountered in the
process of entropy that eats the Selenim because he can not satisfy. The mystics of the West, most refined
creatures of Dark Moon, realized that the emotional satisfaction could overcome this obstacle, putting
the Selenim eprisonné in contact with humans experiencing strong emotions. So they built the Houses of
Passions, true feelings laboratories where homunculi of Selenim attend scenes of love, sadness, pleasure and
pain that sate the small quantity realized spells are not very Powerful but are sufficient to enable them to survive.

533
Poisons, philtres and talismans Ka

The River of the West:


The Mysteries of Hecate

The Rivers of the West:

The Antique Chevalerie des Amazones


The Servants of the Reptilian Church of Apep
The Sorcerer's Circle of the Styx

The Rivers of the West:

The Daughters of Nux


• The Fraternal Office of the Hathor Lions
• The Order of the Faithful of the High Ennead
• The Funeral Servants of the Sacred Sepulchers
• The Beggars of Cybele

The Sources of the West:

• At Madame Olga's place


• The Cabinet Von Kreutze
• Lords of Anubis

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The Mysteries of the East

The Orient of the world of the mystical world is the place of origin: the sun rises incessantly in the bloody fringes
of its birth, to traverse the heavenly vault every day and descend into the hands of the priests who salute and
celebrate it . Always dying, eternally risen, the immortal star opens the doors of hope to the East, and illuminates
the mysteries that pray to Him with a superhuman spirit: to sink like Him into the depths of the cosmos to be
reborn stronger and greater each morning.

Thus the East is the symbol of the absolute beginning, which gives all life and reveals the law of the world. It is
said that Prometheus rose to the East on the confines of the globe to speak to the men gathered before him, and
that the shadow of his hand stretched out towards the fathers of the Mysteries extends indefinitely even to the bad
Gods, fallen lords, Nephilim punished for defiling the primordial continent of their magic. The servant of the East,
who conceives the truth as an intense burning through it, desires to strip himself of the herds of existence to purify
his body and elevate his spirit.

For this he follows the celestial flight of the three figures of the Titan: Apollo flying away on the chariot of the sun,
Mithra who conquers Evil in the midst of the cosmos and restores balance, and Horus whose eyes preserve astral
images and The constellations of the night advancing as it passes behind the horizon.

History

The Mysteries of the East strive to be disciplined, and their history is an attempt to restore that calm which is said
to be rightly Olympian. The three figures of the Titan have, to some extent, the same symbolism: brightness and
race of the sun, balance, struggle against evil for the salvation of the cosmos. The initiate thus points out that their
plan resided precisely in the division into three figures and into three geographical zones. The most famous
central point is Rome.

The Mysteries decided that each sacred period of seven years between the fall of Rome in the 5th century and
the Great Year would be placed under the sign of a figure of the Titan, thus fulfilling a magistracy. In their turn the
Chapels of Apollo, Horus, and Mithra did their duty. This plan ends in our days, for the hour of final domination
has struck, the powers of the East rise after two thousand years of rupture.

The fall of Rome was harder than expected, and the mysteries of Mithras had to fight to protect their escape from
the enlightened city and emerge unscathed from the ruins of the empire. This experience intimated to them the
conviction that a new empire was to be built, and that only the junction of the five Mysteries could restore
Atlantis. The Mithradites finished their magistracy in the twelfth century, at the time of the Second Apogee of the
Temple, in order to meditate on the conditions for the exercise of esoteric power.

The Appoloniens, taking over, have focused their efforts on the openings knew kingdom of Hades, wishing to
repeat the feat of anctuaire Delphi, which hosted a panegyric of the five rivers at the foot of the Pythia. But they
finished their reign during the Renaissance , swept by the Rosicrucian that surprise them and behead them,
despite their major artistic influence on all the courts of Europe.

The Mysteries of Horus, who had lost the habit of power since ancient Egypt, have allowed the Mithradites to
settle the situation and settle to manipulate Lou XIV. They then had difficulty recovering their magistracy: an
internal war opposed the Myths of Mithra and Horus pushing the latter, victorious but spotted, to win the French
and English colonies.

Liturgy

The liturgy of the bow is rich in meaning, and substitutes the variety of its symbolic representations for the radical
efficacy of other liturgies. It must contribute to peace, to serenity, without going through madness or amnesia.The
mystery wants to purify itself and regain harmony while keeping the foundation and balance of the sword well
forged. They wish to maintain a stability of mind, they do not like to be caught by the whirlwind of revelations: they
prefer to raise it and then confront it in front, remaining straight and proud. The liturgy of the bow is one of the few
not to bet everything on the vector of emotion. The result is that the initiate, instead of plunging deeper and
deeper into an initiatory universe, remains on the surface and assists in the enumeration of the various figures
which correspond to his reference icon. And in fact, each rite of initiation gives the arc a new meaning. Each
grade is attached to a color of the rainbow, which is the culmination of the journey. The clothes of the mysteries
resume their color of initiate and the object that corresponds to him.

Hierarchy

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This is double in the Mysteries, obviously the titles used are superimposed inside the community to the liturgical
grades, testifying their state of service and their skills. (Only four decrypted grades):

• Ephèbe (arch 1 to 3)
A recruit promised to become the elite, he executes orders without discussion, and learns all the physical
and intellectual disciplines to get out of all situations.

• Exegete (arc 4)
The gadian of doctrine. He has access to sacred texts and must know them at the fingertips to remind
them of the mysteries on every occasion.

• Pontifex (arc 5)
Administrator of the Mysteries of the Orient, he organizes the ceremonies, manages the resources and
prepares the displacements.

• Polemarch (bow 6)
Master of arms and in charge of military affairs, he decides all dangerous and offensive actions, keeping
the artefacts available.

• Phratriarch (arc 7)
Rector of the Chapels of the Orient, he surrounded himself with lieutenants, the Phratères, who watched
the streams. He feels the father of the family of the msytes he governs and behaves like a head of state.

Arc 1: Honorable passing under the arch of crimson


The mystery that submits to the trial of the arcade learns that this gesture is definitive and that behind it the
scarlet curtains of the initiation close. If he wants to return outside the brotherhood, he will have to fight with his
brothers, and will not escape.

2nd Arc Noble archer with orange armor


The learning of archery teaches the mystery that training is long before reaching its target. Her mind must
become as fine and fast as the arrow, and like her, cross the azure towards the sun. The mystery is drawn into
battle because it is in danger that the spirit purifies and learns coolness.

3rd Arc: Radiant servant of the yellow alliance


The mystery is linked to his companions as brothers from the same father, the Titan. For men, it is a Spartan and
virile community, and for women a marriage with the mystical sun: they make an occult alliance with the other
Chapels of the East to fight against the Nephilim.

4th Arc Master inspired lyre green


The search for harmony is also musical, for the lyre is an instrument of revelation and spiritual invocation such as
that of Orpheus, Hermes and Apollo. This is why the mysteries meditate on the meaning of the bow: the finesse
and the precision of the mind that vibrates the seven strings of wisdom. They learn the history of the Mysteries
and become the repositories of the ancestral tales: the exegetes.

5th Arc: Great Architect universal arches cerulean


The arc is also an opening towards the outside, it joins the mystical continents by spanning the chaos of the world
eprofane. The initiate learns of the dispersion of the Mysteries since Year O, as well as the rudiments of their
doctrines. He became the Pontifex of the East and launched bridges, bridges between cities and regions to
coordinate activities.

6th Arc: Heavenly Cavalier indigo star


The mystery

7th Arc: oriental emperor crowned with rainbow sky


The mystery

Icons
The Arc destiny. It indicates to the mysteries that their destiny passes through this place or this object, and that
not to obey the orders that it gives would be put outside the Great Teaching.

The Eyes of Horus


Surveillance, the occult authority. Represents the two facets of Sapience, the depths of the unconscious that must
be subdued and the ecstasy of initiatory completion.

536
The flame, smoke Magic. This abbreviation warns that we are dealing with an artifact, a place of manufacture or
conservation of the relics, also denotes the Nephilim as the raw material of a sacrifice.

The seven planets the initiatory steps, the occult organization, determines the progress of Mystic in chapels
because the guide according to the color of the planets, the more they approach the purple, the more powerful.

Sacrifices: hunting (or the opposite fidelity of their ancestors who exterminated the Nephilim in the plains of the
five continents hardly deserted by the water of the flood, worshiping the spirit of intrepid hunters, valiant warriors
who carry the shot Grace), fusion of the alliance (obscure ritual as the manufacture of weapons in Orichalque),
constellated armor (resistance to magical attacks).

The Fleuve d'Orient:

The Imperial Council of the Azure


Chapel River of the East

Level
Exclusively reserved for the initiates of the 7th arc, who have conquered the celestial symbolic strata and are able
to overlook the mystical continents.

Icons
The three figures have a seal bearing their effigy: a spartan in profile with a lyre for Apollo, a solar chariot
surrounded by lightning for Mithra, and a black-haired raptor with red eyes for Horus. In addition, the Chapel has
its own icon, a celestial vault with three suns, white, golden and red, encircling a sword.

Hierarchy
Each faction holds its own grades, functioning very complex given the taste of these mysteries for command
structures.

The Rivers of the East:

• The Alliance of Mât

The Rivers of the East

The Doctors of the Order of Saturn Guardians of the Mystical Forges


Silver Creek Chapel

Level

These designs mystics are the last to know the weapons trade secrets inOrichalcum . For millennia, there were
thirteen original swords, treasure of the Arcane, which offered Excalibur to Arthur by Merlin , and Durandal who
disappeared with Roland. But the vagaries of history have overcome the mythical treizes. The Mysteries decided
to get back to work, recreating a mystic forge as taught Prometheus . Thus a Chapel was born, composed of
thirteen individuals, the masters of the forge, in order to rebuild Promethean swords.

Icons

Hierarchy
7 Knight Cabires recycle fragments Orichalcum found in all possible places.
3 Dactile Knights, prepare the cast iron, the purification the enrichment and the conservation of the different
components.

537
3 Hephaestus Masters, capable of forging a sword of Orichalcum , burn rune that will seal its power, devote the
edge of Phléhéton by an ancient ritual where many mystics died.

Basilica
Mystics Forges are at Madagascar, near the gulf of Hephaestus, one of the few access to Hades where
Phléhéton carries to the surface its flow orichalquien. The black substance is carried by Daïmon hosting the
masters of forges.

• The Doctors of the Order of the Caduceus


• The Resurrected Promethean Glaives
• The Clergy of the Centaur of Epidaurus

The Sources of the Orient:

• Oriental Lyrics
• The Bird of Hope
• Meditation Clubs

538
The Mysteries of the South

The Midi represents the descent, the darkness, the shadows and the caves where await the buried forces of the
Daimons. The heat is stifling, initiatory, expiatory, and the solar reference is twofold: above, the star that bathes
them with its burning gaze, below, their destination towards which they walk relentlessly. From one point to
another, the mysteries of the South drag their rites and their traditions, sometimes dry and tetanized, their eyes
empty, ready to fall into the sands, sometimes ecstatic and rude, jumping and howling, possessed by The
diaphanous vapors that haunt the furnace.

History

Liturgy

Hierarchy

This is double in the Mysteries, obviously the titles used are superimposed inside the community to the liturgical
grades, testifying their state of service and their skills. (Only four decrypted grades):

• Bacchante) (Mask 1 to 3) Beginner, chooses its attribution, adorns itself with titles snoring or quite
ridiculous during joyful and unbridled festivals.

• Acolyte (Mask 4)
Help of the priest in the crypts, studying rites to take the place of the embalmer master.

• Persecutor (Mask 5)
He directs the sacrifices and invents new ones. It sponsors the captureNephilim for his experiments. Its
key word: cruelty.

• Hierarchy (Mask 6)
Guardian of the sacred law, he judges the candidates for initiation before they pass the tests of the
mask. It supports all Artefats and documents.

• Archon (Mask 7)
Midi plots of the master, he rules the Chapels of all tributaries. The Archon-King is appointed once a year
by a college of Archons and coordinates the world drawings.

1st mask: timid brother to the blue side


It is a mask of fear, whose tense features evoke discomfort in the face of something unknown. The mystery
assumes the mask of fear when returning to the brotherhood of the South. He learns to fear the power he
guesses above him, and aspires to melt into that surrounding force ready to seize him.

2nd mask anger brother scarlet night


He understands that he must fight for the right to participate in the ceremonies. We apply the mask of
aggressiveness: a furious face that inculcates anger and desire for vengeance. He fulfilled simple, physical and
rapid missions, the reasons of which he did not know.

3rd mask: smiling brother of the morning sun


He obtains the benefits of the brotherhood: he is allowed to feast and admire the crypts dedicated to the
dismembered. By wearing the laughing mask of the good living, he takes advantage of complicities, occult wealth
and improves his ordinary thanks to the powers of his Chapel, which makes him his baccher. Now he is freed
from his concrete worries.

4th mask: terror brother sublime tortures


Scarcely has he known the pleasures that he apprehends the odious sacrifices practiced by his Chapel. It is the
frontal encounter with the occult and the magic, it is a mask of horror that is posed on his face. He learns that the
Nephilim fools his cruel enemies whose crimes deserve severe punishment. He thus participates in rituals such
as dismemberment as an acolyte.

5th mask: Brother amazed eyes crimped rating

6th mask anxious Brothers glorious fireworks

539
7th mask Lord unmasked torrential faces

The icons

The Fleuve du Midi:

• The High Court of Dismantle

The Rivières du Midi:

The Sons of Assurbanipal


Nabatéens Chapel River of the Mysteries of the South

History
The Sons of Ashurbanipal are related to the Mysteries of Osiris .
These Initiates knew their heyday sixth century before the Incident Jesus until 363. Initiated by Phaeton in person,
the son of Assurbbanipal sharpened their weapons and their direction pending the timing pat their guide to
strike. In the arid deserts of the Babylonian confines, they fell upon the kingdom of the Edomites and settled in
Petra. There assured of the protection of his own,Phaeton plunged into the sanctuary of ed-Deir and
disappeared. His disciples waited patiently for his return. The sons of Assurbanipal became the
Nabataeans. They transformed the city troglodytes of Petra into a warehouse of commodities and treasures. Of a
little warlike temper, they spared the sovereigns of the dynasties set up by the lieutenants of Alexander the Great,
in Syria and in Egypt, in order to secure the freedom of their worship. The progress of the Hasmoneans
compelled them to fight against the Jews, and Obodas I conquered Alexander Jannaeus. Aretas III Philhellene
succeeded in extending his conquests to Damascus. Pompey replied to this daring blow by besieging Petra with
his legions. he conquered the city and then retired through a large amount of Orichalcum . The Sons of
Assurbanipal did not recover from the failure, the humiliation of defeat and the capture of their mentor. They fell
into an increasingly narrow vassalage vis-à-vis Rome. In 106, Emperor Trajan annexed the Nabataean kingdom
and incorporated it into the Roman province. Fallen into oblivion and forgetfulness, the Sons of Assurbanipal have
regained a new dynamic under the impulse of their new mentor, determined to prove the importance of his
achievements to claim a place of choice within the Alliance of Maat . Today, they control a large part of the
cultural activities of the Kingdom of Jordan.

Level
This Chapel brings together Initiates from the first to the fourth Mask.

Icon
A sand-colored mask.

Hierarchy
This Chapel Chapel oversees two streams: one based in Amman, the Morning Star , the other to Petra, the
Desert Infinity Garda
Within the Morning Star, the Ethnarch to mask set d4ombre Dancing ets single Initiate fourth mask. He acts as
the spiritual guide of the small community. It coordinates the actions of all the disciples divided into two groups of
Initiates compounds from first to third mask: lookouts Sages of Unfathomable Secret and the Rangers Turbulents
bronzed .

Basilica
The sons of Assurbanipal are present in Ammân and Petra. The center of their occult activities is the Temple of
Hercules in Ammân which today is their meeting place. The Sons of Assurbanipal have not yet discovered the
secrets of the site of the sanctuaries of Petra, but continue to maintain a regular presence there and go there
punctually to train the young Initiates.

• The Congregation of the Solar Lands


• The Baladins of Daedalus
• The Germanic Brotherhood of Zagreus

540
The Mysteries of the Sevenentrion

The Septentrion

Meaning of Cardinal

It seems to be linked to an object or a concept whose symbolism covers all the symbolism of the Mystery. The
hierarchy is organized around the symbolism of the wave, purification and regeneration. The Septentrion is the
place of birth. But the origin it represents is not that warm, impatient, vibrant to climb the ladder of wisdom, which
animates the East. It is rather the gestation, the expectation of the hatching in the maternal womb, the meditation
of the uncreated enclosed in his egg. The birth before the birth, this state that the mystics of the whole world seek
to find, this wise and peaceful confinement, far from all expectations from the outside, is symbolically placed in the
Septentrion, for it is there That the men have left to cover the Earth. It is to the north of the occult world that the
initiate waits for the coming of the new: he looks towards the horizon, a distant and vague line, not to contemplate
the beauties of the east, but to feel that the goal is always to be reached Withdraws unceasingly beyond the limits
of human existence. Thus, from birth to death, the mystery of the Septentrion knows that there will be no
outcome, nothing but an inadequate search. Of this foolish quest are born the greatest miracles, the
illuminations. To traverse the occult world without leaving the place of its birth, is the teaching of the
Sevenentrion.

The cold which reigns over the Septentrion is not the emblem of desertification, of the impediment of life. On the
contrary, because the freezing of expectation and retention, which keeps the germs safe in order to preserve
them until the hour when they can grow, reveal themselves to the day. That is why this cardinal direction extends
to the whole surface of the world, as a fruitful field, a belly enclosed in its mysteries in search of the day, servants
of Gaia giving birth to the first men after the fall of the empire Atlante, the River of the North wants to irrigate the
land with its rich and beneficial waters in order to make the mystical flowers of the Golden Age bloom. The
Septentrion is a sign of fertility.

History

The Mysteries of the North see history as a succession of seasons, the symbolic passage of which marks a new
era, or rather a phase of the Great Teaching that succeeds it. Thus, the Spring of the Mysteries is the Deluge, the
liberation of men scattered over the earth like so many seeds that have hatched with the withdrawal of
waters. Then there was summer, the domination of the world, the fierce battles under the torrid and implacable
sun of vengeance. The young shoots of the Mysteries had become gigantic trees whose leaves covered the
world, sheltering and nourishing men with the fruits of revelation.

It was during this period that it was decided to establish a superb basilica for their titan. They founded Eleusis,
which in the ancient language of the initiates of Prometheus means "to be reborn within." The radiance of this
temple was unexpected: from all the Mediterranean to the whole world the pilgrims came to witness the Mysteries
which were perpetuated during millenium until the beginning of the Christian era where even the Fathers of the
Church like Saint Augustine chose l The initiation of the north to pierce the secrets of the occult world.

This phenomenal success is particularly due to the famous secret object that was presented to the mysteries at
the last stage of the ritual which lasted several months. At the bottom of the sanctuary, the Hierophant opened a
basket, the cist whose contents illuminated the spectator, who was then ordered not to say what he had seen,
done, and heard. Those who deviated from this rule were condemned. Still, when the sanctuary was destroyed,
burned and plundered by the Templars in the 5th century, the secret rooms were empty and the object had
disappeared.

Liturgy

The liturgy of the wave conforms to the initiatory teachings which lead the mystery through the trials which purify
and regenerate it in order to give it a new existence. In the Septentrion this passage is accomplished through the
backwash of the waves which cover the candidate, take it off into the ocean of the origins and bring it back on the
transfigured strike to a higher state of consciousness. The msyte awakens from the impurities of the profane
world, such as the child who has just been born. The wave drowns the initiate so that it regenerates again. This
incessant and always more desired return to an earlier stage of happiness and innocence recalls the time of the
deluge and the withdrawal of waters on the land promised to men, the youth of the mysteries they are trying to
find.

Hierarchy

541
This is double in the Mysteries, obviously the titles used are superimposed inside the community to the liturgical
grades, testifying their state of service and their skills. (Only four deciphered grades):

• Infant and Infante (wave 1 to 3)

1st wave: wet dolphin with ocean aspirations


The mystery makes its entrance into the brotherhood of the Sevenentrion by receiving the anointing, that is to
say, the first wave, so fine and so light that one hardly notices that the birth is near, that the mystery will awaken
To a new life. Sprayed with small drops of Acheron, the initiate has just the time to imagine the wonders he will
discover if he becomes members of the Mysteries. He has water in his mouth and he is thirsty for Sapience.

2nd wave: marshal of fraternal ablutions


Then he becomes acquainted with the organization of the Chapel where he enters, and understands that
everything is part of a plan, with places, structures, etc. This is why the mystery takes ritual ablutions in the water
of a fountain, whose reduced waves are framed by the enclosure of the Basilica and created by its companions of
worship.

3rd wave: knight dripping with torrential attires


But the true power of the Mysteries does not come from the means they give themselves, but rather from the
natural forces which mother earth has placed at their service. The mysteries realize in the water of a living spring
that their Arcana is the true fiancée of the Sapience because it communicates directly with the telluric currents,
symbolized by the waves that spring from the source.

The River of the Sevenentrion:

• The Mysteries of Eleusis

The Rivers of the Septentrion:

The Carefree Watchers of the Eternal Night

The Mysteries of Diana are composed of representatives of all liturgical grades. Related to the Mysteries of
Eleusis , these insiders had yet often the chance to play this place of worship to Septentrion Mysteries. But the
supremacy of the latter on the shores of the Mediterranean Sea assured them the control of this cardinal
meaning.
Although the Septentrion usually has only one River Chapel per European country, the Myths devoted to Diana
now share Portugal's control with the Pastoral Residence of Lisbon. While they focus exclusively on rural sites,
stone circles lifted, the tumulus and dolmen - Pastoral House is concerned about the Roman ruins and urban
resurgence remains of their ancestral cults. <brCompany of Artemis and the other in winter, Carefree Vigil of
Eternal Night.</br

Level
This Chapel brings together Initiates from the third to the sixth wave.

Icon
A solar disk arising in an alignment of raised stones, arranged in an arc of a circle.

Hierarchy
The Carefree Watchers of the Eternal Night can access all cultural grades, whether male or female, regardless of
age. The first two cultural grades may be held by initiates of the third or fourth wave. The Subtle Surveyors of the
Woods and Sacred Mountains are initiates of the fifth wave. The Sublime Slave with Bloody Hands is the only
initiate of the sixth grade of the Liturgy of the Sevenentrion.

Basilica
The carefree watchmen of the Eternal Night are spread out in portugal.

Hidden Equipment
All initiates of this chapel have short blades Orichalcum comparable to POT butcher knives 8.

542
The Pastoral Residence
Chapel River of Portugal

Level

The Mystes play the role of eternal guests, sitting in the magnificent Renaissance salon where they meet artists,
men, businessmen and refined tourists.

Basilica
An old hotel in Lisbon

Grun Bach
Chapel River of Austria

Level

The
This base directs the activities of the Mysteries in the Germanic nations and in the Balkans and is largely involved
in the development of German "greens", mainly the trends of "deep ecology" which hold the most radical
discourse.

Icon

Hierarchy

Basilica
The

Intrigues
The Mystes use of complicity "ecolo" to attack directly the industrial facility belonging to the Teutonic Knights . It
seems that recently aid from northward to the "green" movement have been reduced, colliding with fierce
opposition of extreme right groups infiltrated by Templar

• The Armorican Fraternity of the Sevenentrion

543
The Mysteries of the Zenith

The Zenith represents the supreme elevation, the accession to the solar throne of the mystery which wishes to
develop its Ka-Sun, that is, its participation in the sacred, to reign over other men by the favors obtained with
respect for the tradition. Arriving at the Zenith is the culmination of initiation, the mind overcomes the material
world, where it detaches itself from its brimming conditions and can give free rein to its meditation. The Mysteries
of the Zenith do not wish to dominate other mysteries, but allow their mysteries to ascend to the summit of the
mountain of knowledge, and converse with the Titan who bathes the heights of knowledge of his saving aura.

The Zenith is also the symbol of revelation, the gift of life and the dispensation of the word that animates
everything. All beings tend to the Zenith and participate in it, for they derive the strength to be born and grow.The
mystery raises its head, it looks at the sun in the face and surrenders to its beneficent clarity to become a chosen
one, a human chosen by the Titan to convey his message.

The glare that takes hold of the mystery which has for too long fixed the solar revelation of Prometheus is
analogous to the effacement of the moments lived, traces of the passage of man blurred by time. This is why the
mysteries of the zenith drink at Lethe, in order to find in the fresh depths of Hades the occult knowledge that the
Deluge has carried away.

History

When the elementary Wars gave way to the cults that civilizations imposed on their members, the Mysteries of
the Zenith understood that they had to adapt or disappear. They established themselves, changing their archaic
teaching into a quasi-official clergy, as the esoteric counterpart of the cult of Isis in Egypt; And the masses were
immediately subjugated by this fascinating transcription of the Titan of the Zenith under the features the beautiful
bride of the sun.

The success of this sacred figure is due to the play of facets of its symbolic bearing. The first human vision of
Wisdom covers in a way all the esoteric teaching of the brotherhoods. Identified with esotericism in itself, the Holy
One is revered by many occultists who do not belong to the Mysteries, including our brothers, as a sign of their
spiritual commitment. Anyone who seeks salvation rains to the desires of the Beautiful, covets his book and
dreams of lifting his veil. Henceforth, it is vain to want to distinguish the innumerable avatars of the Mysteries of
the Zenith from antiquity. The Mysteries of the Zenith conquered Greece, where their influence often exceeded
that of the local deities, mingling by analogy with the figures installed as Demeter or by stealing their disciples
from them. Present also in Rome, they disappear a little before the rebirth for fear of reprisals probably other
Arcana.

Liturgy

The liturgy of the veil is an initiation very effective and fully representative of the transformation that takes place in
the spirit of the initiate. This change is not merely symbolic, it is not a modification of the façade, such as the
wearing of a garment or an object, which reminds the initiate of his status, without acting directly on his thought
. The real tipping must be crucial, it must upset the life of the mystery, so that its existence is torn from the normal
world to be henceforth devoted to the adoration of the Zenith River.

This transformation is practiced gradually, by the symbolism of the veil, accompanied by the magic substance
which is the water of Lethe and which procures forgetfulness. The veil is that which hides the truth, the Sapience
which unprepared eyes must not contemplate. Only the initiated, who have the courage to confront the revelation
of the sacred, seek to lift the veil. But the veil is not a simple obstacle: it is as important, if not more, to reflect on
the veil than on what it conceals. Indeed, truth is essentially defined as that which is occult, behind the veil of
forgetfulness. For the sons of the Zenith, truth is called "a-leetheia," beyond Lethe. The mystery must therefore
pass through the waters of Lethe, through the veil of Isis, to attain bliss.

The rite consists in gradually erasing the profane memories of the mystery and replacing them with the knowledge
reserved for the members of the brotherhood that welcomes it. At each stage, the individual loses a part of his
past life and obtains a revelation that replaces it. This practice ensures its detachment from the modern realities
and helps to preserve the purity of the soul of the mysteries. The inevitable consequence of this process lies in
the fact that the mystery, which has attained a high degree of initiation, becomes incapable of living in the
everyday world, loses all its bearings and can only live in the community. It is a strength that this unalterable faith
and absolute commitment

Hierarchy

544
This is double in the Mysteries, obviously the titles used are superimposed inside the community to the liturgical
grades, testifying their state of service and their skills. (Only four decrypted grades):

• Adept (Sail 1 to 3)
Beginner, not belonging to a specific order carries an icon of the Zenith.

• Cultor (Sail 4)
Officiant, can lead the community, shaved head and wears a white linen dress with fringe.

• Pastophore (Sail 5)<br< li=""></br<>

• Hierosol (Sail 6)<br< li=""></br<>

• Hierophore (Sail 7)<br< li=""></br<>

• 1st sail : Honest aspirant to the limbo scarf has no knowledge of the Mysteries, the veil resting on his
eyes is thick allowing him to understand that he is blind to the truth, that his whole life was a wandering
in the darkness, That he must climb the ladder before perceiving the gleams of the Sapience.

• 2nd sail :

• 3rd sail :

• 4th sail :

• 5th sail :

• 6th sail :

• 7th sail :

The Zenith River:

The Mysteries of Isis


Chapel River of the Zenith

Level
Servants: 5th Sail, accepting low occupations in order to serve the masters of the River.
Archpriests: 6th Voile et Isiaste: 7eme Voile, having previously run a Chapelle Rivière.

The
This chapel overlooks all the Zenith, casting its shadow and its name on all itsMystes . Its creation goes back to
the Elemental Wars , when Mystes gathered occult relics of Atlantis and imposed their rule over whole
civilizations. Only of its River not to disappear after the Year 0, it allowed the resurgences of the Zenith thanks to
the treasures preserved in its distant den: dozens of fragments of the Orphic Tablets are sheltered in its Basilica,
waiting to be Deciphered. On the other hand, the consumption of vessels of lustral water is common, which
periodically plunges the entire Chapel into ritual ecstasies.
It is composed of the most deserving and most inspired members, linking the material and spiritual powers within
the same brotherhood. On the one hand, there are the masters who command the mysteries, as manipulators of
a mystical geopolitics, where the profane world would be at the mercy of the esoteric decisions of these
priests. They can be compared to a Vatican whose ambitions would be served by magical means handled by
integral hordes concealed in the interstices of states. The views of these leaders throughout the history of the
Mysteries and include plots passed from one generation to another since the first ceremonies instituted by
the Titan Zenith.
On the other hand, the greatest initiates, whose spirits bewitched by knowledge and millennial projects have
definitely fallen into contemplative mysticism. The mysteries worship them as demi-gods, magicians born by the
goddess herself to teach her faithful. This alliance between governors and illuminated pushes Isis servants not to
neglect the worship for reasons of power, unlike the Templars or the Arcane Pence .

545
Icon
The emblem of the Chapel is Isis in majesty, that is to say, seated on her throne, clothed in transparent veils,
crowned with rays and wings spread out.Sometimes we add the silhouette of a temple to designate the Basilica.

Hierarchy
An enlightened servant, a supporter of the Saint with a thousand moiré veils: these mysteries run by thousands in
the corners of the Chapel, offering all possible services from ranking to stewardship and assassination. Their
uniforms and symbols are so varied that they form a small autonomous and closed society, with its elections, its
laws, which no one knows exhaustively.Between them a hierarchy is established in relation to their territorial or
functional assignment, namely cooking, traveling, babysitting etc.
Archpriest of Isis, grandiose summoner of the wispy messages of the solar wife: these are the greatest mages of
the Zenith, they know many Nephilim Spells and handle all the rituals of the Mysteries perfectly. This knowledge
has, moreover, disturbed them, requiring them little movement, motionless before some relics or papyrus in the
indecipherable sense, and thus require a permanent service on the part of dozens of valets. They are dressed in
robes superimposed in the colors of the azure and stars, and wield a crystal sword.
Sublime isiaste, emperor with the mother-of-pearl sword of living star, immortal guardian of the zenithal Tau: one
counts on the fingers of the hand.These astonishingly lucid old men unceasingly direct all the maneuvers of their
mysteries, and dispose of their appointed servants condemned to silence.Indeed, Isiastes not support the speech
of others because they have drunk too much holy water and hear constantly in the light mist of their brains the
whisperings of the Nephilim sacrificed. These voices give them advice despite thousands of years of experience.

Basilica
The Mysteries of this Chapel have wished to remain faithful to the aesthetic canons of ancient Egypt, although the
course of Tradition has added elements of all the epochs and countries traversed. It is thus that no building of the
Mysteries is untouched by the influence of time, as if an occult syncretism had little by little covered the pure
vestiges of the highest human antiquity.
It is thus a temple which borrows from Greece the geometrical purity of its proportions, in Rome the imperial
magnificence of its mystical function, and in the valley of the Nile the gigantism of its architecture: immense
columns surrounding the facade Colossal of the sanctuary of the Mysteries, carved with hundreds of reliefs,
hollowed out of niches adorned with statuettes.

Intrigues
The Mysteries of Isis course have enemies at the height of their pride: theObediences Templar of the 3rd
degree. They compete for the oldest esoteric documents. In auctions gathering of amateurs occultisms aristocrats
and millionaires insiders, meet periodically the mystics of Isis and the henchmen ofOHIRE in financial games to
earn coins in amazing value curators n ' Imagine not even ..

The Rivers of Zenith:

• Ankh
• Isis Mysteries: The New Church Of Splendor

The nave
Chapelle River of France

Level
Chapel hosts Mystes from the veil 4th, but by its historical importance, it reserves his high office to sail 6 and 7.

The
Faced with the onslaught of Templars in Egypt, a fringe Zenith Mysteries fugitives found refuge in France in the
early XIV century, after experiencing a secular journey. The utmost discretion was necessary in order not to
arouse any suspicion as to the reality of the convoy. It consisted of many priests disguised as vagabonds or even
plagued, and their cohort grouped in different caravans included many mysteries. Wading in the marshes,
devoured by wolves, harassed by the cold and fatigue that paralyzed their bones, Mysteshad to protect through
occult rituals.

Icon
The boat of Isis, very close to the weapons of the city, but containing clues that only the initiates distinguish: an
angle of the sail that makes it almost isosceles, a star in the waves, the profile of Isis on the prow. ..

Hierarchy
Sailor of clouds river: they are stationed at strategic places hidden from the capital and monitor the activities of
other secret societies.

546
Captain of the lunar ship: he perfectly knows his neighborhood and spends his time spying on esoteric libraries,
bridges, churches which find themselvesNephilim . It strives to isolate the Immortals and dismantle their shelters.

Prince of both islands: when an operation is started in Paris, coordinates the team of sailors and captains in order
not to let slip the target.

Monarch of the City of Light:

Basilica
Paris contains so much landmark of the Zenith that it is difficult to point a Basilica assigned to the NEF.

The Zenith Brooks:


• Alexandria or New Alexandria
• The Modest Altar of the Dark Veil

The Knights of the Order of the Fatal Wings


Chapelle Ruisseau Actuel

Level
La Chapelle committed insider grades 4 and 5 who handle particularly weapons and relics .

The
These disciples of Isis are professional assassins. They follow a training similar to that of the ninjas, destined to
teach them all techniques of murder, in finesse and discretion. They have a perfect calmness, do not know fear
and are so enthralled by the mystic goddess that they would not hesitate to kill father and mother by order of the
Hierophors. For them, murder is a form of spiritual elevation, in the same way as prayer. Besides, they always
took the still warm corpse of their victim, recommending his soul to the luminous star that it will rejoin. To kill is to
convert, to bring back the right path.
Some of them are members of the secret services of different nations, and share with the mysteries the
information they are given. But sometimes their secular employers (CIA, DGSE, etc.) are aware of their belonging
to an occult society and still use them, because they can not separate from such good elements.
They are dressed in tight black suits, with hidden pockets containing their favorite work gear, as well as ropeway
accessories. They have short hair, hard look, and a ritual scar marks their nape, which represents their icon. If
they are caught, they kill themselves not to speak, but only if there is no way to escape.

Icon
Their seal consists of two pointed wings with the words Ch. Fat. (Chevalier Fatal).

Hierarchy
Besides the use of all known weapons, the fatal Knights adopt three specific disciplines:
Plume poison, knights of marble wings; They have blowpipes of marble, filled with darts impregnated with a fast
poison (60%, damage: 1d4, poison POT 17)
Pen knife, Lord of diamond wings: their knives are fine pens like needles carved in very hard crystalline minerals,
and are draining the blood of theNephilim they penetrate the flesh. Once filled, they constitute a semi-magic
weapon (70%, damage: 2d6 and 1d2 pts of Ka).
Sparkling feather, great master of platinum wings: the elite of the Chapel receives a clawed amulet, similar to a
serrated feather, adorned with a platinum star (Ka-Feu reserve: 1d4). Using a Coptic formula, the amulet projects
mystical flashes (Mysterious Artefacts, 30%, damage: Fire POT 15 and 1d4 pts Ka).

Basilica
The refuge of the Order is in the Alps, in a monastery converted to the cult of Isis: the "Saint-Ize Point". Provided
with an indoor training camp and gymnasium, the Mystes return three times a year to complete their
assassination skills. On this occasion, a hiérostole asked a ritual service in general the killing of an insider of
a Major Arcana .

Intrigues

• Will have
• The Church of the Devourers Fouisseurs

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The Zenith Sources:

The Grimoires of Theodore


Chapelle Source du Ruisseau Ancien

Level
Le Vieux Theodore runs a bookshop with the help of his followers. They classify the works but rely entirely on the
memory of their master. Theodore knows recognize Métamophes and once the localized target, he contacted
friends of Zenith.

The House of Life


Chapelle Source du Ruisseau Ancien

Level
This private clinic serves as Hospice and asylum for Nephilim roam, brain emptied of their ancestral memories,
and are kept until their natural death of their Simulacre . All patients are not immortals, some are no more than
empty shells, Mock the Ka left, but as they are amnesic and unfit for social life.

Basilica
Clinic located in the south-east of France, where the cicadas sing.

Art Vital
Chapelle Source du Ruisseau Actuel

The
Richard Maüsern applies to detect future Mystes whose mystical works fall under a certain talent for sacred
statuary.

Basilica
It is a sculpture workshop installed in a squat with a canopy that diffuses a pleasant light on the graceful shapes
of the model that poses for the students. The workshop is led by Richard Maüsern, a 40-year-old German, whose
gray beard and steel eyes give an elegant look and charisma.

Salomé Unveiled
Chapelle Source du Ruisseau Avenir

The
This dance troupe makes the adaptation of Shakespeare's esoteric plays and the historical account of the
migration of the mysteries. The troupe attracted many aesthetes passionate about occultism.

Hierarchy
The troupe is led by the exceptional dancer, choreographer and Pastophore: salomé Samira

Basilica
It is a contemporary dance troupe that regularly performs at the chatelet and the Opéra de Lyon, in creative works
inspired by the Italian Renaissance.

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The Cup

The cup - Rose and Cross

The Rosicrucian fraternity gained a sad reputation at the end of the nineteenth century when the theosophical
Golden Dawn Society, led by Aleister Crowley threatened to disrupt the magical equilibrium of the world. This
enigmatic personage, publicly called La Bete 666, began by weaving in his cabinet of occultism a rich network of
esoteric knowledge of all edges. But what could have resembled a counter-nature but peaceful alliance quickly
became an esoteric nightmare, then a secret war.

The struggle for world domination

Indeed it soon appears that Crowley and his minions are after nothing less than the magical domination of the
world, exoterically and esoterically. Their hegemonic aims, constructed in the cozy atmosphere of the salons of
esotericism and spiritism in London, then prized by high society, will lead to far-reaching studies. Pretty soon,
their machinations will lead them to manipulate magical fields and akashas to the great terror of the Nephilim, who
are supposed to be the only ones to access these spiritual kingdoms.

The Rose + Croix brothers mobilize other contacts outside the Golden Dawn when their alliance with the
Nephilim collapses, revealing a vast network of influence infiltrated in all spheres of power. Making their
reappearance, the Templars stand up against Crowley's plans and even collaborate for a while with the helpless
Nephilim. The Golden Dawn has reopened lost akashas and set in motion a tremendous force of forces, and the
fights that oppose the different occult factions rage, shaking the magical foundations of the world even into the
sacred akashas.

After this episode, the Golden Dawn was dissolved and the Rose + Croix retreated, but it became much more
difficult for them to pretend to be the harmless occultists they pretended to be. It is all the more regrettable that,
unlike the mysteries or Templars , rose + crosses frequently showed an interest in immortals, which was not
merely the transformation of these into homunculi.

History of Rose + Crosses and Golden Dawn

The official birth of the brotherhood of the Rose + Croix is due to the enigmatic person of Christian
Rosenkreutz, author of the chymic nuptials, the major work of this secret society. However, some immortal
observers point out that signs of occult activities resembling those of R + C are reported before the fifteenth
century, when Rosenkreutz lived. Thus it would seem that their founding father was able to rely on older
foundations and on a perhaps pre-existing network of brother cells.

These same commentators point out that the arcana of the cup is undoubtedly much more poorly known than
what the events related to the Golden Dawn and the failed blow of Crowley show. Thus their secret meditative
techniques have nothing in common with the mysterious rituals or the brutal methods of the Templars. The
following hypothesis is no more unlikely than another concerning the arcane: the pink + crosses would be lost,
having left the caravans of gypsies who would have acquired their esoteric knowledge from the kumpanias to
which they were mingled. Each of these dissidents Would have spread throughout the world, forming together a
multitude of small groups linked by their stolen heritage.

In this case, Rosenkreutz would have had not a few decades of teaching but many centuries of knowledge
gathered in monasteries and sabbats. He would have been only the heir who would have synthesized all their
patiently collected observations. He may have been a strong enough personality to have united in a coherent
whole a fragmented myriad of dissidents of the wandering people. But the way a simple human has been able to
codify and unify centuries of knowledge harvested in the four corners of the world remains unexplained. In any
case, all agree to give the cup a certain esteem and to recognize an understanding of the esoteric realities
surprising.

549
Assumptions about habitus and sighting of the cut

The Rose + Cross is not well known, it is a fact. Yet he regularly appears a Nephilim who, not daring to
recognize it at first, will have a fruitful collaboration experience with these strange brothers to tell you. Indeed, the
Rose + Croix seem less devoted to the extermination of the immortal race than to serve their power, if necessary
by exchanging with them. And in this matter, it would seem that they always have the means to secure the good
graces of those whom they approach.

Thus, we can question the real extent of R + C resources. This order seems very well organized, perhaps
because they do not seem to support a big war machine like theTemplars or to maintain obscure and
complicated rites like the mysteries . They also seem to be in command of a number of interesting levers. What
is certain is that the brothers are not lagging behind technically and scientifically, nor on political or cultural
grounds.

This is one of the worrying aspects of the arcane. Because their capacity to play important influences and to
anticipate the upheavals worries. Especially as the R & C have clearly stated ambitious and unambiguous
ambitions in the case of the Golden Dawn. Their aim was then clearly destructive and hegemonic; Their softening
as a result of their defeat and their relative withdrawal from over-sulphurous affairs has not yet quite forgotten
what they have revealed of their aims. Especially as the repercussions of their manipulations continue to shake
daily the contemporary occult world.

Hypotheses on the secrets Rose + Croix

Some have claimed that the Rose + Croix were present from the time of Akhenaten, believing to recognize in
their codes the old Bohemian practices. This thesis would raise the possibility of an existence so old that one can
not rule out the idea of a planned plot aimed at infiltrating the kumpanias upstream to appropriate the secrets
entrusted by Akhenaten to the wandering people.

Another legend runs and evokes the possibility of an alchemical experiment similar to that of the Atalante
Fugitive. Persistent rumors about a character known as the Pelican give the brotherhood an elusive guide that
would be the product of a magical experience. The Pelican would be this hidden leader, perhaps the inspirer of
Rosenkreutz or Rosenkreutz himself. Questions about Crowley's true identity, Beast 666 continue to torment
these theoreticians of the alchemical conspiracy.

The most pragmatic and most blasé of the Nephilim finally claim that the Rose + Croix are only a bunch of liars
and manipulators who would have luckily uncovered ancient knowledge and used it to their advantage to found an
arcane Minor puppet. All their myths would be merely vague ramifications intended to disseminate (through the
networks of esotericists and occultists who appear in the Renaissance) their knowledge to the greatest number,
hoping to reach those with the wisdom necessary for their interpretation. This thesis has not been discredited to
date.

Finally, it is claimed that the cup is in possession of techniques of mind manipulation and that the esoteric
symbols dear to other secret societies are merely vectors for their powers. A certain resonance exists with the
penchant for the Rose + Croix for political manipulation.

Public facade

Here is how the laypersons describe this sect that appeared at the end of the Middle Ages. Given the very
nature of this group, it is likely that a Nephilim or another initiate who would not have personally fought the
brothers of the Rose Cross or who would not have been one of their own. Not have a clearer view.

The Cup is associated with the adaptation and secret.

The Rose + Croix continues esoteric doctrine inspired by the wisdom of the Nephilim. It seeks to reach the
Agartha just as the Nephilim.
Its true members are concealed within an impenetrable layer of lies and untruths.

The Cup Arcanum

or the Rose-Croix.

Once upon a time, in Atlantis, a Kaïm had an idea. He had heard that one of his peers named Del had apparently
made great progress along the Golden Path by witnessing two humans making love. This Kaïm decided to

550
recreate the experiment but with a twist. He fused the humans during the act, Vicissitude-style, and incarnated in
them while they were one being.

(This bit makes no sense as the conjoined bodies should have kept their own brain but let’s says he fused their
brains and created a new being)

Surprise the experiment failed and created a being with a tremendous Sun Ka and the five Elements: Ram who
had effectively killed the Kaïm and stolen its powers. The others Kaïm fearing this new creature (and apparently
ashamed for once of the monstruosity of the act) buried Ram alive in an adamantine block with only a sphere of
Black Moon, the Tenebrous to guide his dreams. Ram was pretty ok with this and spent his time dreaming and
learning to transform his elements in separate beings.

When the meteor fell, Ram transformed his Moon Ka in a Black Moon being named the Eth to protect himself
from the Black Metal’s bite. He reached the nearest human minds in proximity and convinced them (it is implied
that many of them were among the first Mysteries) to transport him all the way to the Himalaya where they built
the city of Shamballa where Ram rules to this day.

Ram project is very christic in nature. He wants to help humanity transcend to the next evolutionary step. For
reasons not very explained this evolution will be eased by two elements: The molding of human minds in a
peculiar shape and the death of Ram himself and his eventual resurrection.

So was born the Cup Arcanum divided in five branches

Body studies the flesh and the means to enhance it


Mind enhances the brain and tries to facilitate psychic awakenings
Space is concerned with the exploration and mastery over the Astral
Time is concerned with prophecy and fate but also the manipulation of history

The Unseen Branch (Or the Rose’s Thorns as they are called) members are the protectors of the Arcanum. They
are the Eth’s servants and one of them will kill Ram and enables his Parousia*.

Like the Synarchy the Arcanum is not hostile to the Immortals or at least it doesn’t hate them. They just
evolutionary competitors and the planet is too small for two dominant species. They are involved in a lot of
unethical experiments but their interest is not in the government area

Fun fact the Rose-Croix has the habit to create false currents and societies to blend in the occult world. In 2nd
edition they are currently lost in a labyrinth of their own making, with the Unseen Branch protecting profanes
rather than the true Arcanum. Have I mentioned that the Cup is ignorant save for the highest level of the mere
existence of its “protectors”?

Last thing Cup members have magic of their own based on the Sun Ka. They are especially vicious in protecting
their monopoly on that subject.

*Parousia is the Second Coming of Christ to put things into context

The Rose + Cross, Arcana of the Cup

The Superhumans
The Immortals must not forget that the Cup is the Arcane of the Lie. R + C are often the first responders to a
scenario as they prefer to handle other pieces or even Minor Arcana , without revealing if not in case of
mandatory duty. They do not see themselves as mere humans and Tekhnès theirConstructs sometimes change
profoundly the body, mind or the credentials of their agents. They are then capable of amazing feats. They are
therefore dangerous opponents, in the event of direct confrontation in particular. The soldiers of the Corps are
agile, strong and resistant, able to jump from a building, use walls as a springboard, to get rid of several
opponents in seconds. They love wearing strange futuristic suits, leather coats concealing deadly gas pockets
and black glasses design for good measure.
The Soldiers of Time can predict the actions of their enemies and often skip a fight that turns to their
disadvantage by projecting a few seconds later.Soldiers of the Spirit are able to erase the memory, create
illusions and read the thoughts of each. As for Private Space, they can develop Akashic prisons, have advanced
technology vehicles and change at will the Astral .

The Occultists
The R + C are also the relentless enemies of lovers of felted environments.They sail in occult environments like
fish in the water because their Third Lie allows them to display themselves as true guides for their occultists on all
sides. That said, they have little interest in the Occult Sciences . They are certainly encountered when it comes to

551
the human soul and the power of the psyche. Steganography, secret symbols, alphabets and magic squares are
all games of mind for them. The same applies to all "kabbalist" practices: transliteration, gematry, and
notarikon. The latter are an integral part of its initiation.

Allies ?
Of Immortals encountering R + C rapidemement understand what these people think of them. At best, these
initiates see them as the remnants of a forgotten past of humanity, at worst as real competitors in the scale of
evolution. The Immortals should not expect the ambiguous veneration ofSynarques , the fanatical hatred of
the Templars or the apparent cordiality ofMystes . The R + C treat them as equal most often, without hatred or
passion, and sometimes inferior barely worthy of interest or contempt.
After this haughty attitude, some Immortals have nevertheless forged prolonged contact with the Cup because
these insiders are probably the closest humans to them. They speak the same language-made of precious
symbols and analogies. R + C also seek some form of Agartha , their way is relatively "foreign" to
the Immortals and the R + C does not specifically seek their destruction or use their magical items as fuel. Which
is a great source of healing for Immortals .

Hierarchy and organization of the Rose + Croix

The First Truth


The Brotherhood is the basic cell of the Rose + Cross. Being able to regroup four Brothers as well as several
hundreds, it is within it that the Rosicrucians test each other in the framework of joint work. The Fraternities are
led by an Imperator serving himself in a College. The Brothers composing a Fraternity do not know the existence
of a higher circle.

The Second Truth


The Colleges bring together several Imperators working in the same direction and sharing visions and
conceptions of the universe. They usually house between three and fifteen Imperators. It is within them that the
schemes in progress and to come are coordinated, all under the supervision of a Magister. Unlike Brothers still
naive, the Imperators suspect that their Magister is also in contact with a higher level of the Rose + Cross.

The Third Truth


It is in the phalanstera that the Magister unite their efforts under the orders of an unknown Superior. The
Phalanstera are the most closed and restricted circles of the Rose + Cross. A Branch rests on a few well defined
Phalansteres, usually no more than five. Each aims to oversee and develop the performance of a major focus of
the Second Coming as envisaged.

Hierarchy

Niv. Mind Body Space Time

Brother or Frater of the Brother or Frater of the Brother or Frater of Brother or Frater of
1
Spirit Body Space Time

2 Imperator of the Spirit Imperator of the Body Imperator of Space Imperator of Time

3 Magister of the Spirit Magister of the Body Magister of Space Magister of Time

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The Space Branch:
Colleges:

Scala Philosophorum Cabalistica Magia

History
Founded in 1623 in Florence, the Scala Philosophorum Cabalistica Magia quickly gave itself the means of its
ambitions which consisted in nothing less than linking the world of God to that of men by magic. Attracting a good
shadow of renowned occultists, the SPCM has succeeded in extending its influence over the western part of the
Mediterranean basin in a few years thanks to the support of wealthy patrons. Spotted by the responsible R + C , it
was infiltrated by a now classic procedure, and placed little peuu under the domination of the Arcane Cup , which
was built in the Division of Space . As early as the beginning of the 18th century, the SPCM had three desks and
extended its area of action to half a dozen countries, but the objectives were dramatically altered. It was no longer
a question of establishing a hypothetical contact with some omnipotent entity, but of exploring and mapping the
"suprasensible" world, in other words traveling in the astral and understanding its functioning. In this matter, the
SPCM has toujour strouvée at the forefront of conaissances developed by the R + C and is the
occultistAmandozio Artelli which in 1854 succeeded the first to develop tekhne of the Blessed Golden Rope way
Truly reliable. At the moment, the SPCM is one of the most powerful colleges in Europe and one of the few to
maintain a real homogeneity of resources and action.

Complots

• College of Utopists Immanents

Fraternities:

Aquarian Brotherhood

Scheme
The Aquarian Brotherhood is officially in charge of gathering information on space navigation, the environment of
the five planets close to the Earth and the existence of extraterrestrial life.

Mask
The Mask of this Fraternity is similar to the Schme. Cut off completely from the outside world, and led with an iron
iron hand by a Imperator minimizing contact with the rest of the branch because it gave him the order, the
Aquarian Bortherhood revolves around A fantastic dogmatic system that claims that the Earth is governed by
unknown superiors resident on the five planets closest to the Earth: Mercury, Mars, Venus, Jupiter and the Moon.
First, and in order to establish contact with the celestial sovereigns or "Aquarians", as the members call them, the
Aquarian Brotherhood seeks to learn more about these five planets and find a way to Make it physically.

Course
Founded in 1957, the Aquarian Brotherhood ...

Organization
Organized in cells and binoculars with a network of high-performance secret information-especially on the web -
the members of the Aquarian Brotherhood live as parasites within the US government scientific research
organizations ( DoD , NASA , NRO , NGA (formerly NIMA) , NOAA . Departed at all levels, they are able to control
or modify the space programs of their choice. usually they piggyback on the rocket, shuttles and satellites that the
devices The members of the Fraternity pirate the data received in the research centers, copy prototype and
spacecraft plans, initiate secret problems that the media do not intend Never speak or sabotage missions deemed
too dangerous.

The Aquarian Brotherhood intends to become independent indefinitely, but its aim is still dead letter despite the
two bases of experiments that its members have built in New Mexico and the Rockies.

People

- The Department of Defense (annual budget of US $ 27 billion): military telecommunications satellites, early
warning systems, GPS ...
- NASA (annual budget of $ 16 billion), space probes, scientific and technological satellites, civilian space

553
program
- the National Reconnaissance Office or NRO (annual budget of $ 9 billion), the American organization of the
Intelligence Community, responsible for reconnaissance and listening satellites,
- the National Geospatial Intelligence Agency (NGA) (annual budget of $ 2 billion) charged with the collection of
satellite imagery for the American defense
- the American Meteorological Agency (NOAA) (annual budget of $ 4 billion): meteorological satellites.

• Supremus Mundus Lodge in Pretoria


• Saints Alchemists of the Celestial Theater

Metal Assisters of the Solar Fraternity

History
The Arcana of the cup extends its influence on the whole of the world and the Metallic Assessors of the Solar
Fraternity are one of the best proofs. Founded in Merida (Yucatan) in 1912 by a fellow of Aleister Crowley , the
young fraternity came storey dan the modern era. Around a solar cult given to the pre-Columbian gods - tinged
with a hint of Rosicrucian mysticism - Geoffrey Charleston (a young dandy fleeing from England) set up this
secret society himself before being quickly contacted by senior officials R + C. Conscious of the intelligence and
worth of the young man, the emissaries who met him did not try to lie to him. From a vague sect to the hints of
tantrism badly digested, they proposed to him to make a true secret society Rosicrucian, financed in part by their
care, erected by a competent College, and working for a higher purpose known to him and to them alone . Of a
pragmatic nature, Charleston understood that with or without his consent, his interlocutor would take over the
fraternity.

In 1932, the Metallic Assessors of the Solar Fraternity (AM / FS) passed the Rose-Croix, and were entrusted with
experimenting with the new technological discoveries of the Branch. In 1942, they took advantage of the Second
World War to invest the archaeological site of Zataxpán, in the southwest of the Yacatán, and to build there their
first secret base. Working on plans and devices provided by colleges or other fraternities that most members are
unaware of, the AM / FS Rosicrucians unhesitatingly adopt the Charleston theories: the world of spirits described
by the Rose-Croix texts Which some Maya codex present with troubling similarities) is a space parallel to ours
and separated from it by the speed. In other words, anyone who manages to move at a sufficient speed can come
into direct contact with solar entities. This, in any case, is the primary goal of the Fraternity.
In 1953, the AM / FS rosicrucians manage to fly their first gear at over 6,000 km / h. Charleston died a few months
later, and his deputy, elected by Areopagus of eight members, takes its place - thus also becoming the
firstImperator official of the Brotherhood.

Phalanstères:
Latest addition: 1 September 2007.

• First Phalanstère Jupiterien

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The Branch of the Spirit
Colleges

Tekhnocratic College of the Egegorian Temple

History
The Egregorian College of Tekhnocratores devotes its energies to the field of politics. Its purpose is to embody
utopian R + C condensed in a city that would be the material reflection Shamballa Apart from this very ambitious
plan, the [Imperator-> art that form the College are engaged in two spheres of influence: Behind the scenes of the
political world and the milieu of architects and urban planners.

College of the Revelation of the Egregore Akashique

Scheme
The College of the Revelation of the Akashic Egregore is currently one of the pillars of the Rosicrucians in
Europe. Its occult purpose is considered a dream if not a fantasy since the dawn of humanity, namely to
demonstrate the potentiality of psychic abilities and to affirm the power of the mind on matter.
So while many college attach rather to multiply the intellectual abilities of humankind, members of the Revelation
of The Akashic Egrégore target the development of the most spectacular powers. For them, the bud of the human
mind is now sufficiently ripe for the emergence of its omnipotence. All fraternities led by members of
the College are working in this direction, investigating and pursuing research on all active events attributed to the
powers of the Ka-Soleil Since miracls up twisted spoons of Touri Geller through the ectoplasm or self -
spontaneous bombings, one can be sure that agents of the College are furious not far from the places.

That said, as always in the Rosicrucians , it would be dangerous to think that the members of the College are just
kind of a little eccentric scientists.Indeed, while attitudes are changing at high speed, as if humanity became
aware of the imminence of the next Aeon and his heart was racing, theImperator sitting at CREA strung
discoveries. Benefiting from multi-secular work, the Imperator have little themselves develop psychic powers and
some have already deducted Tekhnès , assimilated by all their brothers worthy to benefit.

Masks
Because of the breadth of his field of research, the College of the Revelation of the Egrégore hides behind a
series of masks used as smokescreens and recruiting ponds. The College never appears the same face: some
masks can be a fraternity , but more often they turn out to be an empty shell.

Despite this nebulous appearance, Imperator allegiance mask erected byMagister Orsov. Moreover, as a
scientist, he was able to raise enough funds to open a parapsychology laboratory in Estonia. Although Ievgeni
Orsov was stripped of his office at the Academy of Sciences, the scientific community of the former Soviet sphere
of influence seems more permissive than in the West, and the magister managed to impose a fringe
Dogmas. Dedicated to his research and his belief in the Second Coming he never leaves his downtown psimétrie.

Course
The College of the Revelation of the Akashic Egrgore was born during the last decades of the Roman Empire. At
that time, even if the fathers of the Church strove to fix the creed of a Roman Catholicism, Christianity was still a
kind of Spanish inn squatted by a crowd of mystical heteroclites. It was in the midst of this proto-heretic multitude
that the College was able to rely, especially by the followers of gnosis and some more singular miracle-
makers.This period of growth was, however, to be ended with the seizure of Catholic orthodoxy over
Europe. From then on, the College switched to the secrecy of the occult world and did not resurface until after the
beginning of the century.

Recognizing that humankind and particularly its governing bodies were not ready to accept their revelation,
the Imperator continued their research while weaving their web of lies and truths. It is in the eighteenth century
that the CREA had to find new blood necessary for its long emerging: while the philosophical and scientific
thinking already knew how the brain was getting off, and incidentally the Magister Cagliostro was noted for its
spectacular escapades . From the Salon des Mesmerisme, passing behind the scenes of experimental
psychology, the College was able to re-appear under a new mask.

The main springboard College of the Revelation of the Akashic Egrégore was certainly the covenant of
her Magister with a faction of the Soviet secret services very interested in the study of certain fraternities orbiting
the CREA.Taking charge of this opportunity, the College thus set up a fruitful collaboration while becoming an
indirect actor of a secret aspect of the future Cold War.

555
Nowadays, the College of Revelation of the Akashic Egrgore knew how to negotiate the collapse of the
communist block, going so far as to benefit from the ambient chaos to multiply its activities. However, while the
College could establish itself as a major element of the global network Rosicrucians , the Imperator seem to
engage in a silent struggle for control of the College after the death of the current Magister . Two factions have
engaged in this felted conflict holding them of traditional thought attached to prudent research and those who
could be called facho-liberals, ready to unveil themselves to establish their power.

Organization
Revelation of the College of Egrégore Akashic is organized around a Magistersurrounded by nine Imperator Of
these, we distinguish four dedicated to research and development allocated to five. Very autonomous, the
fraternities affiliated to CREA each work on their own side while reporting their progress at periodic seminars in
the Baltic laboratory of Ievgeni Orsov.Beyond this organization, some divisions and divisions due to the struggle
between traditionalists and facho-liberals have recently emerged. However, the schism desired by some will not
take place while the liberal faction would prefer an ideological purge to retain the whole structure in place.

People
Ievgeni Orsov

Fraternities
• Holistic Society of the Blood-Real

Fraternity of Amber Borealis

Scheme
First known for the quality of his alchemical research, this Brotherhood of theBranches of the Spirit , formerly led
by the famous Imperator Kaspar Lanater, dedicated his initiation quest for the distillation of amber, precious
material considered by Scandinavian as the sweat of the sun.

This continuous research is the source of one of the characteristics of theBrotherhood of Amber Borealis. Indeed,
due to the limit of human alchemy, the Rosicrucians had to maintain close contacts with Obediences Templar for
the session of homunculi . Today, this collaboration has brought the brotherhood of its allies, and
current Imperatores seem to model their strategy on that of the Militia of Christ : aggressive and conquering.

This unexpected alliance was to bear fruit as the Imperator Johann Svensen succeeded his great work by
obtaining a gasoline amber elixir giving blood the ability to awaken the powers of the mind. His descendants
benefited from this gift and his twin grandsons succeeded him, strong of their telepathic power.

However, while the objective of the Brotherhood was to prepare the disclosure of this discovery, the descendants
of Joann Svensen preferred to protect the interests of the lineage. Soon the brothers outside this clan were
ousted and the Ambre Boréale became a real family business.

Masks
Today, the Brotherhood of Amber Borealis acts under the mask of a company of consultants in negotiation and
strategy of which the twins Svensen are the leaders. Thanks to their family power, the Svensen have gained
considerable influence in the world of business and politics, a world where the absence of their brothers gives
them great leeway.

• The Brothers of the Shroud of Light

Societas Fraternitas Nova Rosa

Scheme
If the Brotherhood Nova Rosa is not a cell weight in the network of the Rose and Cross complex, it is nonetheless
very active and advanced in a relatively unexplored area of Tekhnès mind. Thus, according to insiders of the
Nova Rosa, spiritual ascension of humanity must pass through the formation of an intellectual elite in communion
with the spirit of Ram . The best way to achieve this ultimate goal would therefore be to extract the young
prodigies of their environment to better hone their Ka-Sun highly malleable. Thanks to the mask of a foundation
for young gifted Europeans, the brotherhood Nova Rasa has recently passed to the act. For the last two years, a
strictly selected sample of residents has been subjected to a battery of tests, tests and apprenticeship programs
that are not in keeping with the spirit of modern pedagogy.

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Masks
Located in the Swiss Alps in a valley of medium altitude, the mask of the Fraternity tries to follow the education of
the early children although it is more and more frequent that rich families disburse fortunes so that their progeny
benefits from programs elitist . Incidentally, the money thus cleared allows the Nova Rosa to continue its research
and work in the field of the powers of the Spirit.
At present, the Center hosts some fifty pupils in a dozen classes organized according to the level of the pupils
and not of their age. To supervise this army of potential geniuses, a dozen professors have been recruited from
all over Europe, on condition that they excel in their subjects and that their copious salary makes some scruples
about certain pedagogical freedoms.
Apart from the intensive courses, the boarders and teachers can benefit from luxurious and amply equipped
facilities (swimming pool, sports fields, media library, etc.). Members of the Nova Rosa also have access to a
wing of the complex which houses a laboratory of cognitive science that would make a great university envy. It is
in this complex that the Nova Rosa weaves its schemes and manipulates the spirit of adolescents to make them
instruments formidable.

Course
Nova Rosa company was born from the will of a Magister Project actorGeneration Omega during the heyday of
child psychology from the first half of the century. Interested in conceptual openings of this dynamic field of
knowledge and experimentation, the Magister therefore decided to create a brotherhood dedicated to the
incorporation of these discoveries in the schemes of the Rose + Croix . It was the beginning of the thirties, before
Europe sank into a spiral of darkness. For reasons of proximity, it was finally a Swiss, Gunther Hertz, who was
appointed at the head of this entity.
Initially, Hertz made numerous contacts in academic circles in order to weave his circle of potential future
initiates. Thanks to his enthusiasm, ardentImperator succeeds soon to surround himself with a team of young
researchers willing to borrow the byways of science. At first lacking means, the new fraternity spent its time
clearing the fields of research on the edge of psychology and esotericism.
Editor Hern, the fraternity Nova Rosa had to quickly give birth to a whole theory to develop the Ka-Soleil children
in a esoteric-science program. Even if these works were not his domain, the dissident psychoanalyst CG Jung
took affection for the search for the brotherhood of Hertz.

Organization
All the Brothers of Light Shroud are scattered in Europe as correspondents or in response to testimony reported
by readers of the magazine. Outside of crisis meetings, the Brotherhood gathers in Belgium on the occasion of All
Saints. Indeed, the Imperator Veer being indecently rich, its Malvina named Flemish residence named after his
deceased wife became the permanent center of the Brotherhood .

People
Anton de Veer

• Imperial House of the Eidetic Web

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The Body Branch:
Colleges:

Collège Bene Emasculata

Fraternities:

The Six Hundred Sixty-Sixth Mansonic Brotherhood

History
Created in 1969 under the "involuntary" impulse of Charles Manson, one of the most famous and fascinating
criminals in the history of the United States, the "666" is a secret society infiltrated and financed by Rosicrucians
of the Plan from the body. Some claim that it was through the intervention of senior R & C officials that the death
penalty was abolished in California, thus allowing Charles Manson to escape the electric chair. In any case, the
official discourse of what is to be called a sect exhales millenarian panic-strings, which are in perfect harmony
with the unofficial Rosicrucian discourse. The Gospel of Blood - the bible of members of the "666" - distilled in
esoteric form details of the project should lead to the ascension of humanity and the departure
ofShamballa humans to be used as fuel and transcend their nature Hardware. As soon as Manson was
imprisoned, following the terrible murder committed by his henchmen, the Mansonic Fraternity, entirely under
Rosicrucian control, took refuge underground to carry out the master's orders, which communicated with them at
a distance. The members of the sect are Manson's "hands": they allow him to act freely in spite of his captivity, for
which reason the criminal seems always to consider serenely his condition as an inmate and display such insolent
confidence.

The purpose of the Society is to eliminate enemies or Rosicrucians, appointed by higher authorities or animated
people of unclean energy - understand theNephilim . Manson, who receives his order after dark astral
communicating with Magister abusively presenting him as an emanation of Satan, then retransmits its directive to
the visiting team. He communicates by secret correspondence, spreading his messages in the merchandising
articles associated with his name or by truffling his appearances with obscure references, comprehensible only to
the initiated. Currently, the Brotherhood

• Atelier of the New Apostles

558
The Invisible Branch

This article is reserved for Nephilim Game Masters and players who have carried out the Campaign of the
Chronicles of the Apocalypse. The reading of this article is thus formally discouraged to the players who
have not played all of these scenarios. Below are revealed Spoilers that would harm the evolution of the
Sapience of the characters, the knowledge of the players and therefore the unfolding of the parties.

The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters and
this results in obtaining experience points related to The Sapience. It would be a shame to deprive yourself of the
innocent joys of the discovery of Great Secrets other than during a game.

Players, the following gathers information about the most secret branch of the Rose + Cross. These are from the
NEPHILIM Range (R + C, Minor Arcana and Testament) and compacted into a summary sheet for the
Playmasters who have not been able to get all the liverts of the Range or who need to know the Ins and outs of
the universe, even if the players never had to learn anything about it.

Invisible Story of the Invisible Branch

The Dark Brotherhood incarnated through occult history, each time in a small close-knit structure, protector of the
Eth and R + C. Every generation says a new explosion, the dream shards Ram stuck in the Eth Finally, due to its
container function of Ka-Sun of his servants, The Eth can give life to nouveu.He then transplant the Ka-
Sun preserved in a new body. This human is carrying a complete ghost, a second personality that can be used
after a very difficult initiation ceremony during which he must learn to travel in the memory of the blood of the
Eth . There are thus Dark Brothers who carry in them the six previous generations. These are extraordinarily wise
and mortal beings who can use all forms of magic developed by each generation.However, these beings are rare
because it indicates that they survived six journeys in the memory of the blood, which is practically impossible.

Symbol

Their unique symbol is a perfect sphere of deep black.

Members of the Invisible Branch

FIRST GENERATION
Era: The mythological times
Name: Stellar dark
Name Eth: Eth
Description: These are soothsayers practicing necromancy (the misfortunes of carriers). Derived directly from
the first foundation of the blood of the Eth, these stellar developed a dark tekhne based power words and curses
and magic banned. They were particularly feared by the northern peoples. They were associated with the crows
announcing bad news. Cassandra was one of them.

SECOND GENERATION
Era: The ancient period
Name: The sooty capes
Name Eth: The Cacodemon
Description: For the second generation, the Eth chooses a brotherhood of itinerant executioners, ruthless
mercenaries. They wore square swords and long black capes. Also known as the Carnifex order, their motto was
"eastern terminus". They used a tekhne based on swords able to separate in a sudden the soul from the
body. They were for a long time regarded as an incarnation of death. It is they who by their actions made sure
that Jesus died on the cross. So the fuliginous capes accomplished the Destiny of the Eth. The cross, sign of the
first Parousia R + C would spread worldwide but Ram could not usethe incident Jesus entirely.

THIRD GENERATION
Era: The dark ages
Name: The swirling shadows
Name Eth: Shaitan
Description: During these troubled times, the Eth Syria chooses a dervish group belonging to a Shiite Druze

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Brotherhood (historically called Ansaireth).These tireless dancers were specialists in TEKHNE sleep and
hypnosis destructive. Some of them were able to change their appearance and steal the bodies of their
enemies. Silent and mortal, they were feared throughout Asia.

FOURTH GENERATION
Era: The Middle Ages
Name: obsidian Knights
Name Eth: one who is dark
Description: The dark brothers of that time found themselves in a strange caravan of a hundred buffoons driving
by the Man in Black, physical incarnation of the Eth. These obsidian knights understood that they were at an
important turning point in their history. They had to start education and training so that the Eth could be up to the
task during the final battle. They took it upon themselves to teach him all human dreams. They practiced
atekhne terrifying exchange-shaped for living this period. Moreover, it was they who improved the journeys in the
memory of blood by a very codified process of initiation. And the brothers bearing several generations made their
appearance, the power of the Eth and its followers was greatly increased.

FIFTH GENERATION
Era: 17th-18th
Name: dark dragon
Name Eth: Hellhound
Description: dark dragon gave themselves the mission of educating to weapons and war Eth. They became a
body of dragons, terrible to the task, preceded by a reputation for ferocity unparalleled in Europe at war. These
dark dragon served under all flags but they passed their strongest pact with Napoleon himself, and can block the
actions of the Templars nosy brothers R + C. They were the first to give an appearance of terror. Sorts of specters
mounted on infernal horses, they scour the very many battlefields like a battalion serving only Lucifer in person.

SIXTH GENERATION
Era: 19th-20th
Name: Black suns
Name Eth: The Untold
Description:

SEVENTH GENERATION
Era: today
Name: The princes to turn abolished
Name Eth: The Eth
Description: R + C made an extension of the Lie to the Third Eth for preservation of complete destruction. This
materialized by all progenies, various persuasions of the Golden Dawn charge to disperse the documents and the
organization members and confused in the multitude of new structures enemies and Nephilim. But this major help
from the R + C was interpreted as the equivalent of what Eth did for Ram to free him from his prison of
artifacts. The two creatures see their ties tighten. The final battle hour is approaching and will be the sign of the
second Parousia. Thus, even if the black suns of the Golden Dawn missed their precise goal, they induced the
approach of the Apocalypse. Always this grain of sand ...
Today Eth has just revived his seventh and last dream. New dark brothers stand ready to accompany him in the
final battle against Ram. These dark brothers carry with them a part of the legacy of previous generations,
however they are still inexperienced because the Eth was particularly weakened by the failure of the sixth
generation of which he lost much of Ka-Sun . The princes in the abolished tower are the result of a very secretive
funeral ceremony held by big names of a family of a sprawling criminal organization. The new dark brothers have
become duellists and extraordinary killers, defenders of the honors lost by the great ones of this world. They are a
small family (about 50 members) scattered throughout the planet regulating by death the secret accounts of all
the powerful.

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The Staff

The staff - Templars

Symbolically associated with the Stick according to the code attributed to Akhenaten, the Templars are the
most brutal and fiercest enemies of the Nephilim, without a certain cause being attributed to this
situation. However, the events of the destruction of the exoteric facade of the sect in the fourteenth century offer
an easy explanation for this tenacity and this ardor displayed by the Templars against the Immortals.

Influence

The Templars constitute a considerable force of the occult world in several fields.Temporal affairs are a field on
which the members of the Staff are strongly engaged, where they compete almost equally with the masters of this
domain, which are the Synarchy and the adopted Nephilim of the Emperor. The culmination of the Grand Plan,
which according to the information available is the ultimate objective of the Templars, is based in part on a
mastery of material resources. However, other areas of influence are held by members, beginning with the mighty
Christian church. The latter has suffered a loss of influence during the last centuries, with the advent of the Cup in
the nineteenth century and the liberalization and industrialization of the societies behind which some believe they
see the influence of the Denier. But the church remains a solid support, especially in America where the Templars
are strongly implanted. On the other hand, everyone remembers the role of cathedral builders in the Great
Plan. But beyond the financial power and a poorly known spirituality, it is above all the military potential of the
Baton that represents its greatest strength. The Templars are violent and determined. And if, like the other secret
societies, they partly control the ritual of stasis, many of them consider it a priority to disperse the Ka-elements of
the Nephilim as soon as the announced Apocalypse approaches, rather than to seek Still to lock them up.

Organization and Practices

The Order of the Temple destroyed in the fourteenth century thanks to the intervention of the House-God has
endured in several aspects of the present sect. The organization in degrees, with at its summit the Grand Master,
is a survival of the ancient medieval monastic order. The adoration of the Baphomet, a monstrous creature linked
to Orichalque, could also have appeared at that time. So it is also the many codes used by the sect.

However, the order is much older than that. And for centuries they have made a sinister reputation among all
the Nephilim. Baptized the Killers of Ka by the Immortals, the Templars have indeed made a specialty of the use
of weapons in Orichalque, fatal for the Nephilim.The real reserves of the Templars in Orichalque are of course
undetermined but it is extremely rare that a Templar obedience is not endowed with at least some Orichalque
weapons. It would even seem, according to certain well-informed sources, that the position of the different orders
in the hierarchy of the Temple would be directly a function of the quantity of cursed metal amassed by the vassal
commandies.

Some Secrets

Some rumors still a little crazy want the Templars, beyond their bloody use of Orichalka, practice a true cult of
this cursed field. This seems a bit fanciful given the inability of humans to perceive the magic fields and the
particular disposition of these precise fields. However, the esoteric power of the Templars is real.

Observing the ruins of the Order of the Temple, some Nephilim were able to affirm that the Great Plan of the
Templars, prevented from reaching in extremis , would have resulted in a cataclysmic upheaval of the magic
fields. This upheaval could have resulted in a sort of network of nexus, located on the different Christian churches
and controlled by the Templars, which would have assured the Baton the total control of any form of magic on
Earth.

Other observers think they can say that the destruction of the Temple at that time would have been
planned. While it is certain that the true leaders of the Temple were able to escape and establish bases in both

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America a few decades later, the ins and outs of this maneuver remain extremely unclear and the interpretations
diverge. Some think that the Cup would have made its first real movement there, undermining the authority of the
Temple to prepare its ascent in the fifteenth century and the following centuries. Others recall that the Temple
was at the origin of the almost total eviction of the Mysteries of the spheres of power at the time of the spread of
Christendom in the Roman Empire. A vengeance of the sword is not excluded either. Finally, it is permissible to
think that the Temple itself planned this maneuver for an unknown purpose, which would be a very disturbing
hypothesis if it proved to be justified. On this point, the carefully controlled sources of the Emperor did not allow
any official version to be filtered.

The Staff is the symbol of violence and action

The Templars were formed in ancient Egypt . Twelve men, descended from the military structures, dissatisfied
with not being able to share the mysteries of the Egyptian priests decided to seize them by force. Led by
Tubalcaan, they were appointed to the ranks of Guardians of the Temple of the House of Life. They were able to
discover the secrets of the Immortals and recruited many members. The Templars revolted against the Nephilim
before adopting a discrete and hidden structure. Since the Arcane has evolved and wants to establish a world
order. Through force and action, the Templars aim at the total and magical domination of the world through the
culmination of the Great Plan.

The Knights Templar are the guys with the Plan. They are the guys, to put a fine point on it, with the Grand Plan.
The Grand Plan has a large number of wiggly bits to it but in essence it looks like:
– Steal all the occult knowledge in the world;– Kill all the Nephilim;– Profit!

In the Official Templar Publications and Documentation the Grand Plan is more formal on gold leaf with gold ink.
When boiled down to its essence that’s what they’re about. Come with us! We kill Nephilim and we have a
Grand Plan for the Magical Domination of the Earth! Also, pie! We have PIE.

In 1014BC, about the time when the great King of Kings were memories and the Pyramids slowly overtaken by
the sands and Egypt herself was torn to shreds by another round of internal civil war and strife, twelve military
commanders laid hands on the secrets of the Priests at Heliopolis and learned the truth of the Nephilim,
Akhenaton and the 22 Major Arcana. They conceived a plan to steal the Emerald Tablets which held the greatest
of Nephilim secrets and learn them for themselves. They were thwarted at the last moment and they, and their
followers, disappeared into the sands to lurk and wait. They become excellent lurkers. A thousand years later,
the Templars felt they had an opening to unleash their Grand Plan with the Birth of the Fool but they were
thwarted again by Nephilim in the guise of Romans in Judea. Then again in the 12th Century they emerged, the
Poor Knights of the Temple, to guard pilgrims to the Holy City and to search for the artifacts buried by the
followers of the Fool at the Temple Mount. It stuck.

Armed with the knowledge found in scrolls found under the remains of Solomon’s Temple, the Templars enacted
their current version of their Grand Plan. By the 13th century they spread through all of Europe as bankers and
financiers for the Great and Mighty. They owned the land. They owned the world! And it would have worked too
if it wasn’t for those meddling Nephilim who used their positions in the Church and the French Court to make the
Templar Treasure Horde a tasty snack to desperate despots. As being burned at the stake as a witch was the
trend in the 13th century, the Templars partook. They burned well. Their forces dispersed with their occult
knowledge and their money as far away from the French Court as they could go which, at the time, was Scotland.

The Templars reconvened underground and nursed their wounds and their hatred of the Nephilim. This was well
known territory: they had skulked underground for thousands of years, stalking Nephilim, and turning them into
Elixers while slowly worming their way into power. They could do it again. So they did. The Templars prepared
to ride out another ten centuries until they could rise again.

Never having given up banking, the modern Templars are the great brokers of occult services in the underground
world. Need someone capped? They have assassins. Need a spell cast using an Elixir? They can get sorcerers
and bottles of Ka-elements. Have a Nephilim infestation and need an Orichulka sword? They are the go-to guys
to find that weapon. The Templars long learned debts were worth more than hard cash (although cash is nothing

562
to sniff at), and everyone owes the Templars with an extra 10% interest off the top. They call in their debts when
they need something done. And one better do it, because someone else owes the Templars, too, and they’ll call
in that favor to wipe you out for lack of payment, the bastards. They sit like a giant, plump spider among all the
other secret societies helping some and hindering others to work the levers of the Grand Plan.
The Head of the Templars is the Grand Master. He rules the society with an iron fist. Second to him are Eleven
Bailiffs who rule eleven parts of the world. Beneath the Bailiffs are the Commanderies, smaller units of
geographical area ruled from secret Templar lairs. Each Commandry is ruled by a White Coat and his Six
Knight Companions. Below the White Coat and his Six Companions areKnights, Squires and Pages. A page
is the lowest unit of Templar.
And one cannot have a paranoid secret society with Internal Affairs. The IA wing of the Templars are called
the Obediences. The Obedience Heads are the Crosses. What’s super fun is when the Obediences get into
fights with their Commanderies and an entire Templar power node implodes.
The Templars keep two kinds of outside influences going: their Companions and their Farm. Their Companions
are groups and organizations who know of the Templar existence and work with them for monetary bribes or mild
power gains. They are not terribly well informed but they do give material help. The Farm is a network if in the
dark dupes who do the Templar’s dirty work without ever knowing the truth. The Templars exercise the Farm
liberally to keep from expending their own resources.
The modern Templar goals are simple: 1. Kill All Nephilim. 2. Enact Grand Plan. Whenever Nephilim put their
heads up and look around, Templars are there ready to lop their heads off with Orichulka swords. All the plans,
the plots, the conspiracies, they all ultimately come back… to the Templars.

The Knights of the Temple is a powerful organization, possibly the strongest of all the secret societies, and the
largest human threat to Nephilim. They take the strongest stance against Nephilim, since the days of
the Orichalka Men. Some say Knights roots can be traced to the Orichalka Men.

Their methods are very aggressive although always indirect. They prefer to operate through other secret
societies, often manipulating these puppet groups without the puppet being aware that that is what it is. The
Knights are very patient and seem to make long, even generational, plans. But the goal is always the same: the
complete destruction of the Nephilim.

Their origins seem to be as follows: By 1000 BC, the Thebian Priesthood was once more totally dominated by
Nephilim, who ruled Egypt as any other priestly kingdom. Twelve officers of the Egyptian Army resent this state of
affairs and begin to conspire against the priesthood. They discover the nature of the Nephilim and of the 22
Arcana and resolve to steal the secrets of the Arcana and make themselves masters of Egypt and eventually the
world. Their plot is discovered and they are driven into exile. They hide in the kingdom of Israel, using their
knowledge of secret geometry to help build Solomon’s Temple. From this Temple, they call themselves the
Knights of the Temple and start an organization of spies known as the Brotherhood of the Temple. They resolve
to formulate the Great Plan that will result in their total mystical and mundane dominion over the world.

In 1125, the Temple Brotherhood accomplishes two major things. They strike a deal with an ancient witch to
provide them with the means to carry out the Great Plan. Doing so requires them to amass great wealth and
influence. In that same year, they go somewhat public. A member of the Temple Brotherhood named Hugh
D’Paynes forms a knightly order called the Poor Knights of Christ and the Temple of Solomon. They establish
their headquarters at Solomon’s temple.

The Poor Knights of Christ, also known as the Knights Templar, quickly grow in size and power. They soon gain
official sanction by the pope. Most members of the Knights Templar are unaware of the true nature of the order.
Ranking members are made aware of the existence of magic and the Nephilim. Only the inner circle is made
aware of the Great Plan and what it entails.

The Staff/Lance/Scepter/Wand Arcanum

(The translation is a pain: Since Rider-Waite the Fire Suit in the Tarot is named Wands but that doesn't match the
Arcanum at all, The House of the Lance is the Suit for Secret History, a good comic book about occult
conspiracies, Scepter would be the closest match in my opinion) or The Temple of Life

I spoke in the previous post of the Orient Mysteries that consider enlightenement to be the product of struggle.
The Templars are an offshoot of this group (implied in the official setting, official in my setting).

To make the story short during Akhenaten’ rule over Egypt there was a man name Tubalcaïn a faraway
descendant of the genetic program of the Golden Path. He was a leader in the Egyptian army but resented the

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clergy for hoarding their knowledge rather than share it with the people. With twelve of his companions he
submitted to the grueling initiations of the House of Life and emerged a high-ranked member of the Mysteries.

And then he decided to go solo.

Long story short his rebellion was crushed, his Invisible Knights dispersed throughout the world and his dream of
an order teaching the masses openly ended for millenias. Tubalcaïn himself was harried to Jerusalem where he
hid in Mount Sion quarries and grottos.

Now that could make you sorry for the poor bastard but there is a salient point. The teachings of the Temple were
and still are highly paranoid glorifying bloodshed and raw strength. The Templars were proto-fascists and tyrants
persuaded of their superiority from the “civilian” masses. They knew a brief exoteric notoriety with the rise of the
Knightly Orders but were forced in the shadow when Jacques de Molay was burned before Philip the Fair.

Where the Mysteries would content themselves with the control of human religions and by their obvious doctrines
would remain hidden, the Templars long for the day they can assume power in this material world. They were the
hands encouraging the Third Reich; their leader in Russia is Vladimir Poltine

Their tactics range from a driveout by several mob members to the old-fashioned duel between the Templar and
his prey.

They are organized in three degrees: Black, White and Red with the more important Red Orders being the
Teutonic Order, The Assassins and the Priory of Sion.

Where the Mysteries and the others Minor Arcana have redeeming qualities, the Templars have none. They
recruit from neo-nazis and criminals alike and they are explicitly totalitarian. If they had once a dream of global
enlightenment they have fallen to Fire faults: The drive to conquer and enslave and destroy for the mere pleasure
of it. They are hated by nearly everyone in the setting and with good reason.

The Temple, Arcanus of the Stick

Highlander
Symbol of war and violence, the Staff will make of its encounter with Immortals a fight until the capture or the
death. In any case, that seems to believe the majority of occult actors. For many Templars, especially in France,
where they are very attached to their heritage and ancient customs, nothing is worth a good fencing duel against
an Immortal or an initiated enemy. They cultivate a religious respect for the iron of the blade, the conveniences
between bretters. An Immortal lacking discretion can receive a missive where the Templar launches a duel, date
and places are notified. The Templars not necessarily trying to make it a Homunculus, but to prove himself that he
is fit to face an Immortal or to experience his loyalty to the Temple.For the immortals preferring modern weapons,
the Temple will treat them without honor and the next time, send a van filled with a SWAT commando ...

Complots
The Baton has many circles of influence in the political, police, legal and financial circles. Some dignitaries of the
Temple are also generals of the army, senior officials or diplomats who have means and protection of the police
force. Thus, the Baton has intelligence tools that allow it to launch conspiracies on a large scale. In this case, the
Templars, like secret agents in dark suit, will use discreet modern weapons and advanced technology. They will
roll in black sedan registered with the Ministry of Defense Ministry, from within or with a diplomatic plate. Their
means of action considerable but their tracking will offer little interest and difficulty to get lost in the workings of
the State.

Cooperation-reciprocity-forgiveness
The confrontation with the Baton will not always be the solution! He would be reduced to consider all the
Templars as men who are thirsty for blood and Ka.Even if they have all undergone a minimal physical training,
some are real initiates with information that could interest the Immortals. Such individuals, precious to the Temple,
are protected by the Temple or by their own magical means. The immortals will therefore have to find a way to
parliament, to cooperate and to exchange fairly. The Temple will be able to provide help in the fight against
another Minor Arcane. Either that this voluntary aid deserves a compensatory retribution, or that it results from the
machinations of the immortals to their profits. The Temple is an omnipresent and major enemy, always on the
lookout for the slightest presence of actors on the occult chessboard.

564
White Coats - The Baillages

White Coats
The initiates of the second of the three degrees are called the White Coats.
These Organizations can manage one or more Commanderies, direct a Baillage or simply be located in a
region. It is a national structure.

The Baillages
Each Baillage is directed by one or more Obediences of White Coats or by a Obedience of the third degree, of
Red Coats.

The Order of the Knights of Christ


Temple of Life, White Coats

Seat
The Obedience has a powerful seat in Scotland in the Highlands. It is an immense fortress.

Organization
The Obedience is led by a great Seneschal surrounded by Sublime Knights who help in chapters.

Knights of Obedience are classified according to four degrees inspired exoteric degrees
of Temple medieval. They are Frères-Chevaliers, Companions-Chevaliers, Chevaliers-Chapelains and Frères-
Convers.

Methods
They like using medieval methods of Temple . That is to say the use of the knife. They consider firearms to be
unfair and prefer duels to the old.

They also like to wear medieval clothes like large capes or chain mail. They are romantics of the
Knights Temple . Apart from this somewhat hand, they are great swordsmen and men devoted to the cause of
the Temple .

Influences
The Obedience has a geographic influence. Especially in cities with significant ruins from the period of glory of
the Temple .

History
This Obedience comes from medieval persuasions of the Temple . She was able to endure over the centuries and
remain independent because she had kept the old rites of the Temple .

It is thanks to her that the Temple was able to keep the originals of its seals.The Obedience has developed mainly
in the bailiwicks French and English. But it's also his fault that the Bailiwick Italian was lost in the Temple .

The Order of the Knights of Saint-André du Chardon

565
Temple of Life, White Coats

Seat
The General Headquarters of this Order is the ultimate in modernity built under the City of London. The Order
also has operating rooms in each underground headquarters used by NATO's allied armed forces. The Order
enjoys a private mansion in London (connected to the HQ by underground) serving as a private club for Knights
recently admitted.

Organization
The Obedience is structured in two distinct levels:
The first, that of the Knights who have received the distinction given by the English Crown, and some times
attributed by the Knights themselves. These Knights are organized according to ranks identical to those of the
French Legion of Honor.
the second, that of the Invisible snt Knights of Templar ensuring the management of the Obedience .

Methods
Serving the chivalrous spirit among the adepts who are usually military or civil servants, the Order is the specialist
of cultivated honor, fear and love in order to control its members. He thus establishes a relationship of trust with
individuals, call them Knights who, once well-defined, will be easily manipulated.

Influences
The Order's influence in the military circles of the various European countries is not negligible. He managed to
nucleate numbers of staffs, including deeply that of NATO where many British officers operate.

Complots
Since the end of the war, the Order has been involved in a large-scale military conspiracy.

History
The Knights of St. Andrew's Scottish Thistle is a farm that true Obedience .Founded in the Middle Ages by the
kings of England from an ancient Celtic tradition in order to reward its best knights after a battle. The British crown
surrounded the Order quickly with a lot of esoteric symbols and symbols.Militia of Christ intrigued to place
pawns Templars who take power, without revealing.

The Order of the Temple Watchmen (OVT)


Temple of Life, White Coats

The Obedience of first degree is an exception to the Rule of the Temple. This is a faction that does not follow
any Obedience second degree but the Grand Master himself. While the Order was under the blows of the soldiers
of Philip the Fair, the Grand Master had the idea of organizing a Obedience whose office would transmit the
initiatory secrets of the Temple to those who attempt in the future to replenish the tissue Templar French. The
Vigils were entrusted with the task of perpetuating these Rites with the Templars who fled to receiving lands like
the Kingdom of Portugal.

Today, the Order coordinates the French Templars with the Knights-Vigil installed in each of the twenty-two
regions of the Bailiwick Francia . We must add their four other brothers enviyés mission in countries
where ObediencesFrench are active. These Chevaliers-Veilleurs are coupled around thirteen Great Vigilantes
who serve as intermediaries between them and the will of the Grand Master. This is an Order of Malta to the
French.

The Temple Watchmen have as Grand Commander the Grand Master in person. Consequently, Vigil methods
are borrowed from the Red Coats: blackmail, corruptions, kidnappings, militarized actions, etc.

The big Watchers are in charge of twelve sticks that manufactured Tubalcaanat its revolt against the Nephilim of
the Grand Compromise

The Knights of the Cross


Temple of Life, White Coats

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The Knights of the Golden Fleece
Temple of Life, White Coats

The Teutonic Knights


Temple of Life, White Coats

History
this is the Obedience with the most rich and eventful history in the Order, its creation comes at the initiative of
German knights wishing to plagiarize theTemple of Life .

In 1198, they founded an elaborate military structure, modeled on the medieval period, in the Holy Land at Acre,
under the name of the Order of the Teutonic Knights of the Hospital of St. Mary of Jerusalem. His monk-soldiers
are recognizable by their large white cloak adorned with a black cross. The great Commander directs the
Commanders (often Barons), who supervise the Knights. The latter are assisted by sergeants. Their mission was
to protect the Christians who had gone to the Holy Land and to evangelize new territories. This order rapidly
extended ramifications to central Europe still populated by pagans. He founded the city of Kronstadt in
Transylvania (today Brasov, in Romania).

In 1226, he was called to the rescue by the Polish Duke Conrad of Mazovia, the Warsaw region. The lands of the
Duke have just been invaded by a still pagan people on the shores of the Baltic Sea, the "Pruzzen" or
"Borussian".Frederick II of Hohenstaufen, the emperor who then reigned in Germany, granted the Teutonic order
all the privileges of the princes of the Empire in order to encourage him to fight and "evangelize" the
Borussians. The monks-soldiers accomplish their mission with extreme brutality, exterminating rather than
converting the Borussian populations and implanting German settlers who soon adopt the names of their
predecessors. Thus the region takes the name of Prussia. This military colonization participates in the "Drang
nach Osten".

To consolidate their progression, the Teutonic Knights built powerful fortresses in the newly conquered territories,
such as Köenigsberg (now Kaliningrad, Russia). This period mentions numerous acts of weaponry and
massacres.

Some of these soldiers discover unknown creatures and with them an occult reality against which good iron and
brute force can do nothing. They then demanded the assistance of Pope Celestine III and the Church, betraying
their oath of fidelity to the German emperor, the eternal enemy of the pope.However, the monk soldiers wipe a
first crushing defeat on the ice of Lake Peipsi, on the border of present Estonia, facing the Nephilim and the army
of the Russian prince Alexander Nevsky, their ally. They will not attempt to push German colonization
further. Since that time, the Teutonic Knights have sworn to fight against the Nephilim and avenge the death of
their Grand Master.

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Black Coats - The Commanderies

The Commanderies
Insiders of the first three degrees are called the Black Coats.
Since the Middle Ages, the Templars meet and organize in a Commandery. It is a regional structure.

Commanderie each may be composed of one or more Obediences.

The Eye of the Knights-Kadosh


Temple of Life, Black Coats

The Order of the Hermine


Temple of Life, Black Coats

The Order of the Sepulcher of Lyons (OSL)


Temple of Life, Black Coats

The Order of the Sepulcher of Lyons is very ancient. It was founded during the establishment of the Roman city of
Lugdunum. These Templars thought they had found the place where Tubalcaan was dead: the Fourvière hill on
which is built the basilica.

The order experienced a very dark period in the time of Philippe le Bel but recovered a significant aura in the 15th
century, thanks to the arrival in Lyon of Italian Templars. Based on the guild of printers, very rich and powerful in
this city, they quickly gained importance becoming privileged publishers of allObediences of Christianity. At the
time, the Order of the Sepulcher was powerful enough not to feel the need to hide.

Members of the Order are called the Choephores, those who mourn the death of Tubalcaan. At their head are
seven Gravediggers. They have been mourning for so long that they have turned into night birds. Dressed in
black, denying their Ka-Soleil , rarely leaving the day Templars lurking among a wildlife punks, prostitutes and
Satanist alternative rock bands. In fact, they founded "their power over sex, drugs and esoteric black magic
version that ensure them continued and abundant cash flows.

The Computer Supremus Militaris Templi Hierosolymati (OSMTH)


Temple of Life, Black Coats

Seat
The order has been installed since the sixteenth century in a small village that doubles as a seat at

568
the Commanderie du Centre. The Templars primarily communicate through letters and meet once a month. There
is no daily occupation for the Commanderie .

Organization
The Obedience has a pyramidal structure: the Grand Master of the Chapter command to the second level, the
Hierophant, governing the third level, the scribes, who themselves lead the holder Swords. Members of all levels
wear a golden ankh in very bad taste.

The OSMTH is the Obedience oldest French and dates back to antiquity. The current Grand Master of the
Chapter is a mental patient who believes he is the reincarnation of one of Invisible Knights .

Methods
Commander obliges other members of the Obedience to live the rites of ancient Egypt. Thus, they correspond by
letters translated into demotic, they make Egyptian costumes, they even go in the valley of kings in
pilgrimage.They give their speeches a pedantry which they believe is Egyptian. No doubt their shenanigans
oposera the soon to Zenith Mysteries

Influences
The OSMTH manipulates non-initiates fascinated by occultism and Egyptian mysticism all over France. This is his
only activity outside the center. A successful writer supports their action in this direction.

The Sovereign Order of the Solar Temple (OSTS)


Temple of Life, Black Coats

Seat
Members of the Obedience meet in medieval underground and Romanesque arches.

Organization
The OSTS is Obedience relatively recent. She was born in 1935, with the approach of the Black Years . She cut
the Bailiwick in sovereign Commanderies 9 (unofficial) in which it has installed the members. Inside each
Sovereign Commandery, OSTS is organized into 8 initiation levels linked to light: purple, indigo, blue, green,
yellow, orange, red and white. Each level gives rise to significant crérémonie during which members try to go into
a trance to detect the presence of Nephilim and bard protections to resist its influence. The sovereign
commandies are linked by an Intranet, the members use a codecolor system identical to their level of initiation.

The Order of the Beneficent Knights of the Holy City (OCBCS)


Temple of Life, Black Coats

Seat
This Obedience is present in many Commanderies .

Organization

Methods
This Obedience houses a collection of small strokes ideal for the most unsavory action shots. The Knights are not
chivalrous and are often confused with the delinquency of the street, where they operate.

Influences
This Obedience to the charge to keep the farms , to create new and maintain them. It maintains privileged
relations with the Mafia or any illegal / criminal organization.
The Templars of this order rarely access the second degree

The Knights Order of the Temple of Christ and Our Lady (OCTCND)
Temple of Life, Black Coats

569
Seat
The headquarters are located in catacombs in order to be able to live there permanently. They are refueled by the
Brothers of the Lodge Perfect Stick .The part of the catacombs they occupy, the land of the Anti-Vatican, is known
from underground circles as being the area of Room X.

Organization
The organization of this Obedience is modeled on the Catholic Church, with the difference that their titles are
preceded by "anti". The anti-bishop Judas Malemort directs it with an iron hand.

Methods
After conducting an underground exitence, the Order now also acts on the surface.

Influences
Obedience is very influential in anticlerical extreme-left environments. Thanks to a political group, the Templars
manipulate the most determined and violent red star activists

The Order of the Temple of Jerusalem (OTJ)


Temple of Life, Black Coats

Seat
The Obedience stood in a small alpine village, Holy Anointed, near Grenoble.All the men of the village are
initiated into the Rites of the Temple. The Commander has a troglodyte dwelling that belonged to a sculptor. It is
reached by an underground network sheltering a source of hot water which would have collected some of the
liquid contained in the Grail.

Organization
The Obedience , which is structured as a military barracks, recruits only men.They are recognized by the wearing
of a bronze dagger.

Methods
Through its organization, Obedience form of real Templars commandos.Insiders are trained in combat techniques
with bare hands, the sword, and firearms. They are often used by other Commanderies to resolve sensitive cases
in violence and blood. Their fidelity to their Commander is unfailing.

Influence
The OTJ is racketeering the wealthy Alpine owners. It is also involved in the Nice sectors of arms trafficking.

Complots
Since 52 years, the Commanderie is under the control of a small scale crook, Jean Vigallet "Val" which claimed to
be the direct descendant of Jacques de Malay. The Assassins brought to light the deception but left it in place,
plus order the Grand Master. Now the Commanderie is to G. orders latter, took advantage of the confusion t in
frozen conflicts in the Eternal War in Lyon, ordered to enter the war with OTJ Obediences Rhone.

The Order of the Knights of the Holy Temple (OCST)


Temple of Life, Black Coats

Seat
The OCST has been settled for centuries in a forest. The Templars built wooden sctructures, recalling the soaring
architecture of Gothic cathedrals with their cross warheads and their gargouiles. These buildings allow
auxmembres of Obedience to camouflage in the forest.

Organization
The Obedience is led by a Master of the Word ets holder esoteric enseignenements provided to insiders, the
Knights of the Spirit during the full moon. These Knights of the Spirit command the Squires of Wisdom. They use
the Egyptian eye, symbol of knowledge, which adorns their medieval helmets.They like to use the customs of
Egypt called the Middle-Empire.

Methods
These Templars are the mystical reputation, not to say of Mystes . their customs borrowed from

570
the Mysteries Egyptian allow them to clearly identify the Nephilim but dangerously away the Rites
of Temple contemporary.Ironically, these Templars are undoubtedly among the oldest in the Bailiwick .Indeed, the
Order was founded by one of eleven Invisible Knights who accompanied Tubalcaan in his quest. At that time the
confraternity protected the population of the Celtic Compromise until the arrival of Julius Caesar who destabilized
them.

Influences
The esoteric equivocal attitude of OCST the spread of other ObediencesFrench who harbor suspicion towards
him. Nevertheless, the Order fascinates.some claim that the members of that Obedience would have discovered
the meditative methods to advance their Ka-Sun and thus fight against the Occult Sciences .

The Temple Renovated Order (ORT)


Temple of Life, Black Coats

The Knights of the Cross Lodge


Temple of Life, Black Coats

The Perfect Lodge of the Stick


Temple of Life, Black Coats

Seat
The LPB installed its headquarters in a rectangular Parisian building, made up of three parts, near the
Luxembourg garden. An underground section built by the Mysteries of Isis is now abandoned by the Knights
Templar . It is a small Romanesque church of the XII century that is used by the Obedience to its rituals. A
modern neo-Gothic building conceals all the curious.

Organization
The LPB is originally a Masonic lodge that was transformed into ObedienceTemplar . It therefore borrows many of
its rituals from Freemasonry. Thus, it applies a cut in thirty-three degrees of initiation which allow to level the
manyTemplars in Paris.

Methods
The LPB refuses the use of violence and is reluctant to commit homicide. In fact, the deployment of police and
security forces in the capital can only suggest caution.

Influences
Through its organization, the LPB has been able to enter the Freemason lodges of the capital and thus into the
spheres of French power. These facilities are displeasing to the Bailiff who just require the assistance
ofAssassins to neutralize this Obedience . But the latter have entered into agreements with the LPB.

The Holy Militia of the Brothers of the Temple (SMFT)


Temple of Life, Black Coats

The Holy Vehme


Temple of Life, Black Coats

The Holy Vehm, or “Righteous Judges” is a sworn enemy ofNephilim, and was created to destroy them. Not since
the days of the Orichalka Men has anyone aggressively hunted Nephilim as the Holy Vehm have.

They were originally known as the Paladins, an independent organization that fought being absorbed by
the Knights of the Temple or the Order of the Black Star. The more they have grown in power, the more the
Templars have tried to co-opt them. Under Charlemagne, the Holy Vehm had a public face known as the Teutonic
Knights.

571
The Knights of the Templar Alliance (CAT)
Temple of Life, Black Coats

History
This Obedience was created in the eighteenth century by a noble frightened by the consequences of the French
Revolution .

His aspirations were to restore the nobility to its true place by fighting all forms of decadence. The Obedience has
gradually transformed to fit into the canons of the order of the Templars , which it belongs today.

Seat
The seat of Obedience is located in Marseille, close to the harbor in ancient Gallo-Roman baths. The vaulted
cellars provide a privileged place for holding secret meetings.

Organization
The organization of the Obedience is extremely structured. The Grand Master is a tyrant who reigns supreme
over his followers. The ranks are in fact military ranks (sergeant, captain, general), the grand master being of
course marshal and generalissimo.

Method
Methods of Obedience are ultra-violent, without fear of killing innocent people. Sometimes they are even out in
the open, taking advantage of the impunity of certain paramilitary movements in the region.

They participate in commando courses, train through Paintball and function as a small army.

The Knights of Bec de Corbin


Temple of Life, Black Coats

Seat
The Knights of Bec de Corbin are installed in a fort. Today, this fort is abandoned. Its thick walls and sharp angles
are covered by lichen. Trees have grown up in the corridors. The moat water has
stagnated. The TemplarsAlsatian have invested the place illegally.

Organization
The Knights of Bec de Corbin possess their own initiatory grades. Their commander is General Corbin ; He runs
companies whose generals are only known, like their company, under the name of a medieval hasty weapon:
guisarme, falcatre, sword, pilum, pertuisane, plume, morgenstern, corsica, roncone, fauchard, Bardiche, lucerne
etc.

The General of the Companies formed a special Company called the Bec de Corbin. The Company is led by the
true master of this Obedience

Methods
The Knights of Corbin Beak, very related to the Holy Vehm , use the methods of the Teutonic Knights . They carry
out their operations in violence and do not hesitate to kill their victims. Their justice is expeditious.

Those Templars have at their disposal firearms of all types: from handguns to rocket launchers. Although the use
of these weapons is frowned upon by the authorities of the Bailiwick , Knights of Bec Corin are no longer in their
first overflow.

Influences
The Corin spout Knights have total control over the occultists or those who face ocultes phenomena of Alsace,
thanks to their network of Farm andCompanions they manage in the manner of the Italian Mafia. Any type of
information occult always ends their parvenr, leading the Nephilim to desert region.

They control or manipulate bookshops and libraries devoted to occultism, sects and obediences of freemasonry,
private clubs, guardians of museums and ancient monuments. Traditional storytellers and some journalists
specialize in mystery.

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On behalf of the Teutonic Knights , and therefore Assassins , they perform murderous sentences against the
traitors of the Temple

Complots
The Knights of Corbin Bec are over the Holy Vehm in France

The Knights of the Martingale


Temple of Life, Black Coats

History
A small group founded by Sebastian Pennborg.
Members are chosen for their taste of the game and their notion of alchemy.

Influences
This faction searches relentlessly for pieces of the Emerald Table in order to undertake the Great Game, that is to
say, the study of alchemy, the table of which is the support.

The Knights of Poseidon


Temple of Life, Black Coats

The Knights of Thule


Temple of Life, Black Coats

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The Red Coats

The Order of Malta

History
The history of the Order of Malta took some time to be confused with that ofthe Knights Templar . Originally, the
Order of Malta was one of the many hospital orders founded by the Knights during the Crusades.

Freed from the tutelage of the Benedictines by Gerard de Tullard, the Knights founded the hospitallers of Saint
John. They began by giving themselves the mission of welcoming and protecting the pilgrims to the land of
health. But soon they came to arm themselves and set up a military knighthood. They encountered the Templars
in the games of power over the holy lands. The latter enslaved the hospitallers during the battle for the town of
Acre.

The Hospitallers were entrusted with the secrets and magical objects of the Order in the island of Rhodes in order
to protect them. They changed their name to that of Knights of Rhodes, and constructed their image of grouping
charged only with charity and known in all chancelleries. They sent messengers and representatives to many
kingdoms to serve as heralds but also as spies.

Thus they were able to resist valiantly in 1480 to the Sultan Mahomet II.However, in 1522, after a heroic struggle,
they had to yield before the Sultan Soliman II, obtaining an honorable capitulation in the eyes of all. They were
able to keep their freedom, their lives and leave the island.

The Sovereign Military Order of the Temple of Jerusalem (OSMTJ)

History
Historically, this Obedience is the oldest of the Order. It comes directly from the Order of Chivalry founded
by Tubalcaan itself. Temporal and spiritual filiation Tubalcaan , the Obedience survived all the blows of the
enemies ofthe Temple and the Nephilim .

But for that, she had to pass the scepter of absolute power in the Militia of Christ , for it was responsible in part for
the failure of the Great Plan at the time of the medieval Fall of the Temple .

Since the Sovereign Military Order of the Temple of Jerusalem is trying to regain its position as the Obedience of
the Order, but no results at this time.

Seat
The Order has two seats, one mobile and the other fixed.
The mobile seat of the Order is located in Jerusalem, in the old religious district. It is in fact the elementary Galion
of air which the Order has retained since the Egyptian era. This Galion, practically invisible to the naked eye,
makes it possible to hide the convents of the Order as well as the most important Knights. This Galion has to
homeport a city of the Middle East, and the second seat of Obedience in Jerusalem.
The fixed seat consists of a medieval old ruined mosque that Obediencebought and turned into anchor deck of
magical aircraft. The Minarets are used to block the Galion. This mosque is protected by permanent restoration
work that the Templars are performing as well as legends circulating in the old quarters of Jerusalem
Mohammed's boat.

574
Organization
This Obedience wants to revive the medieval rules of the Temple . Thus, it scrupulously follows the charter
enacted by Saint Bernard.
The Obedience has four classes:
Knights Nobles, Squires, Lay Brothers and Chaplains. The Obedience is led by a master, assisted in his
government by chapters and convents, that is to say the meetings of his officers and his knights. The Master is
elected by his peers at the great Convent of the Order.

Methods
As die spiritual ancestors of the Order of the Temple , the Templars thisObedience like duplicity.

They all have several blankets, secret identity numbers and love to use them to manipulate the great ones of this
world. Their me my ^ may appear as respectable statesmen and be terrifying handlers homunculi .

The Militia of Christ

History
Militia of Christ is from the Temple Archaic. However, it is really born after the fall of the medieval Temple . She
hardly reformed and slowly from the ashes of the old Christ-militia, that is to say organizations that medieval
temple was established in the country he oversaw.

These christian militias were composed of monk-soldiers and monks who were supposed to defend the pilgrims
and Christians against all occult activities that might threaten them. Ultimately, these militias were serving the
interests of the Temple and forced people to obey and serve the Temple and knighted.They constituted a kind of
international police of the Medieval Temple.

It is for this reason that the Temple could be rebuilt from the Christic militias. their members were not too involved
in (and Plan-> Art] and above all, they were implanted in all Bailliages Templars. Therefore, this Obediencewhich
originally belonged to the first degree found himself propelled to the head the Temple reconstruction.

It was the Militia Of Christ assured that all the new foundation of the Templefor nearly three centuries. Faced with
difficulties in this great work, the Knights of the Obedience abandoned in part the old medieval techniques to turn
resolutely towards the present and future.

The Militia of Christ is also the instigator of the neo-Templar movement which provoked so much turmoil through
the Order. Currently the Obedienceis heckled its foundations by the revival of Obediences medieval tradition.

Seat
The headquarters of the Militia of Christ is based in the United States, in the same place that hides the Grand
Master. The Militia also has several buildings that imitate the architectural style and symbolism of Upper
Egypt. These neo-Egyptian temple are normally the property of the sect Bianética . There are three in the USA,
one in France, one in Great Britain, two in Germany and one in Russia. Third Degree Knights often operate from
these bases. These Buildings are under close surveillance day and night.

Organization
The obedience main is organized as a secret world government. It is directed by the Grand Master himself. Large
chapters replace the ministries and officials are the Knights themselves. Their orders are theoretically respected
in all Bailiwick and they are given by a special code that only a Bailiff can decipher.

The Assassins

History
The Assassins were officially created during the 11th century in the fortress of Alamut whose location is
unknown. However, their past begins much earlier, on the Egyptian banks as many occult stories.

Oriental Assassins are the descendants of a small sect of fanatical priests of Seth, the Egyptian god of evil, which
were initially allied with the priests of Amun-Ra against Tubalcaan . But they were converted by it himself when he
revealed to them the true nature of their god, that of the proud members of the race of the Fallen .

575
The sect converts to mystical theories Tubalcaan and orientèrent their action towards secrecy and spiritual
chivalry. They left the land of Egypt to take refuge in the desert. Thus they continued to be offered until the 12th
century, the century in which they met the first Knights of the Temple .Opposed at first, for political reasons, the
two secret societies soon realized that they had the same foundations.

They then decided to unite and Assassins became the armed and murderous arm of the Templars Assassins
were such good soldiers they managed to impress the Teutonic Knights . The Grand Master of the Teutonic Order
in mission in the Bailiwick of holy lands witnessed the assassination of the Emperor Frederick Barbarossa without
seeing a single Assassin. The grand master was then initiated into the assassins mysteries.

During his initiation, he discovered within Assassins affiliation that dated back to the first companies that came
from the Teutonic Knights . Having a profound sense of Tradition, he converted and offered the Teutonic Order as
a vassal to the Assassins. They agreed and so they became a Third Degree, the Assassins have several seats
around the world every seat. Called an Alamut Fortress.

The Assassins is the name used to refer to the medieval Nizari Ismailis, particularly those of Persia and Syria, by
Westerners. Often characterized as a secret order of assassins led by a mysterious “Old Man of the Mountain,”
the Nizari Ismailis were an Islamic sect that formed in the late 11th century from a split within Ismailism, itself a
branch of Shia Islam. In time, the Nizaris began to pose a military threat to Sunni Seljuq authority within the
Persian territories by capturing and inhabiting several mountain fortresses under the leadership of Hassan-i
Sabbah, who is typically regarded as the founder of the Assassins.

Hassan was himself a member of the Order of the Black Star who had broken off from the Secret Society when
he became more concerned about the geopolitics of the region than trying to become the sole occult power in the
land. The Assassins directed their occult knowledge to enhance their abilities as dangerous and highly skilled
killers. Although they spent much of their time targeting Christians, they would never pass up an opportunity to
eliminate a Nephilim.

Organization
The Assassins are directed in a dictatorial way by the best of them, who bears the ritual name of the old man of
the Mountain. In order to gain access to this post, the Templar murderer must defeat the Vieux de la Montagne in
combat. In this way, the best are recruited.

The Assassins possess seven initiatory internal degrees corresponding to an additional killing technique. Thus the
first degree, the Protector of the Temple of Adam learns to master the techniques of assassination with the
knife. The second degree, Knight of Noah makes it possible to master the technique of the assassination by
firearm. The assassin servant of Abraham must excel with weapons of jets like the blowpipe or the knife
launched. The master murderer slave of Moses must master the techniques of hand-to-hand combat. The great
master proselyte murderer of Jesus must perfectly control the vocal techniques of assassination. The Hasanite
Mahometain, the techniques of glances and the mohamedite illuminated, the techniques of thought.

Methods
The Assassins employ methods very similar to the Ninjas of Japan. Stealth, mortal blow, cunning, resistance to
torture, rapidity of execution, contract always honored. But they are not mercenaries, they obey only the orders of
the Grand Master of the Grand Court and the Bailiffs .

The Hermetic and Indissoluble Order of the Egyptian Refuge (OHIRE)

History
The OHIRE is one of Obediences latest to have been created and have accessed the third Derge. Creation date
back to the fall of the exoteric Temple and the dispersion of the Grand Plan to the early 14th century.Templar just
located in the eastern border of the Bailiwick Europa Slavia took refuge among the Gypsies . There, a terrible
battle was fought between different clans gypsies because they were close to the Nephilim . TheTemplars took
command of one of the tribes and drove others from Romania Current, pushing the Bohemians until roads of
France in the 15th century.
These Templars to contact Bohemians learned many secrets related to theMajor Arcana .

The Grand Plan could be achieved if the Templars destroyed the Major Arcana. They decided to do everything to
infiltrate spies and became the Temple .

576
Organization
The OHIRE is Obedience not involving few individuals, but each has a customer and an impressive number of
contacts in all environments. Each Knights ofObedience manages according to their tastes and methods his
agents often do not know they are working for the stick . In general, the Knights ofObedience are grouped by
caravan that deals with u territory or industry.There are thirteen caravans however no one is certain of the exact
number.

The Priory of Sion

Organization Under the emblems of the twelve crowns with three branches, a crown with seven branches or even
a burning bush, hide the Nautes of the Priory of Sion. This is the most mysterious institution of the stick . Indeed,
it does not seem to obey the initiatic structures of the Order. It is absolutely independent of the
five Obediences third degree, although the Militia of Christ boast of having made each of his men.

Each Naute, like a mask , has its Homunculus staff. They may be appointedBailiff on the orders of the Grand
Master. They are the only ones to know the ins and outs of Gran Plan and Templar Apocalypse. No one really
knows their Rite, their bases and their missions. Many rumors circulate about them.There are illustrious names
mixed with their history.

The Nautes
Gregor Kostacinov ( OHIRE )
Philippe Villiers de l'Isle-Adam ( Order of Malta )
Johannes Marcus Larménius Jerusalem ( OSMTJ )
Aga Khan IV ( Assassins )
Samuel Robertson Domanlet ( Militia of Christ )
The Paraclete (Baphomet)
Gill Bates ( Int Staff )
Don Paul Ochard ( Bianética )
John Mc Allister ( Masks )
Yoshiro Matatsu ( Guardians Orichalcum )
Henri-Edouard Saint-Brieux ( OVT )

Obediences

The Order of Glacier Holders

The Silver Cross

The Latin Cross

The Blue Cross

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The Coin

The Coin - Synarchy

What they relish

The Synarchs find their raison d'etre in the profoundly mystical essence of the world. The minor arcane of the
denier, linked to the earth, is on this point most in line with the essentialist conceptions Nephilim of the Primordial
Grail and the magical creation of the Earth.

Thus, the Earth is seen as the domain of the synarchs, just like the matrix that saw them born. This conception
is found in symbolisms such as that of the Serpent and its egg, its moult and the icon of the Ourobouros,
representing the infinite cycle, or else in other images like that of the nest analogically similar to the temple Which
shelters the faithful and gives it a starting point for its flight.

The synarchs appreciate materiality, have declined in all its forms, and have gone far into the world, drawing
from the east some of their codes. They have thus built an architecture that is supposed to account for the world's
perfection that awaits them in their future reign. Because they consider themselves like perfect men in becoming,
having to be in tune with the world to draw a supernatural harmony opening them the doors of the power.

What they think

The world can not be left to the ignorant, for lack of seeing it filled with incongruous signs and absurd and
unstable movements. These impurities would hamper their accession to enlightenment. Nor can it be left to the
governance of insiders, who would take him to a destruction by chaos or a death in immobilism only faster. For
these reasons, the synarchs must prevail. And they give themselves the means to do it.

So the Synarchy has made the world its garden, its sanctuary. They are his gardener, his shepherd, his
master. They do not forget that they are also the slave, until their apotheosis, when they will free themselves from
the material hindrances of their human condition.

What they express

The synarchs are therefore rulers and dominants. No one can dispute with them that land which they have
cultivated since the beginning of the ages in the greatest silence. It is hardly known where they derive their occult
roots. But some think they were alongside all the great leaders, the most enlightened and wise guiding their
people towards progress as the most sordid and macabre tracing a sordid path through the darkness.

Thus the synarchs advance, conducting their experiments on the scale of nations and peoples, shaping the
world with their hands as the craftsman carves clay. Symbols are their tools, intelligence strengths them,
discretion their way of life. Nothing expects the initiate but anonymity and silence. Nothing can emerge from the
world but a completeness as overwhelming as the cosmos itself.

Thus, living in harmony with the world is more important than giving it form and giving it form more important
than to undergo it. The synarchs progress in this infinite loop, made of duplicity and abnegation, humility and
determination. Pitiless, but innocent, pure, but vectors of corruption, the synarchs walk towards enlightenment.

What theyre doing

One questions without end on their real goals, weakened by the scope of their objectives. Achieving global
domination is a constant concern. And avoiding giving grip to his opponents in this struggle appears as a real
obsession among the synarchs. Then they multiply the precautions, making any trace of their passage impossible
to grasp and to relate to a coherent pattern in a more global plane. All tools are useful for synarchs, but none of

578
them replace the insurance provided by a guaranteed security. What one does not perceive, one can not attain,
what one does not guess one can not be suspicious of, that which one does not suspect can not be prevented.

The synarchs have nevertheless left some traces, from here and there. And if none formally accuses them, all
the Nephilim have at least one brother disappeared without leaving a trace after being mixed up in the affairs of
the denier. If Alexander, Louis XIV or Hitler have all been attached to other minor arcana, it may be because the
denier has let his rivals make awkward attempts on his favorite playground. But it is also perhaps that they simply
did not consider it useful to claim these pawns. Or, finally, they may have had to wait for the repercussions of the
actions they had allowed to take place so that the people would then take refuge in their compassionate and
hospitable arms.

The synarchs, made of love? It would be to let oneself be lulled with illusions to believe this. But we can not
expect a less than compassionate attitude from them as they view the world as the realm in which they must
project themselves in the ecstasy of their revelation.

To do this, you must leave them the benefit of the doubt. If the world is to be their garden, then they can not
want it otherwise than prosperous and lush. Even if they have to pluck and burn the immortal weed for it.

What they let

Here is the way in which the layman describes this strange order which appeared with the first lodges of
Freemasons but whose origins could be older. Given the very nature of this group, it is likely that a Nephilim or
another initiate who did not personally fight the synarchs or who would not have been one of their own did not A
clearer vision.

The Coin is the material power and wealth

Synarchy seeks to decipher the universe and its laws. It has in its ranks the Freemasons. They are perfectly
integrated into the modern world. Their objective is the occult and secular seizure by technology. They want to
improve the human to advance the peoples of the Earth.

The Coin Arcanum

also called the Synarchy. The Synarchy is the most mysterious of all the Minor Arcana.

According to the legend, Atlantys was built around a very special rock called the Angular Stone. This stone had
the property to focus dreams and dreamrealms around it and was a tremendous help in the Golden Path. When
the meteor fell he catapulted the Stone in Astral Space where it became conscious.

I kid you not, this is the actual backstory and it makes no more sense in French I assure you.

The now conscious Stone fell in love with the world and decided to decode the Transcendental Equation who is
the Universe. Bets are off if this is for controlling the world or simply to quest for Wisdom.

Anyway needing people to act in its name, the Stone illuminated some individuals, mortal and immortal alike
(recruiting Immortals even famous ones is the “niche of the Coin). These first ‘Enlightened Beings’ were builders
such as Imhotep who realized the first ‘physical copy” of the Stone with the pyramids. The Minor Arcanum itself
was born when two Enlightened Hiram and Solomon (human and Nephilim) created an organization to serve their
occult goals.

What are these occult goals? Once again they were never really defined. The Coin Arcanum seems to be
interested in finance and politics but also high technology. Perhaps we can see something in their organization to
help us.

The Arcanum is divided in two parts the Summit and the Base. The Summit is composed of Enlightened Beings
who are directly in communication with their mistress. They are very diverse as an excerpt of the current roster
will show:

Rebis: Member of the Glorious Alloy and Agarthian


Orkuz: Selenim, the only of its kind to have been enlightened
Elmira Sanchez: Spanish noble
@ Five human specialists in hacking and explorer of the Digital Web

The Base is composed of the societies and other fronts created by the Enlightened to help them in their quests.
They are further classified in six axes representing their goals.

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The Mage is the mastery of the magical fields.
The Sage is the mastery of ideas.
The King is the mastery of power
The Guide is the mastery of society (No I don’t see much difference with the previous Axis)
The Architect is the mastery of forms (They are apparently into city-planning)
The Worker is the mastery of tools (They are the inventors of the Arcanum)

The Synarchy is a very strange society. They are not enemies of the Fallen by default and are rather friendly. On
the other hand they are also manipulators and control freaks of the highest degree.

The Synarchy, Arcane du Denier

The Conspiracy
Like the Temple , the Synarchist is deeply involved in the workings of secular society. On the other hand, it is
more discreet, Its initiates seem to be only a handful of individuals able to mobilize a lot of resources. In
appearance, it makes little difference with the Temple , although these methods are less
violent. The Synarchist uses state and apparatus for controlling stock to outsiders. Her exercise, however, is
subtle enough for the instruments of her power to be ignorant of her. It is not the same with the other Minor
Arcana, who always turn away the will of their pawns.
The Agents are masters in the anonymous order, that is to say, adorned with the attire of the requested authority
but of which no one knows the author.Unlike the Templars , always quick to rid themselves of unwanted, these
insiders are limited to use weapons made available by secular justice and law enforcement. The effect is probably
less radical, but the source is all the more difficult to find.

Wall Street
The Denier is undoubtedly the Minor Arcane of which it is the most difficult to break through the organization. This
is simple, however, because it is pyramidal, but it is fragmented into hundreds of
cells. Soon, Immortalsinvestigating this Arcanum Miner find themselves faced with mechanisms that rival the best
organized bleaching networks. The Synarchist is a nebula of subsidiaries, branches, and other related offices. For
the most part, it is only the profane organs that take care of a specific task. Of Immortals as they embark on the
bold challenge to see through this Minor Arcana must master the elements of the modern economy, networks of
influence and growing commercialism, the language of business and consulting. In this world, true hermetic
bubble in the daily lives of laymen, the Immortals are not necessarily insiders and language of their interlocutors
may well appear strange as the Enochéen for a human.

The Mysterious Ally


The Illuminati must astonish the Immortals . They have a knowledge of the magic reality to no other equal -
among the Minor Arcana. Some are able to repair the Magic Fields and the strongest element occurrences. They
master a thousand-year-old esoteric architecture. They consider Immortals primarily as potential allies and rumors
are rife about some Nephilim "passed to the enemy," without them bitterly regret - unlike
the Mystes . For Immortalsfriendly and fearless, the Synarchist can work wonders by involving countless profane
contact. The Immortals should gradually speculate on the real goals ofSynarques and compatibility with
theirs. Clearly, synarchy rarely appears as a real enemy. It generally becomes so on a particular point, when the
interests of the parties are too divergent. It never declares itself as an irreducible enemy.

Orientation
Designed in the image of Denier in its entirety, @ is an unequivocal success.With a small staff, she said her head
several other occult factions of the highest level, while serving the best interests of the Synarchist . Of recent
design, it has already infiltrated in many plots and its web extends over the whole world.

The aim of @ is to control all aspects of the media and the economy. The axes of the King and the Guide are thus
particularly developed. In addition, ancillary missions of scientific development have been added over the years
(axis of the Sage).

History
@ Is primarily the work of Sys . This gifted computer scientist has, from fifteen years, disappeared from the
normal society to exist only in the underground. At sixteen, he was contacted by the PA in 1973, twenty-three, he

580
proceeds to the activation of dreams @ blown by two influential figures,John Highfield and Paul Walde . There
was only one phase of disengagement, which lasted one year and @ has been running at full speed, without
discontinuity.

Organization
@ Is composed of five leaders, called Masters of the Continents, who believe they dominate the world. Having no
official existence, it is the image of thedenier , composed of small company held by shell companies, controlled by
holding companies themselves manipulated by offshore institutions to orders of five Masters. The main center
hosts the meetings of the five Masters three times a month.

This is also in this headquarters that is stored Lévianthan , the supercomputer built to co-ordinate the huge
amount of information from all subsidiaries controlled by @. Underwater optical fibers power its network, as well
as those of the Internet and satellite communications that complete connecting nerve center.

- John Highfield
- Paul Walde
- Sam Wu
- Roger Owen Jackson
- Pikuro
- SyS

- Leviathan

Helping Internet Research Advancement Mission

This new degree is still very active and its internal hierarchy is not very organized. Its initiator, Olav Dynski , is a
young Russian officer of the World Bank, very focused on computers, but illuminated recently.

HIRAM has only two hundred Masters and five Companions. This organization was set up just two years ago by
the United Nations to assist in the development of computer networks and to coordinate global legislation on the
Internet.
The HIRAM Center is in New York at the UN headquarters. For now, few rituals were developed by the initiator
and sole authority risky experimentation is currently available, while in fact little research is done directly
in degree .

The main actions Degree are as grants, investigation and prosecution. HIRAM also plays a very important role in
developing practical outlets for the Web.(E-business ...).
This international agency would have brought important commissions that investigate complaints of violation of
antitrust law by Microserf and Gill Bateswould personally vowed revenge on it. HIRAM will be required to
cooperate with another degree , a Norwegian laboratory which operates the alchemical techniques of the axis of
the Mage. The goal would be, thanks to arkhemic materials, to create a new generation of man / machine
interfaces that would really "mentally visualize" the internet.

Bio-Domos

Axes: Architect / Mage


Symbols: Square / Pentacle

Located in the south of the Paris region, Bio-Domos brings together about twenty architects, interior designers,
designers and landscapers. Riding the wave of returning to nature and Oriental philosophies, Bastien Donan , the
director of Bio-Domos, has built its success by brandishing the words Feng Shui and the "integration of the habitat
in the bio-cosme" . Bio-Domos builds, refurbishes or simply redecorates houses and apartments according to
principles "derived from the principles known for centuries in China". In fact, most of these principles have been
blown Bastien Donan by Li-Nuam Ngyen , an "authentic" Asian wise ... It was under this name in 1990, Yeung
Tranh, an old Chinese Illuminated, chose To initiate Bastien to the synarque secrets.Since 1994, Yeung Tranh
has, under the pretext of health problems, distanced himself. Bastien Donan think his mentor returned to China to
die near his ancestors. In fact, Yeung Tranh is still in Europe and he monitors the evolution of Bio-Domos, as well
as that of three other Degrees.

581
Tranh Yeung took care to pack his teachings in a furbished of mystical beliefs and Bastien Donan following to the
letter every precept we passed him.Among the "rituals and traditions" of Bio-Domos, for example, it is essential to
take off your shoes before work, wear a wrist watch damages the aura of everyone and is therefore prohibited.
The Apprentice must carry a copper triangle, the Companions a silver triangle and Bastien always ostensibly wear
a small gold triangle pinned to the reverse of his jacket. All employees must also participate every Monday in a
Tai Chi session to "unleash their creative energies".
Known rituals provide access to the powers of Vision-Ley and Cosmic Harmony (Architecture).
The activities of the firm Bio-Domos are limited to its commercial activities.The mission of Bio-Domos is to
stabilize Ley lines around Paris and especially the area between Paris and Chartres. The Summit hopes thus to
strengthen the Line connecting Notre-Dame with the cathedral of Chartres, strongly weakened since the
beginning of the Great Awakening.

582
Cults and Secret Societies

The Bohemians
Chronology of the history of the people of Boheim

The First World

The Elders call it Atlantis . For the Bohemians, it was the First World.

In the beginning, there was Phu, Amari De: our Mother Earth. She was the magic soul of the world, the cause of
the enchantment of Eden.

Then the bearers of the Ka-Sun awoke to life under the hand of the Elders, but especially that of Del . The Elders
educated the bearers of the Ka-Sunwhile studying the magical essence of man, the sun that shines in the
heavens and animates the human soul. They loved humans. For this they incarnated in this people and used
many spells, trying to leave the psyche of the host and the Pentacle , to create the perfect union.

All the Nephilim did not share this love and concern, and all men were not called to be their disciples. Some
failed, others revolted.

Del considered it right to put these people in security in a sheltered and beneficent place, which had to remain in
contact with the Axis Terram, to be a physical place, a powerful environment, a source of inspiration and teaching,
Thus created such a place.

Through Phu, Amari De who gave his most beautiful creations, he instilled a dream that was confused with the
soul of his protégés, a form of Sapienceassimilated by humans, thus born Boheim .

Rom and Romni

The Boheim preserved the Bohemians from the attacks of the world and provided the atmosphere conducive to
enlightenment. For the search for the Nephilim-Human union and in this atmosphere where desire, complicity and
sensuality were crucial but misunderstood by Del himself, he chose a man and a woman to unite. He baptized
them Rom and Romni. And around them the children of Boheim formed a court, a family, a people. Refugeed
under the tree of Sarah, which grew in the center of Eden and under certain auspices, they united their body and
soul. The burning sun of their embrace shone intensely and made Eden flower, crossed all living creatures,
animals and plants. After love Rom and Romni looked up and caught a glimpse of theSubtle Plans that stood out
beyond the horizon. They decided to have children who would each be a path, who would give each other
children and so on.They wanted there to be twenty-two. The first of the descendants were twodaughters : Tin
Hinan and Zoraya . However, the Bheng, a consequence of love, arrived and separated Rom and Romni. Phu
Amari De was wounded and wept.

Tin Hinan had a vision of the future and alerted Del who brought his protégés into the valley of the Indus.

Del returned to the shores of Atlantys to witness the revolt of Prometheus and his human followers . Then
came the Fall . The men changed, their thirst for freedom turned into a thirst for vengeance and the Boheim
abandoned them.

Indus Valley
Death of Rom and Romni and some Bohemians

Zoraya consoles his Caravan in the Middle


Tin Hinan led his Caravan (part of the Bohemians) to the northeast
East. After several centuries of wandering,
of the descendants of the Malodred, the Shen of Asia. They settled
they reached the new Eden (that of Antaeus
in China, then on the remains of Asiatic territory. The Shen drove
(Asteropus) and the people vestiges at

583
them out. Tangis).

Recovered by Del several centuries later, the latter directed them to


a remote place where the Magic Fields were still pure:Hyperborea , -6500
created by Hippomenes .However, Apollon defeated the project and But the Promethean Glaive found them and
led to the division of the community destroyed Eden. A split occurred ...
Towards -5800.

Zoraya
Del & Tin Hinan Those in the Middle East
Those of the Middle East who returned to the
Emporato Those who left who decided to charge
Indus Valley where they joined the Custodians
Those who Hyperborea for the the Mysteries for the
of Ka-ia , the Zoomorphs and the Green
remained Mediterranean destruction of the new
Lion . Together, they created the first Havre de
inHyperboreato (including Thot / Eden followedLilith and
Concorde
oppose Apollo. Kurungano and the first Selenim to save
(-5900).
Antinéa) the Nephilim.
Design by Sara ?

Return to the Shen to create a new Eden but


there will be hunted again, dividing the
community:
- Those who tried to stay in Asia
The Emporato
The Selenim go to South - Those who returned to the City of the Green
meets Death of Tin
America andLilith stays Lion to found in -2300 Mohenjo-Daro (which was
Salome.Death of Hinan, integration
in Babylon, ancestry of a failure and caused their departure). From this
the Emporata, ofEsmeralda
Anubis the Passeur last community, a branch was born and settled
killed by Selenim
in Yemen, under the governance of Balkis who
founded his kingdom. Then later she
rejoined Solomon and Hiramand finally bore
Ma'rib.

Period of reign of Akhenaten

Fire Air Water Earth


Gypsy Rom Gypsy Mannush
Election of Salome Thot & Antinéa Anubis Election of Sara

Akhenaten launches in his Quests of the 22 Blades, organizes the structure of the Bohemian Kumpania according
to the first names of the children of Rom and Romni. It brings together the elite of the four families who will form
the fifth, that of the Gypsies under the Sign of the Moon and the governance ofMorphée Akhenaten gave them the
Mist . Gypsies go to Tibet to found Aggarta, create the Net and protect the 21st Blade.

Escape from Akhetaton for the Bohemian and long period of wandering known as the Belle Etoile, where they
seek and accompany the 21 Princes and Arcanic Princesses

Some Bohemians rank in the most prestigious armies of the world and form bodies surrounded by admiration,
respect and fear.

In the 3rd century, a Roma named Manes proposed his project: syncretism, a universal church founded on
dualism. Revitalizing the theme of the People-Church, he saw in it the means, through religion, of bringing people
together.He invents a system of belief. His emissaries set out from Babylon, from Carthage to Rome, from
Armenia to Southern Egypt, from Mesopotamia to Samarkand, from 400. The conversion bypasses the Himalayas
and then is stopped. Then the movement declined until extinct in the 12th century in Eastern Siberia with its last
church.

In the 5th century, the Persian king Bahram Gour asked the king of India, Shankal, to send him 10,000 Luris, as
he called the Bohemians. At this time, they are non-peer musicians from nomadic tribes living along the
Indus. When the Arabs, under the caliphate of Ali, attacked the region, those who are called the Zotts repel
them. They will resist Islam for centuries, then when Persia is defeated, the Zotts regiments will disappear.

584
Between the 8th and 10th centuries, the Mannush and the Gypsies were enslaved in Iran, Armenia and Egypt. At
the end of this period, the Kumpania meet and organize an incredible link between the East and the West. The
Moon Courses

Towards the end of the journey?

The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters and
this results in obtaining experience points related to The Sapience. It would be a shame to deprive yourself of the
innocent joys of the discovery of Great Secrets other than during a game.

Players, the following is about the various names and members of major groups related to the Background of
Nephilim. This information comes from the NEPHILIM Range in order to compact and synthesize the data into a
summary sheet for the Maîtres de jeu who do not necessarily have all the existing supplements and who want to
mislead their players or to inform them about this or that figure.

We are one family

The similarities between the Ar-Kaim and the Bohemians are much wider than the majority of the Immortals would
conceive . Many have forgotten the birthplace of Pharaoh and his cursed brother. Like the Ar-Kaim , the two twins
were linked to the stars. And when the Pentacle of Akhenaten became a Prism , this peculiarity was perpetuated
in the nascent Mist . What does theMist of a Bohemian contain? The same Ka as the Heart of the Ar-
Kaim .Simply, Boheim confers on it its fragile character and a certain flavor which belongs only to those who carry
the Solar Spine . While the Ar-Kaims , in default of the Bohem , were irrigated by the magic of a Nexus . While the
occult actors will penetrate further into the era of Revelation, the most initiated among the Bohemian factions will
begin to think that one is the mirror of the other. Indeed, the Bohemians will have to learn from the Ar-Kaims ,
perhaps in order to open within their Mist a Heart , just as the Ar-Kaims will seek to be invested by the Bohem .

Eventually , the Ar-Kaim will be able to bring their Heart into resonance withÆgypta . They can then extract it from
its Akashic gangue to draw it to the profane reality: the Real Egyptian Refuge promised to
the Nephilim byAkhenaten will finally become accessible.

The end of the Arcane cycle

When Akhenaten confided the Blades to the Bohemians , he commanded them to help the princes to build an
occult society for his Brothers - many understood that this calling only concerted the Nephilim . However, they
warned them of his approaching disappearance. For centuries they would be left to their own devices. To
progress to the Sapience , they would have only their own initiatives and the plans of the Major Arcana . This
would result in their ability to face Revelation. Akhenaten revealed to the Bohemians that he would reincarnate
during this Anaphet in order to help his people overcome this important stage in their evolution. When he was
back, he told them, theMajor Arcana would come to an end, just as the ArKaNa had come one day.

Since Akhenaton is the kwisatz Haderach , he and his Cavaliers are working to define the face of a new
world. The Major Arcana are certainly living their last fires. However, few Princes suspect future events. They had
to help their Brothers regain their spiritual state before the Fall in order to better understand the consequences of
the Apocalypse . It is clear that this attempt led to a failure. If the Nephilim have succeeded in organizing
themselves along major routes, the other Immortals are still far from the Promised Sapience .And how much more
dread to discover the future upheavals of contemporary occult world?

More and more signs are appearing in the attempts of divination of theKumpanyi , the era of Aquarius will
correspond to the recasting of Tarosh .The esoteric figures formerly employed by the communities
of Immortals will be transformed and adapted to the Revelation. By 2012, the Roms willprepare to launch through
the Magic Fields a signal marked with the seal of the Mist . Instinctively, the princes will know that their reign is
coming to an end. The Bohemians will meet in an exceptional Kriss and will make the trial of the Major
Arcana . They will choose those who are worthy to bear the new hopes of the Immortals and will dismiss the
fanatics and despots. It will then be time to put in place the foundations of a new society regrouping within it all
the immortals . It will also be time to build the occult families of tomorrow, those that will survive the Revelation.

The return of the Emporato

585
Among the events that will rhythm the evolution of the Bohemians during the Revelation, the return of the
Emporato, the Prince of [Gypsies-art1042], is one of the most important. It has been centuries since
the Kumpania of Fire awaited this event which must mark its final duel against the Minor Arcana at the end of
the Apocalypse . Of the prophecies common to Gypsies and Rose +Croixes make of this elected
a Quiyasim Agarthian Emperor coming fromÆgypta , the Emporato will have to make a mystical marriage with his
wifeSalomé in order to perpetuate the union of Rom and Romni, and To offer his people the means to transcend
the Boheim .

The wisest among the entourage of the chimerical Princess think that the nuptial ceremony will take place on the
site of the ancient Babel. The most enthusiastic do not hesitate to say that on this day humanity will find the true
language which will assert its power over matter.
While waiting for the nuptials with Salome , the Emporato travels along the magic furrow traced by
the Gypsies' journey: the Peregrine Brasier. He fills himself with the fiery mist of his Kumpania and patience until
the propitious moment when he can reincarnate. Nephilim , Les Muses , are very interested in the manifestation
of the Mist that surrounds the artists. Gypsies know that this is their Prince, drawing on the inspiration of these
humans to transcribe it into a new occult Sapience . By investigation, the Gypsies discovered thatthe Muses were
actually working for Pelagos , one of the Crowns . They hardly understand what the world expects from their
Prince. Salome , for her part, jealous of her love, does not wish to collaborate with these intriguing creatures that
are the Muses

The enchantment of the world

The Bohemians experienced two long wanderings : that which immediately followed the Fall , when they were
only the people of Bohem , and that which was consecrated to the flight of Egypt, when they became the chosen
people.Since then, their footsteps have imprinted their mark on the surface of the Earth. And one might almost
think that there is no place that has not been visited by these Bohemians . The world is theirs. Also, the journey of
theBohemians is not innocent.

Their nomadic Agartha allows the Lithic Sentinels of the City of Vertigo to continue to illuminate the world of their
knowledge. It thus provides a dynamism to its Aggarthians who by spreading their Sapience increase the chances
of other Immortals to know the Illumination. But few initiates know that the Lithuan Sentinels anchor the journeys
of the other Kumpania to theirNets, and that a vast and complex network of Mandalas is imperturbably drawn on
the surface of the Earth, invisible to the eyes of all. Only the Lithic Sentinels are able to perceive it, they can
sometimes communicate the vision to the Pilgrim of the World that are related to them. But opportunities are rare.

The Crowns, on the other hand, are aware of the project, but they do not perceive as a whole the subtle mesh
of Mist that encloses the planet. Inside the furrows traced by the Bohemian voyages, like the Brasier
Pèlerin. TheLithic Sentinels engraved the chains of a gigantic ritual. The avowed objective is to create an
immense elementary circuit in the manner of the Ley lines , each one thus resuming the course of
a Kumpania when their wandering will reach its end - when the Mannush have completed their eternal loop,
theGypsies found their Prince, The Roms rediscovered the secret of the Kurunga and
the Gypsies released Prometheus - the Bohemian paths will be ready to be enchanted. The Errants will unite in
one part of the globe - some already speak the sanctuary of Sara - and will carry out the greatest ritual
of Brumeever since the creation of Aggartha by the Gypsies and the twenty - one mythical Founders. Then the
roads of Brume will open to the Ka and theImmortals will in turn discover the heritage of Boheïm and will travel to
all parts of the globe.

The Wars of Revelation revealed the Bohemians in broad daylight, and at the time of Revelation the fellow
travelers and disciples of Akhenaten finally appear as the major actors of the occult history they are. This
supplement is entirely devoted to them, half-book of the player, mid-codex, and will allow to use them both as PJ
and as NPC.
"Bohemian" designates within the Roma the fraction of individuals initiated into the occult reality of the world, and
aware of the Boheïm, that inspiring and libertarian force common to all men that guides political leaders and
artists. Moreover, the "magic" Bohemians own and use Mist, a magic essence born of the Earth Kas given to
them by Akhenaten and which allows them to cast spells.

The Bohemians, in the course of a history whose origin goes back to Atlantis, were divided into five kumpanyi or
families, different among themselves by their aims, their magic, their divinatory art, and their character.

The Mannush, associated with the Earth and the Denier, are defenders of the Nephilim, practice geomancy and
possess the gift of Song.

586
The Gypsies, the people of the Fire associated with the Staff, are the armed arm of the Bohemians, master the
cartomancy and the gift of the Blades.

The Roms, a tribe associated with the Air and the Sword, play the role of guardians of the Bohemian
tradition. Their diviners are augurs, and they possess the gift of the Tale.

The Gypsies, a people of Water connected to the Cup, are spies of the Bohemians and Major Arcana. They
practice chiromancy, and their gift is that of dance.

Very little is known about the fifth family, the mysterious Gypsies.

(I can't call them gypsies for gyspsies is the name of one of their splats)

They are awakened human with a special energy called the Mist that enables them to use some powers (most are
illusion-based). To their credit they are not only gypsies but are noted to include all nomadic people.

To be frank I hate them. I understand why they used it, Gypsies are a stapple of occult thought and even credited
in some circles with the Tarot's invention. (A completly untrue thing by the way, gypsies fortunetellers tend to use
normal playing cards) Nephilim authors could have said that in a world where the Knight Templars seek world
domination, Bohemians coming from Egypt as protagonists are a nice touch. And we are France, we have

created Esmeralda.

However that runs in many problems. The main one is that you are born Bohemian and not made one. Their
power comes in part from their nomadic lifestyle and they lose it if they stay too long in the same place. The
bucketload of unfortunate implications begins.

And another major problem. I don't know if gypsies are an existing minority in America but THEY ARE ONE
VISIBLE ONE IN FRANCE. And they face huge amounts of discrimination (Basically right-wing politician rail
against Muslim, left-leaning ones against Roms). They were even briefly kept in the same internment camp the
Nazis put it after WWII. Using them in a game that kindly refrained to use "Jewish plot for world domination" or
"Yellow Peril" is not a good idea at all.

Hell even if the portrayal is mostly positive, this is sill the romantization of abject poverty. Albeit I must admit the
game books refer to their constant persecution as very bad and I don't know what the authors would do in the
France of 2010's.

Ganonso Setting I don't use them. The Bohemians are in my game divided in two parts. The first and mostly
known are the Nephilim's ghouls. They are awakened using a ritual that enables them to use magic but renders
them vulnerable to Orichalcum as an insurance policy. The second part are the Chimerical Arcana, Five Cults that
consider they are the legitimate human initiates but have projects the Nephilim leadership could take issues with.
My Chimerical Arcana are

The Ruby Wand Defenders of Freedom they fight to end all tyranny occult or profane
The Ivory Sword Keepers of Traditions they seek to preserve knowledge of the Past
The Saphire Cup Seekers of despised lore, they seek wisdom in antinomian pratices and traditions of the poor
The Emerald Shield Gardeners of the world, they seek to enchant the land anew, repairing Orichalka's wounds
The Silver Dream Protectors of humanity, they seek to protect human subconscious of those who would abuse it.

In the 13th century before the incident Jesus, under the XVIIIth dynasty, Pharaoh Akhenaten surrounded himself
with the last humans being faithful to him and initiated them to the secrets of the Nephilim. He instructed them to
travel throughout the world to help the Immortals. Thus were born the Bohemians .

One word is enough to define this people: Freedom.

The Bohemians travel the Earth under the constellations. They are cosmic travelers who can guide immortals in
their destiny.

The Boheim & La Brume

Each Bohemians in it the Boheim who, through the mist , giving it access to a very specific form of magic. The
magic techniques are transmitted orally from generation to generation in the greatest secrecy.

587
Historical
The Boheim is the legacy of the union of Rom & Romni, guided by Del under Axis Terram, the first shaft Atlantys .

Entrusted by Akhenaten and his brother Prometheus , the mist allowed thePeople Memoire to flee to Egypt with
the Major Blades.

Nature of the Ka-Mist


The Mist is not really a Ka-element , but only the expression of the Prism ofAkhenaten . He was the symbiosis of
all Magic Champs bathing the Primordial Grail , including Cursed Fields and Orichalcum .

The Mist is the essence of the concealment and veil of Tradition. It is the manifestation of the crossing of the
Elementary and Solar Fields. The nature of Fog prevents a Nephilim to incarnate in a Bohemian .

The Harmony
Equivalent of the Vision-Ka of the Nephilim , Harmony is understanding the magical changes of the world. It
allows to see the elementary movements on Earth. Their familiarity with Major Arcana allows them to know the
affiliation of a Nephilim to an Arcane or not, and which one.

The Mists of the Past


The Bohemians have kept the link connecting them to their ancestors by means of Ægypta . Except
for Sapmulo and young children, they die, Ka-Mist of Bohemians joined Ægypta .

By dint of developing in Bohemian rites, the Mist began to revive the Boheim.It reflects the past by capturing and
refracting the environment in the manner of a mirror, playing with reality to better erase it. It crystallizes the
Journey of the Bohemians and the Pilgrimage of their Caravan, retracing their history and their fame. That is why
one who approaches the caravans of the Kumpaniyi has the impression of slipping into the past: the surrounding
scenery acquires an aged aspect. In this crystallization, the Bohemians can communicate with the spirits of the
deceased of the caravan. It is a Community Ritual: the dean brings a hookah prepared according to secular
rites. While members of the caravan to collect the dead, the acrid fumes inhaled by the person who will
be appointed Treader plunge into trance. He can ask a question and not let himself be overwhelmed, otherwise
he will never come back. One of the old dead will answer him or give him his memories. (Jet under Mist x1,
difficulty can be changed depending on the precision of the question)

The wasteland
Ritual to anchor the influence of Ægypta in place. It is a sacred place, a haven for gypsies and immortals, a point
of attachment where one can rest before returning to the road. The Magic Fields constantly flutter and are at the
origin of various apparitions.

With an area of a few thousand square meters, it is exceptional that it reaches the hectare.
It must be built on a densely populated plot because the Wave terrain feeds on the Boheim. The closer the
Bohemians are, the more stable and powerful the Wave Terrain.
Composed for the most part of a labyrinth of trailers and tents where one loses easily: nothing is fixed there, in
fact the superimposition of the Subtle Plans which appear in the profane world modify without ceasing the
decoration. Each Kumpanya is solicited in the ritual of edification.

Mannnush Purification of the place, under the protection of Phu

Rom Consecration of the place in Ægypta

Gypsy Protection against the Mahrimè

Gypsy Obole, symbol of their Prince

At the conclusion of the ritual, a Plexus permanent Ka-Soleil forms forms where the mite is placed gypsy.

The Divination

Rom The

588
Mannush Geomancy

Gypsy Cartomancy

Gypsy Palmistry

The Mandalas

He walks alone, but no one sees him


No one knows where he is
It is lost but no one has taken it
No one knows how to borrow it
They have forgotten, but we remember
They will never follow us
Car sometimes stops the journey
Friendly
They forget the gates of dreams
Because a friend's haven is our home

The Kumpanyi Donations

Rom Tales

Mannnush The songs

Gypsies The blades

Gypsies The Dances

The Bohemian Occult Sciences


The Bohemians have inherited the Mist of Akhenaten, which gives them a magical essence. But alas this also
does not give them access to well-defined occult Sciences such as those of Nephilim or Selenim.
The Mist allows them to make use of gifts, depending on their family of Bohemians, and a capacity of Divination,
also changing form according to the caravans.
The different Gifts are the Dances, the Blades, the Songs, the Tales or the Weavings. The divinatory talents are
Chiromancy, Cartomancy, Geomancy, Augures and Oniromancy.

589
Children of Utnapishtim
It is believed that this group was formed at the funeral of Gilgamesh. The original members of the Children of
Utnapishtim were members of Gilgamesh’s court who knew that he had foundUtnapishtim. Unable to extract the
information from the King while he was alive, after his death they formed the Children of Utnapishtim to search for
the ancient boatman and learn his secrets of immortality.

Cult of the Head


Gerbert of Aurillac was an Black Star sorcerer who broke from the Order in 999 AD when he began using an
artifact called the Brazen Head. It is unknown if he constructed the device or simple discovered it somewhere.
Using the vast knowledge that the Head provided, he started his own cult called the Cult of the Head. Because
the head required blood sacrifice in order to work, blood sacrifices become a key tenant of the cult.

When the Catholic Church became aware of the cult’s activities, the church pursued Gerbert and his cultists
relentlessly. Eventually Gerbert was killed and his surviving cult members were absorbed the Knights of the
Temple. The current whereabouts of the Brazen Head is unknown.

Followers of Ibn Sina


These are an order of Islamic sorcerers, who believe that the world is a collection of chaotic dust motes that move
at random but are held in a form of ordered stasis by the will of God. If God were to withdraw his attention, even
for a moment, then the world would fly apart into its constituent atoms.

The sorcerers believe that they have the power to momentarily take the burden of God, to hold the world together
by their will instead of that of God. As part of this burden, they gain
the power to reshape reality for an instant. Spells are acts of devotion for the Followers of Ibn Sina.

In the time of their founder, Ibn Sina (known as Avicenna in the west), the sorcerers consulted with Jewish
scholars and from them learned of the existence of the Tomb of Solomon. This was treated as nothing more than
a historical curiosity by the sorcerers. The djinni and demons imprisoned by King Solomon, in their eyes,
aberrations in the divine plan. The djinni can work miracles on the stuff of matter in a manner akin to
the attention of God but they lack the infinite wisdom and compassion of Allah. Therefore, they are troublesome
spirits and it is a good thing they are imprisoned where they cannot
torment God or man.

The Followers have no desire to free the spirits from the tomb but they very much wish to keep the Franks – their
term for all invaders from Europe – from gaining the power of the spirits of Solomon.

Lodge of the Rose and Cross


LODGE OF THE ROSE AND CROSS – The Lodge of the Rose and Cross was originally called the White Lodge
and was a member of the Sarmoung Brotherhood. The Lodge disagreed with the Brotherhood’s cooperation
with Akhenaten which had the potential to destroy the Pact of Menes. As a result, the White Lodge broke free of
the Sarmoung Brotherhood and became the independent Lodge of the Rose and Cross.

590
Mithradites
Place and Date of Creation: Persia in the sixth century B.C.
Founder:: Mithra, a Sun Arcanum Nephilim
Center: Phoenix, Arizona is the residence of the current King of the Mithradites, but the society has no center as
such.
Goals: To reawaken the Solar-Ka in all humanity and to master methods of Solar-Ka control and expansion to
allow humanity to continue magical evolution.
Attributes: The sun in splendor
Methods: Academic and political. At times in history, the Mithradites have worked with the Sun Arcanum,
although the Nephilim are stingy with information and sometimes abandon the society wholesale. However, the
legacy of cooperation does mean that the Mikadites do not fear the Nephilim, and see them as useful but not
necessary partners in human progress.
The Mithradites were a Secret Society founded by the Sun Nephilim Mitra. The Mithradites were warrior/priests.
They are well trained in both combat and the teachings of Zoroastrianism. There purpose was to create a pro-
Nephilim group that could help fight against both the Orichalka Men and the Selenim.

Mithraditic Solar-Ka Techniques

The Mithradites have developed meth- Basically, a Mithradite’s chance of suc-


ods for awakening the human Solar-Ka cessfully perceiving Ka is her Solar-Ka
through meditations and breathing tech- x3.
niques. They do this to every member
who advances to Soldier or beyond. A Mithradites can, given some warning,
This Mithraditic ritual has become com- use breathing techniques and medita-
mon knowledge among many sects as tions to prepare themselves to resist Ka-
diverse as the Teutonic Knights and force such as magical attacks. The
various martial arts dojos. Mithradite’s full Solar-Ka must be over-
come by the Ka element of the
The Mithradites have learned to in- Nephilim attacker corresponding to the
crease their Solar-Ka through medita- element of the spell used. This is instead
tion, breathing, diet, special drugs, and of the normal 1/2 Solar-Ka resistance
magical rituals. They can increase it per- value of awakened humans.
manently. This is a slow process taking
years, but a Mithraditic Father never has A Lastly, the Mithradites have developed
a Solar-Ka lower than 21, and some Fa- the ability to temporarily house
thers-of-Fathers have a Solar-Ka of 50 Nephilim while retaining personal
or more. awareness. This is only possible for
Mithradites with Solar-Ka scores higher
Mithradite-trained sorcerers can in- than 21, and the Nephilim can still at-
crease their Ch’awe by adding the Ka- tempt to force the Mithradite into un-
element Modifier (table on page 81 of consciousness in a Ka-contest, thereby
the Nephilim rulebook) of their Solar- permanently incarnating in the host.
Ka to their CON. This process, called guesting, is there-
fore done only by very highly advanced
The Mithradites can compel other hu- Mithradites, and only with Nephilim
mans to obey them by force of Solar- they have reason to trust. This tempo-
Ka. By overcoming the subject’s rary incarnation costs one point of
Solar-Ka with her own Solar-Ka, a Ch’awe per hour of guesting, and the
Mithradite can compel the subject to lost Ch’awe does not begin to regener-
perform some action (other than sui- ate until the guesting ends. The
cide), forget a period of up to an hour, Nephilim, obviously, cannot be incar-
or simply create trust and allegiance. nate in someone else at the time. To Ka-
These techniques are not widely known Vision, such a “guested“ Nephilim is
outside the order. almost invisible, obscured by the golden
pillar of the host’s Ka. The Nephilim’s
Mithradites have developed techniques Ka is only visible to a Ka x 1 roll, and
for seeing different types of Ka using then only if the examiner thinks to scru-
Solar-Ka-vision. Although they remain tinize the host with Ka-Vision.
monochrome, they can sense
Nephilim’s Ka-energies and the Ka- All Mithraditic Solar-Ka techniques
fields of Nexi and Plexi using Solar-Ka- are favorably influenced by Solar En-
vision as a skill much like Ka-vision. thronements, such as Sundays or the
Fire Ka flickers, Water Ka ripples, Air month of Leo. They receive a ld6 bonus
Ka spirals like smoke, Moon Ka wavers, to Solar-Ka, in the same manner as
and Earth Ka quivers. Solar-Ka is also spells.
visible, appearing as a golden flame.

591
Sun Ka Rituals
Expressionless immobility arget20_0_blattes
Threshold: 5
After one hour méditation, slowmovements and from mantras, the solarthorn Myste
if takes the form arget21_0_blattes. Inthe same way like this sheet it has
Ability to let belong no watery substanceKa-Soleil pushes the water in spite of
her form (magically or not) back. Thisritual is effective up to the dusk.
Adapted by a disposition whichoriginates from Kilin (Mushen or ShenBois) he permits
among the rest, to stand firm to everymagic attack of water, indifferently inthe creatures
to be from Kabbale of water or to crossone more river, while he totally
dry remains.

Real lighting arget23_0_samens


Threshold: 5
With this ritual which lasts only the timeof an exclusive action Myste plans is upQi
to his aim, at the time of where hishands it concern with the solar plexus.Ka-Soleil
Of aim wakes itself temporarily whichwins a privy level per minute. This ritual,
his effects 5 minutes last, allows to putin shade Nephilim, one
Shadow test all minutes must try. In theend of the ritual the aim loses a level
from intelligent and from Ka-Soleilduring 1 month by privy level Nephilim.

Keen perfume arget27_0_blume


Threshold: 4
Be concentrated Myste Qi, while itconnects his two hands with his solarplexus,
while it récitant mantra releases thenthe energy in the direction of his aims,while it
slowly his arms auseinandermacht, as ifhe scattered seed on the ground. Fromhis
Being goes out an envoûtant perfumewhich touches all people, on less than 5metres
are settled by him remotely. Every aimhas to do a test of Ka-Soleil with fordifficulty
make the level of Ka-Soleil Myste. Afailure means, that the aim in one
illusory delirium is taken, by thepresence with a Buddha stamped
became which was put on widearget28_0_blatt, and récitant fromwinning ones
mantras. The victims of this ritual canexplain no action up to the end of theeffects,
that is one minute.

Mysteries of Dumazi
An offshoot group of the Knights of the Temple, the Mysteries of Dumazi was tasked with infiltrating the Christian
Church during its early days and attempting to assert Templar principles into the church doctrine. The group was
most prominent at the height of the Roman Empire.

Order of Bitter Piety


The Catholic Church has always enjoyed making a spectacle of its battles against the forces of evil. However,
Pope Boniface V in the year 621 created the Order to combat evils in the world that the church did not want the
public to know even existed.

For the first 200 years or so, the Order was little more that a network of scholarly priests who studied demons and
other occult threats.

Around the year 800, the Order created Heiromonks. warrior monks who trained to fight using both mundane and
occult techniques. From this point, the Order became very much like a modern intelligence agency, with people
from walks of life recruited to be the eyes and ears of the Order. The Heiromonks acted as the special field
operatives, doing what ever it took to fight evil.

The Heiromonks even had access to “spy gadgets”. The Order always employed engineers to create advanced
technology such as greek fire weapons and repeating crossbows, weapons unheard of by most. The greatest
engineer they had was a man named Hoffman who was with the Order during the 12th Century. He created many
wondrous devices, including Hoffman Lenses, that allowed those without awakened Ka to be able to use Ka-
Vision.

592
Knowledge of the existence of the Order faded overtime. Even most catholic priests know nothing about the
Order.

Order of the Black Star


The Order of the Black Star was established after The Great Compromise. The Orichalka Men laid down their
Orichalka weapons and ceased to hunt Nephilim. However, they refused to let their guard down. So they
continued to pass down the creation of Orichalka weapons in secret. The most intelligent among them began to
study occult knowledge and Sorcery. They became some of the earliest human sorcerers, and eventually
developed Elixirs that would allow them to cast elemental spells, despite not possessing elemental Ka. Anytime a
Nephilim rose to power, the Black Star would be watching, often working to topple or even destroy the upstart
Nephilim.

THE BLACK STAR, according to most authorities, devel- Simulacrum’s body and then drain the blood, bile, lymph, se-
oped the most powerful basic magics humans can cast: men and other fluids of the Simulacrum, killing it. These fluids
the creation of Elixirs, Homonculi, and Awakened must be mixed with the Moon powder, and sealed with a
Orichalka. Since most of the authorities quoted are themselves pentagram in a large jar or carboy. The mage must then cast a
Black Star magicians, skeptics sometimes wonder about these Summoning against the discorporate Nephilim, attempting to
claims. However, there is no doubt that the Black Star's mages force it into the jar at Solar-Ka vs. the dominant Ka of the
and their works have done more to hamper the Nephilim than Nephilim on the resistance table. If the mage fails, the
all the plots of the Temple. Nephilim is freed to reincarnate elsewhere. If the mage suc-
ceeds, the Nephilim is bound into the jar. The Nephilim’s Sta-
Elexir Creation, or Sublimation of the Nephilim sis (or a portion of its Stasis, if the Stasis is too large) is then
Circle: Higher Magic dropped into the jar, along with a small piece of flesh (com-
Threshold: 1 monly a single finger-joint) taken from the sorcerer. The jar is
Ka-Element: Sun resealed and kept at blood-warmth for forty weeks (a low-heat
Range: 3 m oven, a hypocaust, the bottom of a manure pile or compost
Area: Target heap, or any other heat source will work). For the entire forty
Duration: Permanent weeks the jar is kept in constant contact with a small piece of
Description: A clean glass, quartz, crystal or other translucent Orichalka placed beneath it.
or clear container must be exposed to twelve hours of sunlight The emanations of the Orichalka force the Nephilim es-
luring the month of Leo to serve as the vessel for the Elixir. A sence to embody within the piece of the caster’s flesh, in order
captured Nephilim must be bound (cords of silk work best) and to prevent the Nephilim’s destruction. During this time the
held in darkness, its blood draining into the vessel. The vessel Stasis dissolves and the Homonculus is forming, but if the jar is
need not be large enough to contain all the blood drained from broken or cooled, the Nephilim escapes to a new Incarnation
a human body, since only the Nephilim's magical essences are adding one point of Khaiba per week spent in the jar. At the
actually going into the Elixir, the blood in the vessel serving end of the forty weeks the jar is unsealed to reveal a stunted
only as the "suspending medium". The Nephilim's Simulacrum and twisted humanoid about the size of a large cat or small
dies during this process regardless of any other effect. The dog, with a pentagram branded into it corresponding to where
mage opposes her Solar-Ka on the resistance table against each the pentagram was carved on the Simulacrum. This humanoid,
of the NeDhilim's Ka-elements. For each roll that succeeds, the the Homonculus, is now bound to obey every command of its
entirety of that Nephilim's Ka-element enters the vessel. If the creator, and can cast spells or perform any magic that it nor-
Nephilim resists on one or more Ka-elements, it retains those. mally could as a Nephilim. A Homonculus can learn spells
If the mage uses a blade impregnated with Litharge to draw the from humans or from any text it could as a Nephilim and
blood, the Nephilim resists at one-half of its Ka-element score, inscribe spells into its aura. Homonculi cannot teach magic or
since the Litharge in the blade prevents the Nephilim from spells, however. Once a Homonculus’ creator dies, the Ho-
maintaining the full connection with its essence. A Nephilim monculus is free of control and generally wreaks a fearsome
possessed of only partial Ka-elements is in maddening agony revenge on its creator’s colleagues and family. Usually, Ho-
and torment, and must add ld6 to its Khaiba total for each monculi are killed with Orichalka or sublimated into Elixirs
Ka-element drained into an Elixir vessel. If it is unable to rein- before their creator’s death (Homonculi resist sublimation at
carnate or return to Stasis, whether due to Orichalka barriers 01 1/2 their Ka-Element value). A Nephilim turned into a Homon-
because its Stasis is full or destroyed, it falls into Narcosis culus who somehow manages to avoid being destroyed by
shock. A vessel must contain at least one point of each Ka-ele- either of these methods is reincarnated into a new Simulacrum,
ment to sublimate the contents into an Elixir, although it con- adding 40 points to its Khaiba total. See page 192 of the
tains an Elixir until the last drop is poured out. An Elixir is a Nephilim rulebook for other details. The technique of Homon-
magical being imprisoned in the vessel which exists in a blooc culus creation was invented by Gerbert of Aurillac in the late
suspension, one drop of which can be used to cast spells (see loth century AD.
page 192 of the Nephilim rulebook). If the vessel is shattered,
the Elixir ceases to exist, and the blood is useless. Ka-element: Awakening Orichalka, or Engendering the Sickle
from more than one Nephilim can go into the creation oi Circle: Lower Magic
replenishment of an Elixir (although to replenish an Elixir the Threshold: 3
current level of the Ka-element in the Elixir is added to thai Ka-Element: Sun
Ka-element of the Nephilim being bled and the total is used foi Range: Target
resistance). The art of creating Elixirs dates back to the Egyptiar Area: One piece of Orichalka-imDreanated metal or stone
Middle Kingdom, at least. Duration : permanent
Description: Orichalka is a magical field which pools in mat-
Homunculus Creation, or Diminution of the Nephilim ter, especially metals and certain kinds of stone such as flints.
Circle: Seals and Black Stone Without being Awakened, Orichalka cannot be used to de-
Threshold: 4 in both stroy Ka, but simply repels it like a magnet repels one
Ka-Element: Sun of similar charge. The process of Awakening
Powder: Moon Orichalka was the first human sorcery, taught to the
Area: Target human slaves of Atlantis by Prometheus in the
Duration: Until death of caster or homonculus wake of Atlantis’ destruction. Therefore, it is at base
Range: Touch a very simple spell, although Alchemical knowledge
A captured Nephilim and its Stasis must be present inside a vastly improves the effectiveness of the Awakening.
pentagram drawn with an Orichalka sword or dagger. With a the weapon, which must be done on a Saturday and takes a
silver blade, the mage must carve a second pentagram on the Lower Magic roll, which can also be repeated if necessary on

593
The weapon is now ready to have its Orichalka awak- Craft skill roll such as Swordsmithing, Flint Knapping,
ened, by being bathed in blood and exposed to sacri- Gunsmithing (for bullets) or Metalsmithing (for a simple Talis-
ficed Solar-Ka. For each point sacrificed, the man). This roll can be tried once per week until success. Fi-
Orichalka has the capacity to destroy 10 points of nally, runes containing the refined Orichalka are inscribed into
Ka. Note that the Athanor used to refine the metal the metal is refined in an Athanor with only 21 Ka-element
or stone must have at least as many Ka-element points, only up to 21 Solar-Ka points can be sacrificed to
points as are sacrificed to Awaken the Orichalka - if Awaken the Orichalka blade; in this case, the Orichalka can
Saturdays. have a maximum 21 0 Capacity (21 x 10).
At base, bleeding on metal or stone containing Orichalka The blood used to make the sacrifices can come from as
serves to Awaken the Orichalka within it by exposing it to many people as the caster wishes - in ancient times (and in
Solar-Ka. With the use of Lower Magic, for each point of Solar- Nazi Germany) huge numbers of people were slaughtered to
Ka sacrificed, the Orichalka has the capacity to destroy ld6 create truly astounding Awakened Orichalka weapons. How-
points of Ka. With the invention of Alchemy, it became possi- ever, the caster must oppose her Solar-Ka against the total
ble to increase the effectiveness of Awakening Orichalka. This number of Solar-Ka points sacrificed on the resistance table.
process was one of the first types of Alchemy that human Success Awakens the Orichalka; a failure dissipates the Solar-
sorcerers developed, in Alexandria around the year 100 A.D. Ka sacrificed but the weapon may be Awakened by further
To Alchemically Awaken Orichalka requires not only sacrifices. A fumble releases both Solar-Ka and Orichalka ener-
Lower Magic at 50% but Black Stone at 30%. The Alchemist gies in a titanic alchemical explosion, obliterating the labora-
uses Alchemical processes to refine the metal or stone in her tory and magician (and any other unlucky bystanders) and
Athanor first. This takes a month and requires a simple roll leaving a tracery of Litharge in the ruins.
against the Alchemist’s Black Stone score. If the Alchemist fails, Orichalka, of course, destroys ld20 Ka points each time it
the roll can be repeated once a month until she succeeds. touches Nephilim blood, losing the same amount of capacity.
Then, the Alchemist must forge the weapon with a successful For more details, see the Nephilim rulebook, page 191.

Order of the Noonday Eclipse


A second generation offshoot of the Order of the Black Star. The NoonDay have a hatred
of Nephilim and Selenim equally. Their ranks are made up of Hunters, men trained in locating and tracking
Nephilim. They have strong fighting skills, access to Orichalka weapons, and some possess the ability to use Ka-
Vision.

Orichalka Men
The Orichalka Men were the direct descendants of thePromethean Brotherhood. While the Brotherhood did have
freedom from domination by the Ka’im as their primary goal, their method was gaining knowledge and
enlightenment. The Orichalka Men were far more militant. They sought to develop ways to destroy the Ka’im and
the Nephilim that would follow. Their greatest success was learning to harness the power of OrichalkaKa. They
learned to forge weapons imbued with energized Orichalka that could wound and even destroy the otherwise
immortal Nephilim. In the era known as the Age of Blades, the Orichalka Men almost succeeded in wiping out the
Nephilim. AfterThe Great Compromise, the Orichalka Men officially disbanded. But an offshoot group, called
the Order of the Black Star, would continue the work of the Orichalka Men in secret.

Pharonic Brotherhood
In Egypt, a rather unique relationship developed between humans and Nephilim. After The Great Compromise,
even though Nephilim began to hide their themselves, and their very existence fell into legend, the Egyptian
priesthood saw the value in the Nephilim’s wisdom and power. Known as the Pact of Menes, they allowed, even
encouraged, Nephilim to incarnate into their Pharaohs. This allowed the priesthood to uphold the divine nature of
their leaders.

Only the innermost circle of the priesthood, called the Pharonic Brotherhood new of this relationship. They worked
to both maintain this relationship as well as act as a balance of power in case any Nephilim Pharaoh became too
powerful. This fact came into play when the radical Pharaoh Akhenaten openly defied the ancient pact and tried to
undermine the power of the priesthood. This ultimately lead to all out war that ended in the destruction of
Akhenaton and his replacement by his son Tutenkamen.

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Promethean Brotherhood
The Promethean Brotherhood is believed to have been the very first secret society. It was founded by Adam and
Eve after the true nature of the Ka’im had been revealed to them by Prometheus. Even though they named
themselves in his honor, Prometheus had nothing to do with the brotherhood itself.

The Brotherhood operated in secret, covertly spreading enlightenment to its fellow man. It was not until the Ka’im
waged war against humanity that the Promethean Brotherhood made its existence publicly known.

Sarmoung Brotherhood
Place and Date of Creation: ca. 2850 BC in Kish, Sumeria
Founder:: Enki, a Nephilim
Center: Diyarbekr, Turkey
Goals: Over the millennia, its goals have shifted from the preeminent Rosicrucian goal of syncretic development
with or without the Nephilim to alliances with certain Arcana of Nephilim. For the last century, its goal has been to
aid the Star Arcanum in its quest for the extraterrestrial Agarthans; the Sarmoung Brotherhood believes that
upon the “translation” or “return” of the Nephilim, humanity will move into the role of spiritual beings.
Attributes: Mark of Bau (a crimson starlike symbol with four long points and four short points; according to the
Sarmoung Brotherhood, the origin of the Merovingian and Na- poleonic bee, the fleur-de-lys, and the Rosicross
itself, hence they also use these symbols)
Methods: They eschew science, believing it to give a false picture of the universe. They concentrate on
discovering a magical path to the stars by meditation, ritual, and examining ancient records. Currently, the
Sarmoung Brotherhood work fairly closely with the Star Arcanum of Nephilim. They oppose the Chariot, but do
not go out of their way to use violence. They do not use Homunculi or Elixirs, but have used Orichalka.
The Sarmoung Brotherhood was another direct offshoot of the Promethean Brotherhood. But unlike some of the
other offshoots, the Sarmoung Brotherhood sought a peaceful coexistence with the Nephilim. They were
strongest in Sumeria and Egypt from about 10,000 BC to 1,000 BC. After that their numbers and lodges began to
dwindle.

Their cooperative nature with the Nephilim allowed them to learn much of the occult world. Their knowledge would
even exceed that of their greatest rival, the Order of the Black Star. The Brotherhood was criticized by some
outsiders for their seeming subservience to the Nephilim. Some lodges within the Brotherhood even accused
other lodges of reverting to the status of slaves under the Nephilim. The White Lodge in Eqypt was the first lodge
to break free of the Sarmoung Brotherhood for this reason. The White Lodge would continue to cooperate with
Nephilim, but only on an equal give and take basis.

Sisters of Isis
Place and Date of Creation: Thebes, Egypt during the reign of Hatshepsut (1504-1481 BC)
Founder:: Asutiri, the high priestess of Isis
Center: New Orleans, Louisiana
Goals: The goals of the Sisters of Isis are unknown, although they generally oppose both the Templars and most
Nephilim. At times, however, the order has helped one or the other for reasons of its own. Lately, the Sisterhood
seems to be allying itself with the Prieuri de Sion and the High Priestess Arcanum of Nephilim. The Sisters of Isis
seem to be primarily concerned with increasing their own power and influence, and since they work
behind the scenes even of other secret societies and seldom take credit for their actions, the extent of their
power is unknown.
Attributes: The Thet, or Knot of Isis
Methods: The Sisters of Isis work on two levels, the cultic level in which many people are drawn into obedience
by sex and drug cults, and the political level in which powerful figures are seduced or coerced by the Sisterhood
into advancing its aims.
Many Masonic Orders, despite being officially closed to women, have been totally controlled by the Sisterhood.
They use magic, and at one time or another have used Elixirs, Orichalka and Homonculi.

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Made up almost exclusively of females, the Sister of Isis, originally known as the Mysteries of Isis is a group
founded and led by Isisherself. Unhappy with what she felt was blind allegiance by theSarmoung Brotherhood,
she formed her own order of humans who would study the arcane for their own benefit rather than simply to help
the Nephilim. The Mysteries of Isis are known for their rather extensive intelligence network.

The new disciples of Myrddhin

A strange society whose enthronement is not easy: in fact, the Disciples welcome only confirmed writers who
already have several works to their credit. Some are well known, and still active at the moment. In order to
preserve their anonymity, they use pseudonyms which they have attributed to themselves. It was to a certain
Patrick Gaudin, a confirmed scholar and a long-time friend, that the Duke of Saint-Amand was fortunate and
privileged to have crossed the path of these illustrious members.

Goals and organization


The Society of the New Disciples of Myrddhin is composed of twenty active members, aged from 52 to 84 years
and all published writers. They meet once a month in the vast apartment of one of them to pool all their occult
knowledge and take stock of their advances in the matter. The purpose of the New Disciples is, quite classically,
to collect the occult information and redistribute it, in more or less symbolic forms, to the most deserving readers.

The approach of these humanists recalls, at times, that of the great esoteric writers of the last century, such as
Villiers de l'Isle-Adam, with the difference that the action of the New Disciples is duly organized, planned and
concerted.Some temporary members of society, quickly expelled because of "conflicts of interest", evoked
afterwards a "bunch of egocentric and megalomanic wrecks, gorged with absinthe and good feelings". How can
we not see in these grotesque allusions the expression of an exacerbated jealousy against what is now one of the
last bastions of a Parisian occult tradition which is in any case inoffensive? It is difficult today to establish a
qualitative assessment of the actions of the group: only the writings of its members, often enlightened, are
certainly at the origin of many vocations.

History
The Society of the New Disciples of Myrddhin was created in the aftermath of the Second World War by a certain
Anaxilaos, a sort of legendary philanthropist who gravitated at the time in Parisian literary circles - under another
identity, of course. With an exceptional aura and an extraordinary talent for writing, Anaxilaos had early to gather
around him a small court of known and less known writers, passionate about esoteric and ready to work together
to share Their knowledge to the general public. The Society of the New Disciples has welcomed several
generations of writers within it; Anaxilaos has always been at the helm, even though no one seems to have seen
him in the last twenty years. His tutelary shadow hovers henceforth on the small community as a secret and
meaningful presence. According to the few testimonies gathered, he was already fifty years old at the end of the
war: it would therefore be today centenary.

Some illustrious members

• Patrick Gaudin
Patrick Gaudin, 51 years old. Perceived by many people as one of the most fundamental esoteric writers of this
end of the century. Taking advantage of an unexpected legacy, Patrick published in the author's account a
remarkable version of the obscure Pistis Sophia, when he was only 21 years old. He joined the very closed circle
of New Disciples few years later (in 1960, to be precise), shortly after the publication of her first roman à clef, the
famousBack to Carthage which was even nominated for the Prix Goncourt. Gaudin retorted that his work had at
least three levels of reading, and that his detractors had obviously only glimpsed the second. His biography of
Théon de Smyrne (1965) confirmed the power of his talent. This book contains valuable lessons on some
particularly ancient Rosicrucian traditions, and has remained for many years on my bedside table. The three
volumes of Frogtown (1972), now unobtainable, marked a new stage in his spiritual journey: Gaudin will approach
very intuitively certain fundamental elements of the story of theNephilim , and approach the theme of Atlantis in a
particularly Innovative, categorically refuting most of the Platonist aphorisms enunciated on the subject. In recent

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years, Gaudin has often thought of leaving Myrddhin's New Disciples after vainly attempting to meet Anaxilaos on
several occasions. The latter, no doubt to appease him, has just appointed him editor-in-chief of the magazine
"Axel Revele", of which he is the owner.

• Victor Tingley
With Victor appears one of the major figures of the New Disciples, an essential character for who wants to
uncover the secrets of this strange society. Aged about sixty, Wctor is the author of Rites of glow and a wonderful
book titled "The Sources of Nagualism" imaginary biography but a thinly disguised a Nephilim prior to the
Atlantis and incarnate in a golden eagle. Anyone who knows the existence of the Nephilim can only be struck by
the incredible lightness of writing, the image precision and evocative fervor of a fascinating story that seems to be
yet totally inapergu past. It seems, if you believe the words of Anton Barrett, this innate talent and unique is not a
coincidence: in fact, Tingley was taken under the wing of a Nephilim of the Arcanum IX , whose goals would
eventually outright dissolution of the company.

• Anton Barrett
Anton is a typical member of the New Disciples' Society. He is the author of three books interesting, the Third
Reign, Mysterium Magnum and Baladins of Nazareth, but it would be difficult to argue that these works have
revolutionized the world of Parisian esotericism: at most they were informed of A new day some of its lesser
known aspects. The meetings of the New Disciples of Myrddhin are held in the immense apartment of Anton
Barrett, better known by another identity as the editor of a major national newspaper. Some time ago, Barrett
surprised a very intriguing conversation in one of his adjoining salons between Victor Tingley and a certain Baron
Jensen - an enigmatic character appearing in the group only sporadically. Baron asked Victor to continue its
efforts to dismantle the society of New Disciples, and reminded him that "the positions supported by Anaxilaus on
behalf of the Arcanum of Bateleur were indefensible for him and for all of the Hermit ."Anton had scarcely time to
learn more. He kept this conversation for a while to try to decipher the meaning. I brought him to confess to the
Duke of Saint-Amand his strange adventure when he asked if he could borrow her "Revelations Byzantines," a
book that addressed the issue occult Nephilim in a surprisingly perceptive angle. By comparing various
information, strength and see that the society of New Disciples of Myrddhin gradually became the scene of a
clash between two Nephilim , the mysterious baron Jensen, who forbade any contact with humans and the
solitary Anaxilaus which probably had elaborated this structure to continue the education of Prometheus .

• Anaxilaos
Impossible to say if this Nephilim stubborn took pains during the last century to change Simulacre or if he simply
pushing his limits of human resistance: no one, apparently, could the Approach over the last twenty years. The
rumors describe him as a dyspeptic old man, leaning on a cane pommel money, mad beard and hair in disorder,
the burning gaze of an intense inner fire - a Pyrim, no doubt. If one believes the editorial content of his magazine
"Axel Revele", of which Patrick is the new editor-in-chief, Anaxilaos certainly lived the great hours of Ancient
Greece. His knowledge of the Thraco-Phrygian Mysteries and the Hellenistic Magi, to take only these examples,
is simply astounding. This visionary persists on the perilous path of esoteric teaching.

Plot
The members of the Arcanum IX , now that they have unmasked, they let long Anaxilaus act with impunity?

The Masters Balancers


Proto Fatale Wisdom

Doctors precursors of Cosmic Balance during the period located shortly after the end of the tutoring of Four
Elements , the members of this faction wished that discussions take place about the future of the Nephilim , laws
and drafting a new civilization regulate.

The Pythagoreans
Ancient Greek sect founded by Pythagoras, exiled established and recognizedAdopted by the Magician , which
stands at Crotone (Italy) in - 530. The rules of ascetic life and sacred forbidden organize the lives of
disciples. They reflect the fatalism of the existence of Immortals from the Fall and the refusal of disembodiment.

597
For Pythagoras, man is a fallen deity of his status, who, to expiate his fault, must live in asceticism and virtue,
search for memories of previous lives and perpetuate the same name over time. Pythagoras rejected the
company of his Brothers and compensated by creating a Sect.

Structure

Sphaira 1: Akron (Summit)


Pythagoras, disappeared in -490 in Metaponto
The Acoumastics

Sphaira 2: Politiké ()
Arithmos

Sphaira 3: Episteme (Science)


1. Logismos (computation): equation
2. Astronomy: study of celestial conjunctions
3. Demiourgos (builders): for the previous 2

Sphaira 4: Musiké ()
1. Lurikos (musicians):
2. Païetikos (poets): the Golden Worms
3. (Luropoios (luthiers): making instruments
4. Harmonics: dissident street musicians

The Fates
Murs Selenim Agartha Clotho Lachesis Atropos Tutoring

The Fates (Clotho, Lachesis, and Atropos) are 3 Selenim natural (so originally ethereal) born between the time
of evolution and that of mentoring the Four Elements (period so remote that it is semi-legendary for Nephilim most
Old ones). Never embodied, they are the first Selenim to have reached theAgartha . They withdrew
their kingdom (created at the same time), on the northern branch of the Location Unknown .

The Fates have vowed to maintain the balance between the Black Moon and other Magic Fields . To accomplish
their purpose, they often choose to guide young Selenim . They never revealed themselves, not even to their
elected representatives.

The Eumenides
Erinyes Furies Black Saurians Mégaira Alecto Tisiphoné

The Eumenides (Mégaira, Alecto, Tisiphone) are three entities born of the merger of the spirits of dozens of
followers of Mu (so saurian "blacks"). Their "house" is located on the western branch of the Location
Unknown and is an intermediate version between a United Selenim and Anti-Earth . It emerged after the
destruction of the Dark Moon by Kaim and symbolizes the end of the reign of the saurian .

They devote a boundless hatred towards Kaim and thus Nephilim and strive to cause the loss of their enemies.

The Donatelli Circus


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History
The first signs of the presence of the Donatelli circus date back to the 15th century ... At that time, the Donatelli
are still a small troop of jugglers, jugglers and bear watchers. They traverse Europe from village to village,
provoking the astonishment and sometimes the fear of the peasants by the quite unusual character of their
representations. In these times of trouble and disorder, the extraordinary empathy displayed by animals and the,
at the very least, shocking aspect of the monsters they exhibit are sometimes worthy of the villagers' inimity - and
the wrath of the Inquisition, which Pursue them several times. That they have survived for centuries remains
incomprehensible to this day.

The Clan Donatelli is made up of acrobats, illusionists, tamers, snake charmers, rabatteurs and women of joy,
including two Siamese sisters, the lizard-man, the scorpion-woman, the bearded woman and many disfigured
creatures Mere sight can plunge sensitive souls into terror.

Around the year 176, the circus met the Selenim which it will eventually link its fate. If Donatelli possess any
occult knowledge, they know nothing, it seems, of Selenim , and the circumstances of the encounter were never
really clarified.

666
Secret organization dedicated to the Apocalypse. It is directed by a being who calls himself the Great Devourer.

Wings of Lightning
Group Pyrim went down into Hades , in the heart of Orichalka to chain therePrometheus and his followers,
the Titans .

The Sons of the Stars


(Errants): The Star

Persuaded to be from an extraterrestrial race, these Kaim traveled the world in search of proofs of their existence
and ways to contact them. They do not eparticipèrent the Golden Path . During the Fall , some of these
underwent a kind of Kaim Narcose voluntary and awake that would serve the development of cosmic
lighthouses Etoile .

The Axis of Ayrain


Brotherhood of Adept of Chrysopée which supports the Green Lion and projects. Alongside their teacher, they
provide symbolism and teachings ofChrysopée .

Members :
- Kracivecz

La Bianética

599
The Bianétique is a church that offers spiritual awakening method created byEdward Kavigan . It is based on the
localization, identification and systematic reduction of engrams.

Theory of Bianetica

Etymology
"Dianetics" is a neologism which means "through the soul", from the Greek dia "through" and noos "soul", the
suffix "ics" translating the idea of an exact science.

Precept
The founding book of this Church, "La Bianética" is subtitled "The Power of Thought on the Body". This book
contains 594 pages in its modern edition of 2003 in French. The book, widely reworked over time, is the result of
"many years of rigorous research and meticulous experiments" without the author citing any verifiable quantitative
study or publication in a scientific journal.

Cult of Lilith
Group Selenim extremists declaring himself faithful to the words of Lilith , they directed the Arcanum XIII after the
ouster of Baal Jéort until 4 Baals recast Arcanum . Dispersed in recent years, they are no less active.

The Cult of the Dragon


Created since the dawn of time, it is the heir or the point of origin of the Thalatoi of the Aegean Sea. This group of
Nephilim is subservient to the Dragon of Brittany and his seeing of initiation rests on the bestiality of the
elementary currents. Dismantled recently after the death or disappearance of his priestesses, his goal was to take
control of the Dragon after waking it up.The lowest echelons of the Cult are still active, but have no one left to
direct them.

Doctrine
The Way of the Dragon is based on 3 fundamental principles:
Check fumes Dragon (Dragon Spirits, effects-Dragon )
Courting the Dragon to get benefits (physical, magical, etc.)
Bind Dragonsworn Lands

The way of the dragon

Put up in Brittany by big prêtresses ofthe cult


Of dragon the way of the dragon is basedon three basic principles:
The Emanation of the dragon control(mind dragon of the other world, effectdragon. . . )
Courtiser of the dragons to receiveadvantages
(physically, magically. . . )
To bind itself to the earth of the dragon
(primarily in magic Brittany)
The described destinies becomegenerally variable ones
Effects according to the firing devicehave. Only an insider is able
be of the dragon (whichordaliegeschaffen has), indeed, hope,the strength
to use of the dragon in hiscompleteness. Non-initiés are able
always these destinies, but withrestricted effects introduce.

The big secret

The dark areas, Convulsif altar of the big worm


If the hour rings, becomes of thedragons of his
long sleep wake up. Then his bigprêtresses become
be ready to receive it in his area.
They model his dark areas, where heforces for him

600
can resume, before he revives and,finally
the world controls.
Every new plot gives him a little morestrength and brings
the moment of her alarm clock closer.
The dark areas are the promise of that,what they
World will become, if be of the dragonsof it the master
becomes. The sceneries which layswaste in the chaotic relief
became, populate big prêtresses themof shade,
the unadvised traveller will torment.
One of these elementary areas is inmemory of her
Men anchored remaining: Ys in thereflexion miles
winding town.

The heroes Immolés, Zerberus Convulsif of the big worm


If Nephilim of the air and the fire the notministers for
Cult can become, they do not remain ofit less his
Heroic night guards. If the threshold ofthe big one crosses
Of secret they follow the dark areas ofthe big ones
prêtresses and of it become theincorruptible protectors.
In these representatives the load, thelegions are also incumbent
To form of dragon and to prepare themfor the big day,
where they hoist beyond her sanctumand in the world for them
Honour of her master will penetrate.

Occult Sciences
The Spell described generally will have varying efects, depending on the launcher. Only an initiate of the Dragon
(having succeeded his Ordalie) can hope to use the power of the Dragon in its entirety.

Low magic
Effect dragons calm 30% everybody
Mind dragons contact 30% everybody

High magic
Mind dragons control 10% everybody
Hooks of dragon’s 20% of fire
Scales of dragon’s 20% of earth
Sanctification of the ground 30% Ka-Elément the dominating
Crowned tattoo 40% Function of her Tattoo
Sleep of dragon’s 40% of earth
Effect dragons control 50% Everybody
Breath of dragon’s 60% of moon
Language of dragon’s 60% of earth
Brûlant breath of dragon’s 60% of fire
Numb breath Of dragon 60% of water
Sigh of dragon’s 60% of air
Fury cramps 60% of fire
Marking of the sanctum 70% Ka-Elément the dominating
Signs of dragon’s 80% of moon
Protection of the sanctum 90% of earth
Miraculous paths 90% of water

Big secret
Recall of the sanctum 20% Ka-Elément the dominating
Call of dragon’s 40% Ka-Elément the dominating
Flame reptile 50% of fire
Effect dragons create 70% everybody
Effect dragons cancel 90% Everybody

The Dragon Magic

Effect dragons calm In presence of an effect dragon it is ableto the Hexer


Threshold: 2 succeed, the violent demonstrations ofthe phenomenon to
duration: Ka minutes calm. Then every hostile one hears theeffect dragons
Reach: 50 metres

601
Action on and seems to fall asleep toitself. duration: Constantly
Away: Symposium of the way
Mind dragons contact Of dragon
Threshold: 2 Reach: -
Duration: the time, they a mind This magic permits, to the dragon andhis forces
Dragons on the call to dedicate a place. Only an insider isable
answers Be of cult (which ordalie has created), alocation
Reach: - bless.
This magic permits to the firing device,one A human victim is compelling the bloodof the victim
To contact mind dragon of the otherworld, have to go with blood a little of the falseaction
how it Fiosaiche Picte, but withouttrance one Of firing device are mixed and the to bededicated ones
To need of dance of the spiral wouldmake. To feed ground. The operation costs a point of Ka (evenif t
Of the mind dragons, to the call of theHexers his Destiny fails).
will correspond, becomes from theperiod of the year The place one is blest once have havemagically
and depend on the introduction place(see discernibly by everybody (humanely aslost). Nephilim
Description Samladhs). The victimsremain are able to do dorteine direct Emanationof the dragon after
to calm welcome, in order the ESPRIT. that elementary affinity of the Hexers note.
Especially: the throw under Ka-Elémentbecomes only with The extent of the zone as well as thestrength of this
the arrival of the ESPRIT according to his Emanation depend on the influence of the cult inthe region
Protective element carried out. . . (she becomes in the high earth of Calédonie,
but muchless nearby
Mind dragons control from hawker very strongly his. . . ).
Threshold: 1 The reaction of the people, they asanctified ground
duration: - penetrate, becomes principal from herrelations with
Away: Main entrance of the way of thedragon’s reach: - to the dragon, depend on a protectivefeeling, for
Guarantees the success of the bigcontract with a mind an insider in the firm refusal even in that
Dragons without having carrying out thelong ritual Agression for an enemy of the cult calm.
if Fiosaiche pictes explain. Be directused the firing device
Pentagramm and his knowledge of thedragon, around with Sleep of the dragon
him Threshold: 2
To inform of ESPRIT and to ask him forhis services. Duration: the time
With failure will find out of the Hexerthe countereffects, of the sleep
are connected with the mind dragon,much more by force Away: Symposium of the way
(in Discretion of the master) and is able todo no pacts with Of dragon
this kind from Reach: Firing device
ESPRIT more up to the next conjunctiontry, for this This magic causes one by the firingdevice
Element of the protection of thecreature is favorable. to regenerating ones sleep-he lets itselfby the earth
swallow and falls asleep. At a night rest
Hooks of the dragon (about eight hours), will have of theHexer:
Threshold: 1 Cured by all his illnesses or poisoning,
duration: Variables Found again a stable health state
Away: Main entrance of the way of thedragon (maintains up to 5/3 health levels),
Reach: Firing device Be restored partly Pentagramm, if
Partial metamorphosis of the firingdevice: rougeoyant he temporarily (with a sacrificial ritual, apact
Claws of a black one press his four endsas well as from Kabbale meets by chance with ahorn
two long hooks. Orichalque. . . ) up to 5/3 from thebalance
Claws: Base damage 3/2 POTS For+2 /For it would have been brought
Hooks: Base damage 5/3 POTS For+4 /For+2 Points of Ka-Elément.
Two states correspond to the potentials,from one Two states correspond the care, from
Be an insider of the cult (which ordaliehas created) and be to an insider of the cult (ordalie
were received from a not insider. Onehas to go in has created) and from a not insider
of the action have dipped his look in thatof the dragon, were received. Indeed, one has to do hislook
to be able to hope, to use his fullstrength. Also in that of the dragon have dived, inorder hope
if the change becomes one hour for aninsider to be able, to use his full strength.
last, but only 10 minutes for a notinsider.
Crowned tattoo
Scales of the dragon Threshold: 2
Threshold: 1 Duration: Constantly
duration: Variables Away: Symposium of the way Of dragon
Away: Main entrance of the way of thedragon Reach: Touch
Reach: Firing device This destiny permits to an insider
Partial metamorphosis of the firingdevice: the body Of cult of the dragon, a magic in one
covers itself from very resistant brownscales, To stamp pictogramme. The operation isextreme
but which neither hinder themovements, nor seem, painfully and causes the loss of a point
to weigh of any weight for the firingdevice. from Ka through circle of the stampeddestiny
Offered protection: 5/3 as well as a profit of 1% in Khaïba (withone
Two states correspond to the protection,from one immediate test) for the aim.
Be an insider of the cult (which ordaliehas created) and On the other hand, tattoos about adestiny dispose
was received from a not insider. One hasto go in that becomes, which he without otherSluggish-around without
Action his look in that of the dragonhave dipped, around can use, the suitable magic
to be able to hope, to use his fullstrength. Also becomes to control (an easy throw on Ka-Elément,
the change last one hour for an insider, to the magic corresponds for Nephilim,or Ka-
but only 10 minutes for a not insider. Soleil in the case of a hero todragon).
Once the pulled pictogramme carriesthis
Sanctification of the ground Firing device there magiquement onethe destiny.
Threshold: 2 So that the transference takes place, hasto go to the Hexer

602
even though it succeed, the destinyproperly The firing device of the magicmußtrotzdem
to introduce (throw under the magiccompetence an opposition throw (Ka air contre Ka-terre)
and under make, or to themselves for Ka-terre x10minutes this
Ka-Elément suitable). If he fails, Be aware lose.
if the aim wins 1% in Khaïba, butbecomes
no points of Ka lose. Brûlant breath Of dragon
One must ascertain, that the strength ofher Threshold: 3
to enrolable destinies is limited. TheHexer duration: Presently
is able to do, indeed, only one magic of acircle Away: Heart of the way of the dragon’sreach: 5 metres
stamp which is lower than the circle,which he This destiny permits jeteur, a lightedbreath
at the moment controls. Therefore onewill have to go to spit which automatically concerns hisaim. Be
be an archi manner, around a destiny ofhigh magic Serious potential depends primarily onthe firing device:
to be able to stamp, and it is impossible,one Be an insider of the dragon (ordaliecreated
Destiny of big secret by this has), will spit a pot breath Ka-feu / 2 (Ka-soleil / 2 in
To stamp Schrägung. To case of a Drachenhéron).
A not insider is able only with a POTfrom Ka-
Effect dragons control feu / 5 blow.
Threshold: 3 The breath primarily compound fromKa-feu becomes
duration: Ka minutes a variable size and damages according tohis POT
Away: Heart of the way Of dragon have (from a small fire ball in one one
Reach: 50 Metre Of dragon worthy breath). The chances,they the clothes
Once been successful permits thismagic, of the victim lights itself, they also varywith this
to take the control of an effect dragon, Potential.
while he canalises the energy, on thepower The firing device of the magic has to do,nevertheless, one
of the dragon are due. Opposition throw (Ka-eau contre Ka-feu) make, or they
Therefore of the Hexer creates a throwof Kax3, and Damages of the breath here of thevictim get to know.
can order an easy order. With
Whole failure turns the creature against Numb breath Of dragon
theirs accepted around masters. Threshold: 3
duration: Presently
Breath of the dragon Away: Heart of the way of the dragon’sreach: 5 metres
Threshold: 3 This destiny allows jeteur to spit an icebreath,
duration: 10 minutes automatically his aim concerns. HisErnstpotentialhängt
Away: Heart of the way Of dragon primarily from the firing device:
Reach: in Like Of wind Be an insider of the dragon (whichordalie has created), will
This destiny permits jeteur, a poisonedone spit a potbreath Ka-eau / 2 (Ka-soleil / 2 in
To give off cloud. His serious potentialhangs To case of a Drachenhéron).
primarily from the firing device: A not insider can blow only with a POT ofKa-eau / 5.
Be an insider of the dragon (ordalie The breath primarily compound fromKa-eau becomes
has created), becomes a pot breath Ka-lune / 2 a variable size and damages according tohis POT
spit (Ka-soleil / 2dans the case one have (from a small ice ball in one of adragon
Dragon’s heroes). worthy breath). The chances, from thevictim carried ones
A not insider is able only with a POT Clothes and the objects freeze, they alsovary with
from Ka-lune / 5 blow. to this potential.
From Ka-lune primarily compound ones The firing device of this magic has to do,nevertheless, one
Breath will cover a zone and becomes Opposition throw (Ka-feu contre Ka-eau) make, or they
variable damages according to his POT Damages of the breath here of thevictim get to know.
add (from an easy bubble of someone
Durchmessercm in a forcing cloud, Sigh of the dragon
will move in the pleasure of the wind). Threshold: 3
If becomes everybody which penetratesin this zone duration: Variables
to suitable damages (including Away: Heart of the way Of dragon
Hexers) get to know. The firing device ofthe magic Reach: Zone Ka air x 10m2
must make, nevertheless, an oppositionthrow (Ka air contr This destiny allows to give off a thickfog,
e Ka-lune), or itselfwith his bit by bit on the whole effect zone
own breath suffocate and of it the results expands. The so resulted cloud is verythick, and
get to know. In this case becomes thebreath everybody
Of dragon do not spread around him. in his centre lost individual is not ableany more
see far like his arm (including the firingdevice).
Language of the dragon The duration of this fog hangs primarilyfrom
Threshold: 3 Firing device from:
Duration: Presently Be those one insiders of the dragon(ordalie
Away: Heart of the way Of dragon has created), Ka air / 2 will last (Ka-soleil / 2 in case of
Reach: Variables of a Drachenhéron) x10 minutes.
The destiny causes a railing ice Those one not insiders becomes only Kaair minutes
localised, straight since the Abschußgerät last.
leaves. The POT of this small earthquakeas well as
of his reach hang primarily from Fury cramp
Firing device from: Threshold: 3
Be an insider of the dragon (ordalie duration: Especially
has created), becomes a pot shiveringKa-terre / 2 Away: Heart of the way Of dragon
(Ka-soleil / 2 in the case of a dragon’shero) on Reach: -
a zone of Ka-terre / 2 m of length andKa- If Nephilim created his ritual, he begins,from
terre / 5 of wide one cause. to be shaken to awful cramps,
A not insider becomes only one potshivering Ka- his eyes exhorbitent from bloodinjected.
terre / 5 on a zone of Ka-terre / 5 m oflength His muscles stretch and seem under that
and Ka-terre/20 of wide one cause. Smashes to pieces to roll.

603
Then every potential opponent of theHexers has to go duration: 24 hours
a throw of Kax3 create, around malusfrom 20% Away: Check of the way Of dragon
to avoid in all his future actions. Reach: other world
Moreover, profits invocateur from apremium Contribution of Nimüe to the way, thisdestiny
from 1D6+4 in strength, permits, in an exact place of the otherworld to
but has to do asa consideration all travel. He opens a gate in the directionof
his actions during the attack invest. to keen and model plan a path, him
This destiny lasts, to all opponents theescape Hexer at some moments up to thesighted place
have taken or exterminés leads.
Nevertheless, the firing device mustknow the place
Marking Sanctaire and there, to itself at least oncereturned to
Threshold: 4 have, with it the soiteffectif magic.
Duration: Ka- élément Minutes The input threshold becomes 24 hoursopen
Away: Thread of the way Of dragon remain. A past become this term, theway
Reach: - and the door disappear, to the Hexer inthat
Permits to the firing device, his mind inone other world set a trap.
To transport place, by his care
it was blest. Consequently he is ablefrom all his ones Recall of the sanctum
To senses profit (seen sense of hearing, Threshold: 1
Sence of smell, vision-Ka. . . ), as if he toitself on site duration: Presently
would consider. Away: Dark areas, Convulsif altar of the big worm
N. B: The aim, to the dragon of theHexer Reach: Ka-élément x 10 km
must have been dedicated, only one isable To Erlaubtdem firing device, itselfimmediately in a place
Be an insider (which ordalie hascreated), to return which was blest by his care,while
really from the advantages of this magic one the Ley lines of his Ka-élémentdominating in that
profit. Border of the reach of the magic uses.
N. B: The specific sanctum, to the dragonof the Hexer
Signs of the dragon must have been dedicated, alone aninsider (can be
Threshold: 4 ordalie has created), really use from thismagic.
Duration: Constantly
Away: Thread of the way of the dragon Call of the dragon
Reach: Touch Threshold: 2
Allows to an insider of the dragon (to beordalie duration: Variables
one has created), on the Pentagramm ofhis victim Away: Dark areas, Convulsif altar of the big worm
to attach indelible sign. In Vision-Kabecomes Reach: Especially
the Pentagramm of the aim seemveiled, as if everybody Reaches at that time of the control isable magistère
Ka elements a little from her specificfeature lost hope to cause his own reflexion of thedragon.
would have and from now on in thedirection of a unique on Nevertheless, the Zauberkann functiononly in a place, or
e the influence of the cult is like zero.
Of element were tight. Supported surrounds it by the energy ofthe dragon, which,
Nephilim stamped by the dragon is notable on one if his Pentagramm releases of the Hexera part and models
Ground penetrate, to him only withimmense ones it, around an effect dragon of his Ka
Strains (throw under Kax1) is dedicated. élément dominating from
Moreover, becomes every insider of theeven human one to lift of the baptism. The operationcosts a point of Ka.
Of dragon identify it immediately as anenemy of the cult The strength of this effect hangs up fromthe influence of th
and will act consequently. e dragon
As for a seal convictedly nothing is ableto do this sign the place, from the climatic conditions,more or
except maybe to a use of the big secret less for the protective elementfavourably are. . . (in derDisk
extinguish. Only a cleanness magic ofthe Pentagramms is retion of the master).
able The Hexer can sacrifice more Ka, aroundhis creation
it disguise temporarily. to speed up and to strengthen.

Protection of the sanctum Flame reptile


Threshold: 5 Threshold: 3
duration: Ka-Terreminutes duration: in wills
Away: Check of the way of the dragon’sreach: - Away: Hero Immolés,
Permits to the firing device, the rage ofthe dragon in one Zerberus Convulsif of the big worm
To wake place which was blest byseinePflege. The presen Reach: the hero
t fauna, becomes animals as insects, her strains Dragons
connect to force back the intruder, from This magic permits itself to the firingdevice, immediately in
Hexer beyond the zone was appointedwhich it protects. one
Also the flora will wake up to themselvesthe trees werdena To transform change of the dragon andof it them
us To acquire qualities.
Earth come out and become on her roots STR: 13
shift, the grass becomes the feet of her CON: 13
Intruders seize and become as moleapparatuses DEX: 13
point sharply. . . . Niv. of health: 26
See the destiny of big secret herbal ragefor Protection: 4/4-unverletzbar in the not magic attacks
Proposals of qualities about the plants. Mvt: 20 m/s
N. B: The specific sanctum, to the dragonof the Hexer Attack: Lighted breath 100 % POTS 13
must have been dedicated, alone aninsider (is able The firing device is able to his originalform
be ordalie has created), really from thismagic come back if he wishes it.
use. In his form of the dragon he is able to doonly his
Pentagramm
Miraculous paths use and no alchemy effect is able to doKabbale or
Threshold: 5 control.
The effect of such an amount on themembers

604
Of cult is awful, they, which everybodywildly and returns but to favour above others in contrast tothem, to stimulate t
her Glutam fight increases tenfold. Thelegend says, that o hem.
nly one Specifically has to go of the Hexer whichwants to create an
Time of the dragons thus his faithfullyhas appeared, in the effect dragon, in
course of Be presence of a phenomenon whichfavours his amount
the bloody battle which lives, to itselfthe forces on Arthur in (see table p99 of the book of the rules).
that The amount likelyhood of an effectbecomes around Ka
to fight from Mordred. the adequate of the Hexers raises.

Effect dragons create Wirkung-Drachenannullieren


Threshold: 4 Threshold: 5
duration: Variables duration: 1 minute
Away: Dark areas, Convulsif altar of the big worm Away: Dark areas, Convulsif altar of the big worm
Reach: Especially
Against the other magic it is not possiblehere,
To calm dumps of Ka of the dragon or tocanalise,

Cult of the Blood


The Cult of the Blood was born around the fifteenth century of a series of unlucky leaks.Humans who found
themselves in possession of secrets Selenim understood nothing there and mingled absurd considerations Satan,
witchcraft and alchemy.
Their descendants are relatively few, but still dangerous, mainly because of their knowledge of the existence
ofSelenim . These Cults are known to periodically engage in real carnage among humans, in search of the power
that must be delivered to them by the "demon" as soon as they have flowed enough blood.
There are dozens of such groups in Europe and the United States, each composed of about ten people gathered
around a guru, who is usually completely bipolar. they are unaware of each other but their religions all look more
or less, follow the basic patterns of Secret Societies .

The Princes of Tiffauges


History
This group was born in the thirties. It was composed at the time of a handful of hedonistic dandies in search of
thrills, it underwent an unpleasant evolution during World War II. The dandies had become fervent collaborators
and many killed. The Liberation and the purge made most of the members of its first generation disappear.

The torch was taken over by a young man, Maximilien Van Dorgen. Thanks to him, the cult continued its activity
in the 50s, then 60. After a brief eclipse, the cult was reformed in the 80s.

Doctrine
The disciples think that the shedding blood will open to them the doors of a Beyond populated by complaisant
demons ready to satisfy all their dreams.They do not think there's a good way to kill. For them, the more death
there is, the better!

Most members do not even know why the cult bears the name of Tiffauges: they no longer know that it was the
principal castle of Gilles de Rais, where he committed his most heinous crimes.

Headquarter
It is itinerant and moves with the leader. It is limited to a canteen full of notes coded without any interest and is
somewhere in Albania.

Chief
Maximilien Van Dorgen is a force of nature: two ers, one hundred and twenty kilos, tattoos and scars for every
square inch of skin. He is also a tormented individual and mentally ill. His favorite movie is Apocalypse Now he
has seen so much that he kept all the mannerisms of Colonel Kurtz.

It was initiated in the early 1950s by a writer of dubious reputation, survivor of the first generation of
Princes. Since then he has moved to Indochina, Algeria, and then to wherever fighting took place, sometimes in

605
the service of a regular army, sometimes as an independent mercenary. He converted combat comrades and
eventually forged his own private army, entirely composed of converts.

Using intelligently the benefits of the various operations he carried out in Africa in the 60s and 70s, Van Dorgen
bought all the best: helicopters, communications equipment and weapons. Without wanting to, Van Dorgen
achieved his goal. he was spotted by a former Cult of Lilith which gives it just enough magic to his men continue
to believe in him.

Disciples
They are about forty. They are all elite soldiers trained in various commando units before being expelled for
mental disorders. Worship is a very expensive and extremely effective mercenary unit. The atmosphere is very
special: a mixture of virile camaraderie, latent homosexuality and superhuman worship with the bonus doctrines
of Van Dorgen.

The Order of Blood


History
His Masters trace their lineage back to Gilles de Rais and are persuaded to hold the original secrets as they were
revealed by Selenim very imprudent.The Order remained based in France for three centuries before emigrating to
Germany. From there, it spread out branches throughout Europe, then the New World. It became fragmented until
it was reduced to a considerable number of small bands, each grouping about twenty individuals. Each group
claims to be the sole legitimate heir of the original Order. The Master of one of them settled in England in the 80s.
His attempts to convert some high-ranking figures from the Kingdom failed. On the other hand, there are
indications that Jack the Ripper was in fact a collective entity: a group of magicians who sought to regain the
conditions for launching certain spells by ritually massacring prostitutes. A last move brought Master and his
disciples to California in the 60s.

Doctrine
Blood is life. The world is peopled with spirits whose good graces can be reconciled by shedding blood. To do
this, one must kill in a certain way by following a precise ritual that was unfortunately lost. But it will be found
sooner or later and that day, power, glory and immortality will belong to the disciples of the Order. It is on this
basis that a set of parasitic ineptitudes is constructed without any occult value.

Headquarter
The large property of James Rosewell is an important Gothic mansion bought with a star of horror cinema in the
late 50s There are secret passages everywhere, dungeons in the basement and a discreet sound system that can
broadcast Sounds strange throughout the building.

Chief
James T.Rosewell is very old: it has now eighty-six years. Frail, a little deaf and nailed on a wheelchair, he
nevertheless exercises an iron control over his disciples. For the general public, it is a wealthy old man who funds
many welfare programs. It is actually a dangerous maniac.
His son and future successor, James T. Rosewell II , is in his fifties. He is a lawyer, cultivated British gentleman
tunes and is no better than his father.

Disciples
They are thirty and all belong to the good society of Los Angeles. All of them have a busy social life and a
profitable occupation. Most are married. On the whole, they do not represent a very dangerous group. They are
decadent haves for whom worship is a source of strong sensations equal to cocaine.Faced with determined
opponents, they will flee without asking for their rest.

Achievements
The members of the cult do not envisage a second to kill anyone. On the other hand, pushing others to get their
hands dirty in their place does not pose any problem. They spend a good number of evenings skimming the
shady corners of the city to the search for offsets that convince them to play the knife in their place. Once they
have found a potential customer, they manipulate him by playing on his desire to be famous or encouraging him
to express his drives.
As soon as the murderer has gone into action the first time, they begin to follow him closely and film his exactions
with the hope that he will do it in the right way and attract a spirit. They already have to their credit the creation of
half a dozen psycho-killers that totalizes about thirty murders. None of them were taken. Apart from the

606
accumulation of videotapes, the cult achieved no concrete results. Rosewell still working in new directions, mainly
searching the libraries in search of clues.

Daoine Sidhe - Thuatha by Danann


These are the Nephilim named Tuatha de Danann. After the Battle of Mag Tured , a human tribe of Central
Europe docked in Ireland . Together they reach an agreement that sees the Nephilim take refuge in the Subtle
Bodies , they become Daoine Sidhe.

The Exiles
When Orpheus went back to the Hades and was dismembered by Eurydice , its members have not been washed
away mystical rivers like the thought Mystes .Indeed, the arrival of Eurydice (the Incarnate Wisdom) , has not
gone unnoticed that also that the Titans would have wanted. His coming was ambushed by a group
of Nephilim who, under the guise of wandering hermits roamed the ancient world to monitor and fight against
the Secret Societies .By their clever speeches, these Nephilim were able to melee priests who harangued and
dominated the crowds, and some of them even managed to impersonate charismatic leaders of the Arcane
Sword .

Thus at the time of the death of Orpheus , when Eurydice disappeared into the mind of the Initiate, they attended
the scene and just had time to recover the remains of the elected Titans . They were invested with their power
and ultimate secrets to reach the Delta of the mystical world. But they failed to seize the Orphic tablets which
were broken and collected by Mystes , which are already rushing to the scene. However the rest they carried and
especially the head, meur allowed to discover the secrets of Hades . Indeed, the head of Orpheus , even
detached from the body of its owner, is able to speak and prophesy major occult events. Thus,
these Nephilim could engage in the dark paths of Hades and visited galleries as no immortal has ever done since.

The Amenthes
Exiles reached an area described by the ancient Greeks as the Champs Elyséesand the Egyptians by Amenthès ,
"one who receives and gives." It is known that the first Mystes who received the revelation to Delta , it is an
enchanting island, the delightful climate, populated by charming creatures who take care of visitors and captivate
them so much, they want irrepressibly To remain there for eternity. The island is in the middle of a meadow
whose long grass is traversed by a harmonious zephyr which makes them undulate with hues of blue, mauve and
yellow: the Gardens of Ialon. This is the preferred reserve all mystical plants growing in Hades .

The enchanting power of the Amenthès is that this place is actually an accumulation of Ka-Soleil in various forms:
live steam, singing rain, shifting herbs ... The island is a huge protoplasm Ka-Soleil which according to tradition,
was born of the passage in Hades priests of the highest liturgical level. They deposit their obolus of spiritual
substance without being aware of it, and sometimes remain there. Yet despite this one-time puncture Ka-Soleil,
the reality is different: this place saw the birth of Cocoon Solar Ka-Noun and transfigured the Orichalcum
surroundings.

The Mystes staying acquire fabulous psychic abilities, develop their Ka-Sun and are caught up in the ecstasy of
these revealed spiritual energies. TheseMystes are called Heralds because some of them were called by the
Exiles onSubtle Plans to end major conflicts whose development might permanently destroy large parts of the
esoteric world. The Hades is dotted with monuments in honor of these brave warriors escaped the
underworld. These tombs are appointed Heroon and contain msytiques weapons the Mysterieswere left
in Hades in the fighting. The approach of the Great Year pushes now the Mystes down recover.

After their stay in this magical place, Exiles integrated it such dose of Ka-Sun they found themselves immediately
at the edge of Agartha . Nevertheless, although holders of Ka Soleil , they did not follow the initiatory journey that
forces the Nephilim to live for centuries in fear and hiding before being illuminated. So they have not completed
the sublimation of the Pentacle and therefore can not claim the Agartha . Hence their name of Exiles.

607
Members :
- Stentora
- Pythagoras

The Great Initiates


The Ben Gess-Rith, the BG, the Honored, the Reverend, the Humble

Group Nephilim , which since the Fall , had the vision of a Messiah, a perfect man named Kwisatz Haderach that
appear during the Apocalypse War.

Members
Moor
Mohyam

The Hermetic Order of Golden Dawn


Samuel (Lidell Mac Gregor) Mathers founded in 1888 with two of his friends, William Wynn Westcott and William
Woodman, a secret society, the Hermetic Order of the Golden Dawn. It is a society that aims to introduce its
members to Alchemy, Kabbalah, Astrology, even seeing, for some members, a form of Sexual Magic. It is these
latter practices which have given a bad reputation to this occult society.

Victorian era

Foundation and ramifications

In March 1888, in London, the "Isis-Urania" lodge was inaugurated, the first "official" lodge of the Hermetic Order
of the Golden Dawn. The event was publicly announced in a theosophical magazine in 1889. "Isis-Urania" was
also referred to as "Temple No. 3" because of the pseudo-existence of the first two German lodges - not being " In
the outer world "- (the first, the" temple-mother ", being that of which the enigmatic Anna Sprengel was supposed
to belong, and the second being called" Hermanubis Lodge "in the letters she would have Addressed to
Westcott).

From 1889 to 1905, the Golden Dawn set up secondary lodges in Bristol (the "Hermes" lodge, No. 4), Bradford
("Horus", No. 5), Edinburgh ("Amon-Ra" ), In Paris ("Ahatöor", No. 7) and finally in West-upon-Super-Mare
("Osiris", No. 8).

Hierarchy

The initiation course within the Golden Dawn, called cursus studiorum magicorum, was subdivided into thirteen
levels: an introductory grade, Neophyte 0 = 0, then (Zelator 1 = 10, Theoricus 2 = 9, Practicus 3 = 8, Philosophus
4 = 7 Adeptus Minor 5 = 6, ranked as Zelator Adeptus Minor (ZAM), then Theoricus AM, Practicus AM and finally
Adeprus Adeptus Minor, Then Adeptus Major 6 = 5, Adeptus Exemptus 7 = 4, the Third Order Magister Templi 8
= 3, Magus 9 = 2 and Ipsissimus 10 = 1) - structure inspired by the Tree of Sephiroth (major element Kabbalah)
Divided into three "orders" internal to the entire Order. These three "sub-orders" were:

• "The Order of the Golden Dawn" or "Outer Order"

This first order, whose name also serves to designate fraternity as a whole, aimed at the theoretical formation of
the initiates, and included Grades I to IV, with the Grade of Neophyte 0 = 0 as an introduction: I - Zelator, Grade II
- Theoricus, Grade III - Practicus, Grade IV - Philosophus.

• "The Order of the Red Rose and the Golden Cross" (Ordo Rosae Rubeae and Aureae Crucis) or "Interior
Order"

608
This second order granted the status of "Adept" and taught the magical techniques and rituals practiced until then
solely intellectually studied in the First Order, including grades 5 = 6, 6 = 5 and 7 = 4: one Grade 6 = 5 - Adeptus
Major, Grade 7 = 4 - Adeptus Exemptus, where there was a Chief Adept for the country concerned.

• "The Order of the Silver Star" (Ordo Astrum Argentum or Argenteum Astrum)

(This third and final order, which included the grades of Grade 8 = 3 - Magister Templi, 9 = 2 - Magus and 10 = 1 -
Ipsissimus ") was allegedly made up of the secret leaders of the Golden Dawn. The introductory grade of this third
Order being the "Lord of the Abyss". The fact is that no known personality who has been a member of the
fraternity has ever claimed to belong to this order ... It is therefore agreed that there was no such thing.

At present many branches, without real authenticity, pretend to this Order and these Grades with all impunity.

Members

Among the members of the Golden Dawn were Arthur Edward Waite, poet William Butler Yeats, actress Florence
Farr, Algernon Blackwood, Allan Bennet, Aleister Crowley, John Brodie-Innes, Annie Horniman Founder with
Yeats of the National Theatrical Society Ireland, then the Abbey Theater, the writers Arthur Machen in the branch
of AE Waite, and Enoch Soames, Henry Rider Haggard, Sax Rohmer, etc.

Teaching

The teaching of the Golden Dawn was mainly based on the study of Kabbalah, the Divinatory Arts:

• Astrology
• Tarot
• Geomancy
• The basics of Alchemy and Hermeticism
• Talismania
• The Astral Voyage, (named Astral projection by the Vision of the spirit)
• The study of traditional texts (gematric exegesis)
• The gnosis
• The monotheistic religions as much as paganism,
• But above all the Upper Magic and all that it includes disciplines, so that the initiate explores the depths
of his inner being, his nature and the Nature that surrounds him the learning of Enochian Magic.

The study of Kabbalah (also called Qabalah when studied in conjunction with Hermeticism), began in the
"External Order" and was deepened in the "Inner Order"; The Enochian, for its part, was only taught to the
"Adepts" (members of the "Inner Order"). Apart from these two foundations, initiates also engaged in "secondary"
occult disciplines such as tarology, geomancy, alchemy, and so on.

The Hermetic Company


This Group was created by Hermes Trimegiste during the period of Troy . He was a messenger
network Hermes allowing it to complete missions throughout.

The Pursuivants of Atalante


This is a group seeking traces of a Nephilim named Atalanta disrupts theMagic Fields throughout the Primordial
Grail .
They developed a process - Race - which measures the progress of their quest and their progress Sapience,
rapprochement of this mythical Nephilim :
The Elementary Race
The Fulgurance Amoureuse

609
The Golden Fruits
The Ivener Cidrique
The Labyrinthic Garden
The Hunt of Kalidon
The Body Sublime

Members of the Brotherhood


Ivo ( Eolim )
Donimo ( Selenim )
Persephone ( Faërim )
Pandora ( Faërim , Elf )
Aloysius ( Pyrim )
Beatrix ( Onirim )
Cicely ( Hydrim )
Amelia ( Eolim )
Lorelei ( Hydrim )
Otterney ( Pyrim )

The Knights Brothers Initiated of Asia


This secret society was created when a group of Nephilim belonging to the mysteries of the Empress and
century
the Bateleur noyautèrent at the end of the seventeenth Freemasonry. They founded this secret society firmly
established in all the royal courts and the nobility of Europe to serve their drawings. These Nephilim descended
from the Elemental Modelers , former holders of the secrets of heavenly gardens of Atlantis . These gardens were
carved in five magical fields and attracted the Ka-Sun . They then decided to use their knowledge to rebuild a
network of occult gardens that were called at the time of "follies", using the Knights Brothers Initiates of Asia. This
network would facilitate the initiation of Nephilim and open the doors of Agartha .

These gardens functioned like hopscotch - labyrinths - whose course duly accomplished by a superior initiate
allowed to pass from the exoteric garden to the esoteric garden. Moreover, once a sufficient number of magical
dynamics of these gardens were to oppose the harmful influence of the cathedrals and allow the massive
awakening of the Nephilim

The Illuminati of Bavaria


The Illuminati of Bavaria were a secret society of the eighteenth century claiming the philosophy of the
Enlightenment.

Official History

Adam Weishaupt, founder of the Illuminati of Bavaria

It is an ephemeral movement of free rationalist and progressive thinkers, the most radical movement of the
Enlightenment. Its members gave it the name of Illuminati, but they called themselves Perfectibles. This group
was founded on 1 May 1776 by the former Jesuit Adam Weishaupt († 1830), professor of canon law, and Baron
Adolph von Knigge, in Ingolstadt in the Kingdom of Bavaria (now part of the Federal Republic of Germany).
'Germany). The group first called the Illuminati Order, then the Order of the Illuminati, and finally the Illuminati of
Bavaria.

In the conservative state of Bavaria, where the progressive and enlightened Elector Maximilian III Joseph was
replaced in 1777 by his conservative heir Charles Theodore, who was dominated by the Catholic Church and the
aristocracy, such an organization soon Be removed by the current government. In 1784, the Bavarian government
banished all the secret societies that included the Illuminati and Freemasons. The structure of the Illuminati
collapsed rapidly, but during its existence, many influential intellectuals and progressive political personalities
were part of it.

Its members, originally from Freemasonry, owed obedience to their superiors.The Bavarian Enlightenment sect
was structured and organized into three classes and thirteen grades:

610
1. First Class - Nursery:

• Preparatory Workbook
• Novitiate
• Minerval
• Illuminated Minor

2. Second class - Freemasonry:

• Apprentice
• Companion
• Master
• Illuminated Greater or Novice Scottish
• Scottish Knight

3. Third Class - Mysteries:

• Little Mysteries - Priests


• Little Mysteries - Princes
• Great Mysteries- Mages
• Great Mysteries - King

In each class the followers were in charge of recruiting new adepts for the order.

Relations with the Masonic lodges were undertaken in Munich and Freising in 1780.

The Order had ramifications throughout Europe, but it never exceeded 2000 members. This group also attracted
men of letters, such as Goethe and Herder, and even the dukes of Gotha and Weimar. An internal rupture with
the movement preceded its fall, which became effective with an edict of the Bavarian government in 1785.

Cultural Effects

Despite the short life of the organization (a decade), the Illuminati of Bavaria have always had a dark image in
popular history, because of the writings of their opponents. The lugubrious allegations of conspiracy theories that
shaped the vision of Freemasonry have practically obscured the Illuminati. In 1798, Fr. Augustin Barruel
published the Memoirs to serve the history of Jacobinism, which emphasized the theory of a great conspiracy of
the Templars, the Rosicrucians, the Jacobins, and the Illuminati. Simultaneously and independently, a Scottish
mason and professor of natural history, John Robison came out in 1798 Proofs of a conspiracy against all the
religions and governments of Europe. When he saw the similar work realized by Barruel, he added a multitude of
notes to complete his essay. Robison claimed to show evidence of a conspiracy of the Illuminati working to
replace all religions by humanism and all nations with a single world government.

More recently, Antony Cyril Sutton suggested that the secret society Skull and Bones (literally: skull and bones)
had been founded by the American branch of the Illuminati. Robert Gillete defended the hypothesis that these
Illuminati would ultimately intend to establish a world government by criminal processes such as assassination,
corruption, blackmail, bank and financial control, infiltration of Governments, but also by supporting wars and
revolutions to place their own members in the higher spheres of the political hierarchy.

On the other hand, Thomas Jefferson asserted that the Illuminati intended to propagate the information and
principles of true morality [ref. Desired]. He attributed the discretion of the Illuminati to what he called "the tyranny
of power and clerics."

Sutton and Jefferson seemed to agree that the enemies of the Illuminati were the monarchs of Europe and the
Church. Augustin Barruel even thought that the French Revolution of 1789 was fomented and controlled by the
Illuminati through the intermediary of the Jacobins. And later the conspiracy theorists also found the responsibility
of the Illuminati in the Russian Revolution of 1917 although the order was officially dissolved in 1790.

The Priests of Perjury


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This organization is the alliance of Kabbalists who deny the classical theories developed by Salomon : They think
that Kabbalah is a reflection of the unconscious Nephilim and develop a psychoanalytic approach that mystique.

The Titans
First disciples Prometheus , these are Nephiim incarnated in human awake the occult realities. Captured along
with their Master by the Thunderbolts Wings , they are also prisoners of Hades . Since their lair, they initiate the
branches of Mysteries .

Isis directs the Mysteries of Zenith


Apollo / Horus / Mithra directs the mysteries of the Orient
Dionysus / Osiris directs the Mysteries of the Midi
Demeter directs the Mysteries of the North
Hecate directs the Mystery of the West

The Steel League


Brotherhood Nephilim which aims to end the actions of the Green Lion . His name was born from a sentence
of Chien-Yellow-Who Speaks . The initiator of this alliance is Yrgaez a Pyrim spagyrist of
Toledo. Adept of Chrsopée he feels hatred for his mentor. He proposed to Chien-Yellow-Who Speaks , Alderman
Dean of Justice , an alliance. Stygon the Black Cyclops Jade andFrançois-Michel Brabant , Eminence of
the Knights of Christ joined the group.The League has the means of Major and Minor Arcana. For now, it
threatens especially following the Green Lion .

Microserf - Int Staff


Screen Society of Life Temple

The Peregrines of EntreMondes


Group of Nephilim that cross Akasha looking Sapience forgotten and understand the solar currents envellopant
the Subtle Plans . These are the cartographers of the Astral . It is composed mainly of 15 Nephilim, 3 Selenim.

Members
Heh
Solomon
Erwin Without Moon
Aleane
Orion Entente
The Auriferous Builders

The Pelasges
Group Nephilim coming from Hyperborea that stood still in the méditterannéen basin, whose leader was Pelagos .

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The Sect of Rota
The Essenes

History
This community behind the project Jesus is the first custodians of Kabbalistic experiences Melchizedek recorded
in his secret book known as "Rota" andSolomon . Through the decades, these monks had come to understand
that person, or Nephilim , could neither see through human mysteries against which they stumbled. They came to
conceive the idea that only a hybrid between the two magical races could be able to exploit to the best of their
knowledge and thus succeed where they did not fail to fail. The creation of such a hybrid however, require a
complex ritual and dangerous, requiring many things: an important source of magical energy, a real mastery of
theKa-Soleil human, large medical knowledge both physical and magical. It is therefore quite naturally that those
who were later appointed the Essenes turned to the Nephilim best able to help in this project: The Major Arcana ,
namely the Wheel of Fortune , the Sun and the temperance . Le Bateleur , linked to the sect of monks, was of
course part of the project. The mastfinally saw here an opportunity to find a great figure. When Arcanum X finally
loca a suitable place for the conduct of the experiment, it was decided to implement the project and many were
the Nephilim Arcane to go to Jerusalem.

At the Death of Jesus , a small part of the Essenes - Members of the Rota - accompanied
J oséphé and Arimathéos to the Mediterranean forming theCompany of the Grail . Among
them, Hebron and Nicomedes .

Positioning Gated community of monastic organization, retired to the desert, on the inhospitable shores of the
Dead Sea, the Essenes communicate only to their initiates an esoteric teaching. Pure among the pure, they were
sometimes defined as Pharisees in the superlative. Their movement was probably born, on the morrow of the
Maccabean insurrection, of a protest against the attitude, considered too mundane and lax, of Hasmonean
sovereigns and against a priesthood considered by them to be illegitimate.Consequently, they turn away from the
official liturgies of the Temple and practice in their solitude their own rites.

Practice
The most prominent in this community was the pooling and distribution of community assets according to the
needs of each member. The non-use of Occult Sciences on Saturdays was observed strictly, as well as ritual
purity (ablutions with cold water and wearing white clothes). It was forbidden to swear, to swear, to sacrifice
animals, to manufacture weapons, to do business, or to conduct a business. The members, after a novitiate of
three years, renounced terrestrial pleasures in order to enter into a kind of monastic life. Their feeding should not
undergo any transformation, such as cooking. Their food consisted mainly of bread, wild roots, and fruits. Meat
consumption was prohibited. The blessing of the bread and wine was practiced at each meal and the members
were baptized.

In the event of non-compliance with the same rule, very strict penalties were imposed, ranging from the defense
of speaking for a period of time to banishment for several years.

The Essenes, like the Cathars , the world rejected. They associated evil, corruption, lust, sin. They saw
the Kabbalah Worlds possibility of redemption of the Nephilim , non-ravaged sanctuaries by the Orichalcum and a
gateway to the Universal God, the One.

They are probably the origin of Quumram's texts.

Thule Bruderschaft
The Thule Bruderschaft
Secret society known as the Brotherhood of Thule has conducted numerous occult research, funded by the Third
Reich . It is not known which Secret Societies hide behind this mask, but it seems that the Temple is a guilty
one.April 1944. Thule Bruderschaft feels the wind turn, and realizes that his supporters in Germany will soon be

613
enough to keep the Immortals away from their plans. They thus choose flight, and separate their researches into
several fields, each of which will migrate to a continent less "loaded" than Europe.

Origin
It takes its name from Thule, the northernmost part of Europe and a mythical place for the ancient Greeks and
Romans. The name of Thule appears in particular in the Enid of the Roman poet Virgil, and it is generally
accepted that the Ultima Thule of the ancient Greeks designated the most northern lands and especially
Scandinavia. Some members of this group believed that Thule was what remained of a continent now defunct,
called Hyperborea .

Ideology
The ideology of the Order was based on the belief in the existence of supermen and superior human race:
the Nephilim that have emerged in the hypothetical Hyperborea . One of its reference texts is the Protocols of the
Elders of Zion. This text was taken over by Adolf Hitler as a centerpiece of anti-Semitic propaganda of the Third
Reich and Alfred Rosenberg in his book The Myth of the Twentieth Century.

The ideology professed by the Thule Society is inspired by a corpus of esoteric and mystical elements drawn from
Guido von List's Ariosophy, Jörg Lanz von Liebenfels, Rudolf von Sebottendorff, Helena Petrovna Blavatsky,
Arthur de Gobineau, and Aryano-centrist theories of certain German archaeologists.

According to several Greek and Latin authors, it would have existed in ancient times a continent located in the Far
North, they called Hyperborea (Ultima Thule), which was populated by men transparent. The latter, by allying
themselves with other men, would have given birth to more and more opaque human beings, but their
descendants would nevertheless have retained their faculties, superior to those of ordinary humans.

The Helweg Foundation; the Prolongation of Life


Circle: White Stone
Threshold: 2
Powder: Air
Area: One person
Duration: Until the next winter solstice
Range: ingested
Description: Helweg’s father, Joachim Helweg, developed this formulation based on
the semiotic/semantic cross-correlation of works by Artephius, Flame1 and other
sources. It must be created in the week before the winter solstice, and ingested in a
bowl of Nephilim or Homonculus blood at midnight on the solstice by the recipient,
who must pit her Solar-Ka against the Formulation’s Potency of 16. Failure means she
ages as normal. If she fumbles, she is dissolved like a sand castle in a strong wind (this
is what happened to Helweg’s father). if she succeeds, she can attempt to roll under her
Solar-Ka times 3 to avoid losing a characteristic point for that year‘s aging (Nephilim
page 11 5).

Cultes des Goules


Place and Date of Creation: Central Asia, 1 lth century BC
Founder:: An unknown Selenim, possibly Ahriman
Center: Mexico City, Mexico
Goals: To gain occult power by aiding the Selenim
Attributes: A black mirror
Methods: The Cultes des Goules attempt to reawaken the Selenim with blasphemous magics of the Black Moon,
and serve awakened Selenim by procuring the blood and flesh of their fellow humans. Some debased
practitioners of these rites also ingest the flesh and blood in an attempt to magically become Selenim. Others
simply provide the Selenim with sacrifices, blissfully submerging their humanity in a tide of blood and evil.

Fraternitas Saturnii
Place and Date of Creation: 1486 in Spannheim, Germany
Founder: Johannes Heidenberg, aka Trithemius (1462-151 6)

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Center: Berlin, Germany
Goals: To master the Saturnian emanations of Orichalka, enabling humans to cast
Orichalka-based spells and destroy all Nephilim. Also, to map, dowse and recreate Orichalka Plexi.
Attributes: The crossed-sickle astrological symbol for Saturn
Methods: Magical research and occasional activity. The Fraternitas Saturnii is primarily an occult academy,
taking little part in secret or overt politics. However, it does provide expert assistance to groups that oppose the
Nephilim, especially the Holy Vehm. Also, it sometimes trades information with other occult researchers, most
especially the Ordre des Neuf Soeurs. The Mithradites are its primary human rivals, since to the Fraternitas,
exploring the Sun is to fall into the Nephilim trap and be bred like cattle for the Nephilim. However, they do not
take active measures against the Mithradites.

To activate (sometimes called “awaken”) the


magician’s Saturnian-Ka, she must drink an Elixir Create Orichalka Ward
containing five times her Saturnian-Ka points in Circle: Lower Magic
Nephilim Ka (for the example above, Ingrid must Threshold 3
consume an Elixir containing 70 points of Nephilim Range: Touch
Ka) and then undergo an immediate aging roll. Area: 2 square meters per point of
This activation only needs to be performed once, Awakened Orichalka Capacity ex-
but must be repeated if the sorcerer increases her pended.
Solar-Ka and then wants to take the opportunity to Duration: Until next Saturday midnight
increase her Satumian-Ka as well. The adepts of Description: This is the only Fratemitas
the Brotherhood know techniques for in- spell which can be cast in any month of
creasing Saturnian Ka permanently over a long the year, although it must be cast on a
period of time. They have not yet found any means Saturday. An item containing Awakened
of temporarily increasing it. Orichalka is used to draw a ward over
Magicians of the Fraternitas are capable of an area, and expends one point of ca-
increasing their Ch’awe by adding the Ka-element pacity per 2 square meters covered.
Modifier (table on page 81 of the Nephilim Nephilim crossing this ward sustain
rulebook) of their Saturnian Ka to their CON (for the Ka loss of ld6 points of domi-
example above, Ingrid’s CON is nant Ka. The ward is visible
7 and her Saturnian Ka is 14, which makes her in Ka-vision as a darkly
Ch’awe equal to 11 (7+4)). glowing black line. This
Each spell requires the use of one point of Nephilim spell can also be cast by sor-
Elixir per circle of spell, and also the use of cerers not of the Fratemitas, by
Awakened Orichalka. In casting, the Elixir is spilled sacrificing blood and expending Solar-
upon the Orichalka, destroying part of both. The Ka at the same rate as the Awakened
amount of Orichalka expended depends upon Orichalka capacity is spent. A Black
the spell being cast. Star sorcerer who has learned this spell
claims she has found a way to expend
Dowse Orichalka Plexus somebody else’s blood and Solar-Ka,
Circle: Lower Magic but this has been difficult for others to
Threshold 3 dublicate.
Range: Touch
Area: Target Sickle of Kronos
Duration: 30 minutes Circle: Higher Magic
Description: Allows the target to know Threshold: 1
the direction of the closest Orichalka Range: Melee
Plexus. With this the caster creates a Duration: 10 minutes
rod, pendulum, or other dowsing tool Description: With this spell, a dead-
which guides the target to the Plexus. black sickle appears in the hand of the
spells of Saturn caster. A successful Sickle attack roll
These spells have been developed by the does ld6+db in damage to the oppo-
Fratemitas Satumii, and can only be cast by nent. This damage can affect supematu-
humans who have undergone at least ten years’ ral or summoned creatures.
Saturnian training and have the If the damage exceeds a Nephilim’s
proper knowledge of the magical forms, although armor protection, thereby drawing
Brotherhood researchers are confi- blood, it causes ld20 Ka drain as an
dent that they will soon make a breakthrough which Orichalka weapon. With each successful
will cut “awakening time” Ka drain, an equal amount of Capacity is
dramatically. Additionally, they can only be cast on lost from the Orichalka used to cast the
Saturdays in Capricorn and spell. Once the Capacity of the
Aquarius, although once again, Brotherhood Orichalka is depleted, the spell is can-
researchers are hot on the trail of a Celed.
theoretical insight that will make it possible to cast
these spells on any Saturday. Shoal of Orichalka
The dowsing tool must be made of lead Circle: Higher Magic
or iron containing Awakened Orichalka, Threshold 2
and five points of its capacity is ex- Range: Touch
pended. Area: Target

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Duration: 10 minutes Duration: Unknown
Description: Causes a dead-black Description: This spell takes sixty years
shadow to overspread the target, the sole to cast, working every Saturday and
effect of which is to provide a coating of every night in Capricorn and Aquarius.
6 armor points. This coating also con- A succession of mages can cast it, but
tains 6 points of Orichalka capacity, but only the first must pass the Threshold
it evanesces with the coating at the end and roll successfully. When completed,
of the 10 minutes. Ten points of the ca- an Orichalka Plexus occupies the space
pacity of an item containing Awakened inside a pentacle. This spell requires the
Orichalka must be expended. powdering of an item (or items) contain-
ing Awakened Orichalka, with a capac-
Manifest Orichalka Plexus ity of three points per yard of the
Circle: Grand Secret pentacle inscribed. A pentacle requires
Threshold: 5 five strokes to draw, thus the largest
Range: Touch Pentacle (60 yards per stroke) would re-
Area: Within a pentacle inscribed using quire 900 points of Orichalka Capacity
powdered Orichalka-metal by the caster (5 strokes x 60 x 3). A one yard pentacle
or casters, which can be no more than would require (5 x 1 x 3) 15 points of
60 yards per stroke. Capacity.

The dark ram in the sting of black metal (Kabbale and Kabbale Noire)
Circle:3. -Clés or Kabbale NoireOrichalquienne.
Ka element:Orichalque (50) and blackmoons (50).
World:Daath.
Focus:Das Engraves malefico of the belltower as well as the very slow rhythm,with
the bell must be operated.
Threshold: strong 4
Contract:75.
Break:Gefangennahme.
Duration:bis to the next Saturday.
Reach:Unbeschränkt.
Autonomy:Voll.
Visibility:Nein.
For Kabbale Noire:
Entropy:kein because of Orichalque.
Control:Ja.
This Invokation leaves an only existingcreature Orichalque and Ka-Lune toblack ones
appear. She arises from the crossroadbetween an effect dragon to black ones
Of moon and GigaDaïmon. She is verydifficult to perceive for Nephilim(criticism under Ka x
1), but will have passed away forSelenim. She owns the body of a womanof a size
about 2m50. she seems, from crossedagate of a net of mercury veins to
exist. It is equipped with twomembranous wings, and her head is tothat of one
alike lies religiously. Finally, she whipsthe air of a so long appendix caudal
how her body. It is armed with aSchwertn orichalque (fierceness: 50,reserve:
90) that she can use Orichalque * 2. herqualities during attack up to potcorresponds
Pot Orichalque / 2 completely(originally = 25). she is able, to herselfwith a maximum speed
to shift from 30 m / see. Nephilim, thiswishes to appeal to such a creature, hasto go
compelling more than 150 points Ka-élément of his choice dispose (use Staseor
Union this Ka-élément by severalNephilim). Half becomes with
Amount of the dark ram removes.Invocateurs have to do a variation of theritual
Of victim use, while they mix her bloodto pull the Pentagramm. The model
to the latter is drawn on malefico, afteran exact rhythm during
at least 8 minutes must ring to put thePentagramm in resonance, and thus him
To permit call of the creature. This ritualis favorable “to win” points of Khaïba(with
Break the value of the contract, thequarter of this value with successfullyformer Invokation). He
materialises what the hunters ofNephilim shout ferrobreccia (Iron Breaksfor Teutoniques)
word for word an iron opening, that is ablade Orichalque. selenim, this wishes,
to appeal on the dark ram, must spend50 points of black moon and around it to
control a throw under KLN (noyaucreate, réserve) / stand.

Kabbalistic Order of the Rosicross


Place and Date of Creation: Paris, 1888
Founder:: Jostphin Ptladan and the Marquis Stanislaus de Guaita
Center: Las Vegas, Nevada
Goals: To discover the mystical nature of the world and the entrance to Agartha by utilizing pure gematria.
Attributes: The Rosicross in a Seal of Solomon

616
Methods: Almost purely research. The Order was far more magically active in its earlier days, but now
concentrates primarily on discovering the gematriac patterns of the cosmos.

Order of the St. Sulpice


Place and Date of Creation: Camelot, Britain, 522 A.D.
Founder:: King Arthur
Center: Edinburgh, Scotland
Goals: The recovery of the Holy Grail
Attributes: The descending turtledove, the Grail
Methods: Research, with violence only against those who bar the way. It has no animosity to Nephilim as such,
and has even included one or two historically.

Ordre des Neuf Soeurs


(Order of the Nine Muses)
Place and Date of Creation: 1620 at St. Albans, England
Founder:: Sir Francis Bacon
Center: Palo Alto, California
Goals: The pursuit of magical knowledge by scientific and technological means.
Attributes: The pendulum, the cogwheel.
Methods: The Ordre des Neuf Soeurs is attempting to reproduce Ka energies, Stases, Orichalka and Litharge by
technological means. To this end it engages in very high-level research in cybernetics, plasma physics, nuclear
chemistry and metallurgy. It is also very interested in Alchemy, training its initiates to the limit of human capabil-
ity (surprisingly high). Lastly, uses technological means to the Order gain andkeep power and influence,
especially in scientific matters. The Ordre des Neuf Soeurs and the Chariot Arcanum have a symbiotic rela-
tionship, with the Order providing many technological services to the Chariot, and the Chariot giving magical
advice to the Order.

Roshaniyas
Place and Date of Creation: Peshawar, modern Pakistan, 1570
Founder: Bayezid Ansari, a Sufi initiate and possible Assassin
Center: Kandahar, Afghanistan
Goals: To amass mystical knowledge and power
Attributes: The lamp
Methods: Their methods vary, depending on the conditions. Fundamentally, they operate on contract, whether
providing information, obtaining artifacts, or killing designated targets. They have established a vast network of
informers, fences, smugglers, and assassins throughout the Middle East and South Asia, and are often called “the
occult BCCI”. They will use Orichalka or Elixirs themselves with impunity, but make Homonculi only for clients.

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Selenim, Ar-Kaim and
Exiles
625
Selenim
The Story of the Selenim

The story of the Selenim is known to few. Among those few, most view their story as one stained by perfidy. Fewer still
see their story as one of sacrifice. Only the rarest few see their story in neither light, but in light of the natural cycle of the
magical fields. Such is the way of the Selenim—what is not shrouded in mystery is misunderstood, and what is
misunderstood is inevitably feared. Such has always been the way of the Selenim.
This history begins with the story of the Nephilim, then diverges, repeatedly converging then diverging yet again
throughout the course of history. Sometimes the Selenim merely followed their kindred like pallid shadows, at other times,
they plunged the world into the darkest night. Again, such has been the way of the Selenim.
Even the Selenim themselves do not possess a full accounting of their history, and what history is known by some is hotly
contested by others. What follows is an abridged history, drawn and translated from one of the most complete and reliable
documents possessed by the “Unnamed” Arcanum, hidden deep within the libraries of their grand sanctuary in Venice. The
original text is a much-guarded set of volumes, written in an archaic Arabic dialect, collectively known as the “Kitab es-Selenimi”,
The Book of the Selenim. It is a most peculiar document in that it is still considered a work in progress—
mysteriously, a new volume of the great history appears on the library shelves every century or two, chronicling the more
recent events in the Selenim story. This mystery is most perplexing, not by virtue of the fact that the original author
appears to continue scribing this ongoing tale, but that, despite the hidden and locked doors, despite the vigilant guards,
despite the terrible wards, the new volumes continue to appear without disturbance, and none claim know their source.
Perhaps it is a great hoax perpetrated by the Arcanum itself to help establish their own sense of legitimacy, their own
membership creating the new works and staging their “discovery.” Perhaps it is the visitation of the great Lilith herself.
Whatever the case, the histories contained therein continually prove a match to extant fragments of other records, to
eyewitness accounts of surviving Selenim. Its pedigree unproved, “Kitab es-Selenimi” remains the most definitive
document from which to draw. That said, so let us begin.

BEFORE ALL
We began as one. We were all KaIm, though unaware of our very existence. Then we were awakened. Ironically, the very
power that liberated us from our ignorance was the same power that could destroy us. The power that would seduce so
many of us and render us forever changed would also prove the power of our salvation. This power was the Black Moon,
and though ages would pass before the first Selenim was “born,” the wheels of inevitable change were set in motion.
From our lives as Nephilim, many of us are familiar with the stories of the creation of the Black Moon, and there is little to
add herein. The great Saurians, in their might and arrogance, deemed themselves fit to create a new presence in the
heavens. The Black Moon eclipsed the Moon that already hung in the sky, and threatened to crowd even the Sun’s power
from the Earth. While the Saurians basked in the power of their new creation, this disruption in the streams of the Ka fields
jolted the KaIm from their harmonious bliss, striking the spark of consciousness within them. The KaIm looked up into the
sky and saw the Black Moon drawing the Ka of the Sun into itself, transforming it, darkening it, forever changing it
into...something other. The KaIm sensed that this otherness would choke them off from the Ka-fields that sustained them,
for without the steady flow of Solar-Ka, the lesser Ka-fields would diminish as a stream drying to a trickle in a drought;
and without the lesser Ka-fields, the KaIm would be reduced to naught.
What happened in due course is little understood, and none in existence claim to have been witness to the event (at least
none of any reliable reputation). However, the result is quite certain: The wholeness of the Black Moon was shattered, and
the sky yielded once again to the Sun, leaving the Moon forever blemished and diminished in grandeur. How this feat was
achieved is stuff of legend and debate, but all of the magical races instinctively know that the KaIm’s understanding of the
Ka-fields would compare to ours like the light of day to a candle. The best surmise is that the KaIm were eventually able to
focus themselves, en masse, upon the Ka-fields, each KaImupon its own favored Ka-element, and set up a great harmonic
vibration. This magical harmonic proved antithetical to the Black Moon, tearing it from the sky, shaking it to pieces, and
reducing it to dust.
The shattered remnants of the Black Moon encircled the planet, much of it enveloping the Moon, forever damaging the
intensity of its mighty Ka-fields. The remainder settled to the Earth and pooled in sooty swaths here and there across the
globe. The Saurians, long dependent upon the Black Moon for their sustenance, were decimated by the loss of its power.
Those that survived migrated in massive columns—great, serpentine death marches—to the pools of Black Moon-Ka,
where they led a dismal, vestigial existence until their slow, languishing extinction. Thus were the KaIm left supreme upon
the Earth.

WHERE PATHS DIVERGE


The first great division within the magical race arose from dissent regarding the ultimate goal of the KaIm—Agartha—and
the path to achieve it. Some of the greatest visionaries of their kind, the Sun Lookers, proposed a grand scheme whereby
Agartha could be reached by harnessing Solar-Ka where it pooled most readily—in the corporeal bodies of the creatures
roaming the Earth. Candidate species were chosen, and their evolution would be guided carefully, until a useful tool was
bred that provided a suitable pathway to Enlightenment. The proposal received overwhelming approval among the KaIm,
though it was not without its detractors. Among the dissidents, arguments were put forward that to artificially affect the
natural order of the Ka-fields, and the vessels that bore them, simply reduced the KaIm to the same arrogance and hubris
that the Saurians displayed.
Despite strenuous objections, the Golden Path to Agartha was adopted by the majority of the KaIm. Those who
disapproved most seriously accepted a self-imposed exile, resettling themselves in the most obscure regions of the planet in
protest. Over the millennia, others would follow suit, becoming disillusioned with the results and questionable implications
of the experiments, particularly when the upstart humans achieved full consciousness at the misdeeds of the cursed
Prometheus. From these dissidents, Nephilim of curiously divergent traditions would arise. Most importantly, however,
from among these dissidents would the first of the Selenim be born.
The millennia came and went, and the dissident factions each developed a wisdom of their own, characteristic of their own,
divergent paths. None can guess what would have become of theworld and the magical races were it not for the great
cataclysm that befell the Earth. Perhaps it was a random collision of heavenly forces. Perhaps it was the magical backlash
of nature in response to the unnatural spark of sentience among humanity. Whatever the cause, the effect was felt

626
worldwide as the Orichalka Meteor plunged through the atmosphere and deep into the planet itself, obliterating the flow of
the Ka-fields everywhere.

THE RISE FROM RUIN


The toll of ruin was terrible. Everywhere, the KaIm were decimated. Those that survived were invariably crippled, their
ties to the Ka-fields sundered, their own Elements stripped and tattered. Only the mightiest and the luckiest had survived,
and they were now only pallid shadows of their former selves. Gone were their instinctive mastery over the Ka-elements
and their ability to shape new physicalities for themselves. Forced to lock themselves into a single, permanent material
form, bereft of any magical mastery, they fashioned a new name for themselves: Nephilim, those who have fallen.
Dazed and helpless, the Nephilim were unable to control their already unruly thralls, the humans. The newly-conscious
slave race seized upon the new, destructive Element, recognising the deleterious effect Orichalka had upon their former
masters and fashioning it into weapons capable of slaying them. The Nephilim fled or fell before the onslaught of the
humans. Their numbers decimated, it appeared that their doom was certain. Were it not for the exuberance of these
Orichalka Men in their frenzied pursuit of the Nephilim, pushing across the Bering land bridge that then connected Asia
and North America, the Nephilim might have been annihilated entirely. Their relentless hunt brought them into the
sanctuary of thosewho did not wish to be disturbed...and whose wrath would prove the undoing of the Orichalka Men. The
humans had encroached upon the domains of the most ancient dissidents of Atlantis. They had no way of knowing the
harrowing course of events they would set in motion.
Some among the almost-forgotten Atlantean exiles had long expressed an interest in Ka-fields beyond those commonly
associated with the magical race of the KaIm. Indeed, their curiosity led them to explore the foreboding remnants of the
dread Black Moon. Their experiments and knowledge served them in good stead after the fall of the Orichalka Meteor;
those who survived were quick to note that, unlike the rest of the Ka-fields, which were drastically damaged by exposure to
the new Element, the pools of Black Moon-Ka appeared unaffected. When the ravening hordes of Orichalka Men fell upon
them, armed with their terrible tools of destruction, the implicit usefulness of the Black Moon fields was not lost on the
brightest and most ruthless among them. Many saw this as an opportunity to survive the imminent apocalypse brought
about by the meteor, and an opportunity to reverse the tide against the humans and rescue the survivors among their kind.
The singular visionary among them who actually harnessed the Black Moon for their benefit would be remembered in awe
and infamy for ages to come. Her name was Lilith, the Devouring Messiah.
In the times that followed the Great Fall, there were certain doomed souls among the Onirim, who, without the steady
strength of the Ka-fields to guide them, unwittingly fell prey to the dark, tainted side to their favored Moon. The insidious
force of the Black Moon crept upon them, doing subtle battle with their other Ka-elements, gradually stripping them of
their power, and slowly eclipsing their Moon-Ka. They were pitiful, mad beasts, little more than wild monsters, but they
withstood the brunt of Orichalka without harm or fear. The surviving dissidents who occupied the inner reaches of what is
now known as the Americas observed these wretches with keen interest. Lilith was the greatest among them, and it was
she who created the first of the rituals we all know so well now. She was the one to forge the first of the terrible shadow
blades that can cut through the Ka-elements like a hot knife through cold fat. She was the first to dare the Sundering,
literally stripping away first her Ka of Fire, then of Air, then her Ka of Earth, then of Water, leaving only the Moon, which
became clouded and eclipsed in darkness. It was she who first trod the Path of the Sarcophagus, creating the sepulcher that
would sustain the tenuous fields of the Black Moon. Through devotion of purpose and application of sheer will, Lilith was
the first among us to nurture the Black Moon within herself and become Selenim.
Hushed rumors have circulated, however, that Lilith was not truly the first of her kind, that she had bargained dearly for the
secret of the Sundering from those who had embraced the Black Moon long before the advent of the Orichalka Meteor.
The merest suggestion that there may be Selenim born of KaIm origin, surpassing even the great Lilith, causes even the
most powerful and sublime among the Cult of Lilith to shudder, considering it a heresy worthy of excruciating torture.

THE LONG NIGHT


After defeat at the hands of the shamans, the Selenim retreated into a long night of hiding, a dark age following the age of
Selenim rule. Withdrawn into isolated pockets across the globe, the Selenim nursed their wounds and bided their timeuntil
the world might provide a more hospitable environment for them.
The Selenim of Central America, calling themselves the Xibalbans, dwellers in the underworld, were the first to re-attain
some measure of their former glory. Even after the withdrawal of the shamanic armies, the incursions of human
populations continued to encroach upon the Selenim territories. Without the immediate guidance of the Nephilim-guided
shamans, the humans soon found themselves turning to the subtle assistance and prodigiousknowledge of the Selenim.
Adding allure to this relationship was the unprecedented and inexplicable association that had developed between the
indigenous Nephilim and the Selenim of the mountain Sarcophagi. To this day, little is known of the true nature of this
relationship, but rumors have filtered through the millennia of a natural, cyclical progression from the natural Ka-fields to
the Black Moon, transformation from Nephilim into Selenim, and back again. These rumors are considered heresy by
Nephilim and Selenim alike, and likely account for the uneasy, often outright violent, reaction they have received from
outsiders of all parties. Still, essentially safe in their isolation, the Xibalbans were able to recreate their empire, leading
eventually tothe Blood Dynasties so profound among the Olmecs, the Mayans, the Toltecs, the Zapotecs, and finally, the
Aztecs. For many millennia would they rule undisturbed, until they again faced the incursion from outside forces.
In Asia, the Selenim slumbered more quietly, until the legendary destruction of the Imperfect Mountain that supported the
space between the Earth and Heaven. A great tumult in the earth shifted the land so that the lowlands of the south and east
flooded from the rivers and seas. Fleeing the cataclysm, many humans migrated to the north and west, where they came
upon the mountains that served as the resting place of Yen-lo, among the mightiest of the old Selenim. Yen-lo wakened in
response to the distress and fear the refugees carried withthem, and came down from his Sarcophagus to walk among them
and feed upon their emotions. Yen-lo and his Xixiegui, as the Selenim became known in China, once again assumed the
roles of great lords, establishing for themselves vast holdings among the fields of Black Moon Ka that they gathered for
themselves. Eventually, the Xixiegui would be adopted by the Xian-ren, or Asian Nephilim, as the Yama Kings, lords of
the many hells, and their leader assumed the title of Yen-lo Wang, the emperor of hell.
In the west, a similar cataclysm, resulting from the rebellion that destroyed and submerged great Tarshish under the waters
of the Mediterranean Sea, forced human populations to radiate outward in a great diaspora. Like those who discovered the
Xixiegui in theTien Shan, wandering tribes chanced upon the mountainous hideaway of dread Lilith herself. Still weak in
her lassitude, and loathe to emerge from her realm of Black Moon Ka, Lilith bid her few remaining minions to seduce the
nomads with their power and knowledge. Supplying them the barest fruits of technology necessary to grant them tactical
advantage over their miserable and frightened neighbors, yet leaving them hungry enough to desire the prizes to be won
from the settled lands, the Selenim became theguiding spirit behind a succession of peoples who would sow terror

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wherever they travelled. Their influence shall always be remembered in the infamous names: the Scythians, the Huns,
and Mongols. Millennia of invasion and terror travelled across Asia and Europe on the hooves of the nomads, feeding the
dreadful tastes of the Selenim. Thus was their slow spread into Western history borne.

A BLACK MOON RISES OVER THE MIDDLE EARTH


The role of the Selenim throughout Western history has always been that of the monster or trickster, lurking in the
shadows, guiding humanity into conflicts that heightened the emotions that they find particularly delicious. In ancient
Sumeria, Selenim lurched on the peripheries of the walled cities as terrible giants and serpents to sow fear and trepidation
among the citizens, yet prowled the markets and homes of the same people in more subtle forms, reaping Solar-Ka from the
discord they inspired on a daily basis. In Mycenae, Selenim worked hand-in-hand with the mad Eris to engineer the Trojan
Wars, simply to appease their appetites the flood of emotion that accompanied the chaos, discord and destruction, caring
nothing for the terrible cost to human civilisation. At their bidding, the Scythians swept down from the steppes into the
Middle East, spreading terror among the settled kingdoms as they rode. In Assyria and Phoenicia, Babylon and Carthage,
Selenim assumed the mantle of leadership, levying a rule of blood and fear upon their subjects. Even in Greece, where the
Nephilim ruled from on high, shadowy vestiges of Selenim influence remained --the tale of Pandora and the cult of Hecate
both bear our mark. Inevitably, our campaigns among humanity were met with opposition, but like the hydra, where one
head was cut off, more would sprout in its place.
Perhaps the greatest achievement among the Selenim, the most elaborate and exquisite feast of human pathos, was the
decline of the mighty Roman Empire. Most certainly, the great Empire was an institution of human achievement, much as
the magical races might wish to claim credit for its glory. Many Nephilim did rise to greatness within the ranks of its
Citizens, perhaps even as several Emperors—though such claims are always hotly contested. But even as the Romans
reached the very height of their civilisation, it was our kind who tuned them to the hideous strains that would eventually
prove their downfall. The two magical races vied for the resources that the Empire brought home to their very feet from
across the world, while thegreed of humanity reached ever farther afield for world domination.
The great turning point in this contest would occur under a particularly auspicious star that hung over the distant provincial
town of Bethlehem. While some among the Nephilim Arcana dreamed of throwing the gates to Agartha open wide by
preaching the new Path of the Fool, the Selenim, forsaking their more overt efforts from times past, countered their
aspirations by supporting rival cults from behind the scenes. On one front, they bolstered the human-dominated cult of
Mithra, the god of the soldier, to enforce the Pax Romana upon the most rebellious provinces; on another front, the Selenim
lent the support of their cult of Hecate to the Sisterhood of Isis. Amid this maelstrom of contention for the hearts and souls
of the citizenry, the Selenim played subtly to the ear of the nobility, fanning their greed, their extravagance and excess,
their lusts and perversions, as they became jaded with their positions of privilege. While no Selenim has ever claimed the
mantle of such likes as Caligula or Nero, few doubt that the shadow of the Black Moon hung over the Roman capitol,
urging the emperors to greater excess with sweet promises of ever richer rewards.
The Roman Empire was awash with every specialised taste of human emotion that the Selenim could possibly desire, and
many Selenim grew rich with stolen Solar-Ka in this tumultuous environment. However, the very influence that allowed
them to feed so freely proved a destabilising force in an empire that grown vast, diverse, and decadent. Feeling their grasp
over human society unraveling within their grasp, the Selenim resorted to older, tried-and-true methods to fan the flames of
passion and suffering through the sacrifice of their unwitting subjects—they goaded the nomads of the steppes onto the
march once again. As the Huns drove west, they brought terror with them as they rode, and in so doing, they lit the spark
of conquest beneath the barbarians at the periphery of the Empire. While commonly decried as a return to the crass and
inelegant taste for emotions born of fire and destruction, rather than the heady, rarefied flavors cultivated at the height of
the Empire, there was no doubt that the Solar-Ka of humans flowed freely for all Selenimto reap as they so chose. Soon,
the civilised lands of the Mediterranean and beyond were plunged into the Dark Age, even as the Selenim once again
stalked the countryside as monsters from the shadows.

DARK VENGEANCE
Whatever the source of their liberation, Lilith guided the transformation of countless similarly-minded Nephilim to assume
their new Selenim forms. Their birth was like a spark flaring to life in the tinder of dry grass—the Selenim stormed forth
from the nether reaches of the globe and descended upon the humans with an unholy wrath, destroying all that stood before
them. Shielded by their immunity to the Orichalka weapons held against them, and armed with the new-found terror of
their Imago forms -the power to re-cast their very physical forms—the Selenim forced humanity into retreat, granting their
kin, the Nephilim, a desperately needed reprieve. They first turned the tide upon their home soil, scattering their enemy
like chaff before the wind; their counter-assault pushed the Orichalka men back across the Bering land bridge, branching
both south and west. The approach of the Selenim heralded destruction, not only for the Orichalka Men who had raised
arms against the magical races, but for all humanity. Soon, Lilith and her Selenim were poised upon the verge of world
domination, their magics granting them pre-eminence over the beings and creatures that shared the world with them. It was
at this very point that the eventual fate of the Selenim was turned against them, not by the might of some bold opponent,
but by their own hubris.
The Selenim had driven the humans back into submission, and, surveying the world about them, saw none to challenge
their dominance. There were the Nephilim, their former kind, but they were weak and struggling to regain some measure
of strength themselves. Furthermore, when the Selenim revealed themselves to their protectorates, most among the
Nephilim recoiled in horror at the sight of what they had become; deformed and stained by the vulgar Element, the Selenim
were monstrous in their eyes. The few who did not turn in disgust expressed little thanks for the great sacrifice committed
for their sake—or so the conquering Selenim thought. Lilith and her minions returned the looks of disgust, pitying the
Nephilim for their weakness and helplessness. The Selenim themselves turned their backs upon their kindred and looked to
the lands that they had conquered, and those still to fall.
Humanity faced the very real threat of annihilation at the hands of the Selenim. Pushed back into isolated pockets of
terrified survivors, they found solace in the only hope they had—the teachings of Prometheus. The legacy had lived on,
both among the humans and among the Nephilim. For mankind, Prometheus was the granter of knowledge,the one who
lifted them above the state of mere animals. His teachings were passed on to new generations of humanity through the
mystery cult that kept his ideal alive --that humans could be the masters of their own destiny, to forge their own path to a
greater reward than the Sun Lookers had designed for them. Among the Nephilim a small faction had likewise maintained
a secretive cabal of those who saw their path not as one of deliberate dominance over humanity, but as one of indelible
inter-dependency—each possessed an Element that the other needed to rise beyond their fixed state. It is uncertain which
party first approached the other, but as their mutual fate as thralls—or worse—to the eminent supremacy of the Selenim
became apparent, humanity and Nephilim were drawn together in another act of fate that would set the course for millennia

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to come.
A bold alliance was struck between the two beleaguered races, and they entered into an unprecedented agreement to share
their knowledge and strengths with one another in order to cast off Selenim oppression. The first great innovation of the
new alliance was based mostly in principle, and partly in form, upon the Sarcophagus of the Selenim. A Nephilim whose
name is remembered as Hern created the first of the Stasis objects to help stave off the dissolution that faced many of the
Nephilim’s deteriorating physical manifestations. By mutual agreement, sublime rituals were invented that allowed these
Nephilim to emerge from Stasis at the invitation of powerful humans, temporarily possessing their physical bodies. This
mystical alliance of Promethean traditionalists granted the Nephilim much-needed stability in the face of inevitable magical
decay and physical freedom, while providing humanity with access to thegifts of the Ka-fields. Together, the Prometheans
possessed the might to rise up against their Selenim overlords.
Word of the new Promethean rituals spread outward from northern Asia, cautious emissaries carrying the knowledge to
enclave after enclave ofNephilim and humans, acting as diplomatic envoys between the races. These early pacts between
the two, former master and rebellious slave, sworn enemies, led to the first of the paths of the shamans, primitive alliances
that bound Nephilim to the wandering tribes of humanity. With their combined strength to buoy their efforts, armies of
humans rallied about their magic-working shamans possessed by Nephilim. Striking first from the hinterlands of Asia, the
shamanic army harried Selenim of Europe, catching the cruel lords at unawares. None had been prepared for an organised
onslaught of this magnitude, and the initial attacks were largely successful. Though mostly immune to Elemental magics,
the vast tide of Ka energies, including the human’s Solar-Ka, brought to bear upon the Selenim was able to disperse the
thick pools of Black Moon-Ka they tended, and upon which they depended for sustenance. The shamans stormed their
holdings and tore their Sarcophagi open, revealing them to the Promethean Light, and the Selenim were vanquished.
Seeing the victory of the shamans and their followers, rejoicing humans swelled the ranks of their army, and more than a
few Nephilim fell in step with the march toward liberation. The first engagements of the War of the Giants had been
joined, and won in favor of the Nephilim and humanity—Northern Europe was theirs.
The front of battle radiated south throughout Europe. The shamans were flushed with their early successes, driving onward
mostly by their own momentum and drawn forward by the crumbling resolve of the confused and dismayed Selenim.
Kingdom after kingdom of the Black Moon fell before the shamans, and soon all of Europe had been liberated. Only when
the march reached Africa and the Middle East did the fervour begin to ebb. Perhaps the Selenim began to develop some
sort of resolve; perhaps the humans and Nephilim paused to organise their conquests. Whatever the case, the relative peace
did not last long, as the shamans, armed with an ever-more powerful arsenal of magical spells at their disposal, pressed
their offensive upon the Selenim once again. While the resistance was more spirited this time, the minions of Lilith were
increasingly out-numbered, and the only real alternative to destruction was retreat. Moving east across the Asian continent,
the Selenim were pursued doggedly by the shamans’ armies. Only a very few Selenim, including our dark “messiah”,
Lilith, escaped the campaign of annihilation, fleeing to the most remote and desolate mountains of Central Asia, immuring
themselves in hidden Sarcophagi, content to let the world outside pass them by.
Eventually, the shamanic offensive pushed north and across the Bering land bridge, spilling into the Americas, the oldest
stronghold of the Selenim. There, the pursuit of the Selenim ended in a bloody resistance in the mountains of what would
one day become known as Mexico, at the very feet of the oldest Sarcophagi. Selenim of unthinkable power held their own
on that ground, drawing upon deep wells of Black MoonKa to repel the humans and Nephilim. Try as they might, the
shamans could gain no ground against these heroes of the Black Moon, and the cost, both in human life and Nephilim Ka,
was simply too great. With the Selenim finally penned in only the most remote corner of the globe, the Nephilim and their
shaman allies accepted the defeat of their age-old enemies. Thus, the great age of the Black Moon drew to a close leaving
the Selenim to brood in hiding as their once-mighty empire slipped into a dark age that would last thousands of years, from
which our kind would never recover entirely.

UNDER THE SHADOW OF THE DARK AGE


The Roman Empire had collapsed, a victim of the slow, agonising blood-letting we committed upon its people. While
overt Selenim efforts tocreate a global Realm under the renewed Black Moon had met with rabid opposition, our more
subtle attack, the undermining of an entire hemisphere, was an outstanding success. With a fair measure of their former
strength regained, the Selenim of Europe faced the imminent collapse of Western civilisation with great anticipation.
Following the trails of the humans who survived the Empire, they established dozens of fortresses dedicated to the Black
Moon, small Realms unto themselves that began to spread their darkness throughout the impenetrable forests that covered
the Europe. For centuries Selenim ventured forth from their forest and mountain strongholds to follow the violent
rampages of mankind, as one barbarian tribe raided another civilised settlement,as one kingdom ravaged another, as
fledgling empires rose and fell in a human lifetime. And between the raids and the petty wars, Selenim prowled the
wooded countryside, assuming new monstrous forms to prey upon the fear and isolation of the humans.
Often, where life became too simple, and emotions ran perhaps a little too cool for the tastes of the Selenim, we brought the
blood of mankind to a boil, and poured them forth from their cauldron. The Vikings were a fine example of those who
unwittingly served our agenda. Some historians of the true occult would like to attribute their veneration of two races of
gods as evidence of competing Nephilim and Selenim influence—though they would be correct only in part. In fact, while
many would readily associate us with the malign beings of Norse mythology, we donned many mantles during those times,
some quite fair, while the Nephilim themselves were not always seen in the role of human allies. Speculation aside, where
the Vikings roamed, we followed, and where they brought terror and strife, we fed. And the Vikings were only the most
prominent of such travels we made on the heels of those we goaded into campaigns of blood and lust.
Certain staggering events even the Selenim did not need to set in motion, as the fear and avarice among the humans and
Nephilim crafted terror entirely of their own accord. The great Inquisition of the Roman Catholic Church was one such
windfall for our kind. Like the great witch hunts that followed it, the Inquisition was focused upon the exposure of
Nephilim who worked among humankind, and while certain Selenim fell prey to the inquisitor’s scrutiny and wrath, on the
whole, we profited from the fear, hatred, greed and agony it inspired.
The so-called “Dark Ages” were, however, thelast of the ages in which our kind would be able to travel so boldly and feed
so freely.

THE LAST EMPIRES


The Age of Reason brought light to the forests as well as the halls of man. With the Nephilim-driven Renaissance,
humanity began to seek each other out, to cut great swaths through the woodland for farming, cities and roads, to trade both
goods and ideas. As their fear and superstition began to subside, so did the vigour of the Selenim realms. Bit by bit, many
of the most powerful Selenim began to slip into a lassitude, finding their otherworldly Realms a more suitable environment
in which to indulge their rarefied tastes. When the urge came over them, they might venture forth just long enough to drag

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some poor soul back to their kingdoms for company, or, more likely, as a brief amusement. Whatever may have occurred
in these Realms, the influence of the Selenim upon Europe and the Middle East was on the wane, and now it was they who
found themselves increasingly isolated in a hostile wilderness.
The14th and 15th centuries were an auspicious time for our kind, however-While the Black Moon appeared to have been on
the wane throughout Europe, our brethren in the Americas seemed to have been on the verge of piecing together key
elements that would raise the Black Moon back to the heavens, rather than grounded to the Earth and the Moon. This time
marked the ascendancy of the last two visible Realms of the Selenim—Transylvania and Mexico.
The Ottoman Turks were a force on the rise, their desire for conquest carrying them throughout Central Asia and the
Middle East, eventually spilling across the Bosporous into Europe. Having taken Byzantium, their sights were set upon
dominion throughout the eastern regions of the European continent—into some of the mostactive strongholds of Selenim
influence. After revelling through decades of armed conflict and mayhem that accompanied the back-and-forth battles
between grasping empire and struggling principalities, a small group of Selenim gathered to become king-makers. Their
pawn was the second son of a usurper-prince of Wallachia, an embattled crossroads of the Ottoman invasions—Vlad
Dracula, Son of the Dragon, the Impaler. Given political and mystical support, and with little encouragement necessary,
Vlad proved his value beyond the dreams of the Selenim, playing political loyalties against one another, waging war upon
his enemies, and showing no mercy to his opponents, foreign and domestic, as he tortured them to death. Among his own
countrymen he would be remembered as a great patriot and hero who staved off the tide of invasion. Those who fell under
his rule, however, those who met with his armies on the field of battle, and those who would hear the tales that drifted out
of the mountainous valleys, would remember him as a butcher who took delight in maiming and torturing his captives, who
worked and starved his political opponents to the death, who hoisted whole forests of captives upon the impaling stake, all
for his amusement and satisfaction. Vlad Dracula was a rogue who traded loyalties from one side to the other, a terrorist
who raided his neighbours without mercy, a scoundrel who ignored his own trade laws and pillaged churches when it met
his needs. And throughout it all, the Selenim walked unhindered,feeding to their hearts’ content, increasing the wealth of
their Black Moon Realms.
Dracula’s empire of terror was only to be short-lived, however. While his reign represented a brief, terrifying ascendancy
of the Black Moon, the Selenim behind him had made the error that many of our kind had in times past—they acted too
openly and drew the wrath of others. This time, retribution came in the form of an invasion force with the Nephilim-inspired
Radu, the younger brother of Vlad, at their head. Outnumbered and out-manoeuvred with no allies to aid him,
Vlad was forced into retreat while his kingdom fell. And as the realm of Dracula crumbled, the Selenim enjoyed their
waning feasts, while the Nephilim fought to rout their influence upon the region. Faced with another defeat in payment for
their overt efforts, still more of the great Selenim of times past retreated into the dark worlds of their own device. Years
later, Vlad the Impaler would stage a brief return to the rule of Wallachia, though without thearcane and devious support of
the Selenim, his seat upon the throne would remain an uneasy one. After less than two years in the regency, facing military
pressures from without, and dissidence from within, Vlad met his death at the hands of an assassin. Thus ended the last
great Selenim kingdom in the waking world of Europe.
As the Black Moon flared briefly into sudden prominence in Eastern Europe, these events heralded a foreboding event on
other horizons. The Wheel of Fortune had long been investigating a disturbance in the Ka-fields, originating from beyond
the western horizon, the land where the Sun dies. We commonly surmise that this was a major impetus for the Wheel to
lever their influence upon the Spanish royalty to underwrite the Templar-planned expedition of Columbus. One of the
many discoveries that Columbus and the Nephilim investigators among the crew made during their visits to the New World
was that an ancient force was at work, piecing together the shards of magic that had long since been shattered. The
explorers brought back confirmation of one of the greatest fears of both men and Nephilim—the Black Moon was readying
its ascent to the sky once again.
Extracting information from the natives living throughout the Caribbean, Nephilim andTemplars alike were able to learn of
the inexorable spread of warfare throughout the Mexican valleys, and the toll of terror and ecstasy levied upon the peoples
near and far. All the signs pointed to a dark magic with which they were only vaguely familiar, but on a scale unknown at
that time. An expedition to stem the tide of the Black Moon was mounted by the Nephilim.
Hernand Cortés, in truth an incarnation of the Wheel of Fortune Snake, Kushiet, and presented himself before the awe-struck
peoples of Mexico. With him, he brought the might of the Strength and Tower Arcana as well. Extracting
intelligence from the natives through terrible magics and torture, what the discovered chilled them to the very marrow of
their mortal bones. The Selenim held swayhere, calling themselves the Xibalbans, immured in their great Sarcophagi,
living in a perverse co-existence—even a symbiosis of a kind—with the unfamiliar Nephilim of the region. The shock was
intolerable, but nothing prepared them for the horror they would feel as they marched inland—a thin, but waxing, sliver of
the Black Moon hung low over the Mexican plateaus.
Cortés, seeking an advantage over the exotic Selenim he encountered, assumed the prophetic role of Quetzalcoatl, the
Feathered Serpent, and played into the mythology of both the indigenous humans and the magical races alike. Though the
Xibalbans and native Nephilim alike braced for confrontation, their human subjects viewed the newcomers as the
fulfilment of prophesy, and the next stage in the cycle of the gods. The Arcana-led expedition garnered popular support of
many small states that lived under the shadow of the Blood Dynasties, and collected an army to march upon grand
Tenochtitlan. The temporal leader of the great empire, Motecuhzoma,defying the wishes of his Selenim masters, hoped to
placate the rival “gods” and opened the city before them, even walking out to meet them face to face. Cortés and Strength
and Tower cohort let no opportunity slip past them, seizing the human ruler hostage and occupying the lordly palaces of
Tenochtitlan by force of arms.
Once in place, the Arcana Nephilim lost no time applying the exotic occult sciences of Summoning and Alchemy to the
task at hand, heightening the reverberation of local Plexii in opposition to the shard of the Black Moon that hung over the
city. As organised opposition to their machinations mounted, their armies resorted to the slaughter of the people of
Tenochtitlan with the awesome aid of the Tower Nephilim, while the Strength Nephilim turned their magical attentions to
the Sarcophagi of the Xibalbans themselves. The Tower displayed their wholehearted contempt for the grotesque compact
between Nephilim and Selenim displayed there by finally slaying the emperor of their human subjects. Strength brought
their might to bear upon the blood-stained temples, and the Wheel brought the vibrations of the Ka-fields to such a pitch
that the fragile sliver of the Black Moon came crashing back to earth. However, Cortés and his cohort soon found that
they had wakened a power far beyond their ability to contain—the fury of the Xibalbans, as they rose from their great
Sarcophagi, overwhelmed the Arcana Nephilim even as the people of the city finally rose in outrage against their
conquerors. By the dead of night, as the oily pools of the shattered Black Moon fragment spread across the city, the Arcana
Nephilim and their allies attempted to flee Tenochtitlan across the long stone causeways. The carnage that fell upon the
expedition and its army atthe hands of the Xibalbans was horrifying, including the demise of many Nephilim, dragged off
to the Black Moon realms of their pursuers, cut off forever from the Ka-fields that sustained them.

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However, the light of a new dawn broke upon the night of the Xibalbans and their peculiar compact with the people and
Nephilim of Central America. The restoration of the Black Moon, into which they had poured so much of their power, had
been destroyed. The Arcana Nephilim returned with replenished armies and slaughtered their subjects, even as a more
insidious enemy—small pox from Europe—decimated them. Taking what sustenance they could from the rage and
suffering about them, most Xibalbans let themselves slip into an uneasy slumber within hidden Sarcophagi, whilemany
retreated to the ultimate security of their Realms, whole worlds which would forever keep them safe.
And so did the last of the great Selenim empires pass from the pale of this plane.

INTO THE MODERN DAY


The later days of the Selenim influence upon Western history have been less momentous, but we have been there, wherever
the excess of human emotion festered to a head. The constant warring across the continent of Europe kept many of us well-
nourished for centuries. The witch hunts, which borrowed much momentum from the Inquisition bore rich fruit for many
centuries on two continents. Cabals of diabolists periodically infiltrated every level of society in a variety of places and
times, bringing corruption, decadence, and debauchery wherever they cropped up—sometimes under the guiding hand of
our erstwhile allies, The Devil Arcanum; sometimes by our human sycophants and their cults of blood; even, on occasion,
following the lead of that gushing font of extravagance, The Lovers. A great coup for the Selenim was scored in the person
of Madame de Montespan, the former mistress of King Louis XIV of France; her affiliation with the Cultes des Ghoules—
in truth, yet another incarnation of our ancient cult of human worshippers—allowed both ourselves and the Devil access to
the highest circles of European society. For a fleeting time during the latter part of the 19th century, we held the whole of
London in a grip of fear, as Jack the Ripper stalked her streets with impunity. If truth be told, so many have claimed
responsibility for his reign of terror, both Selenim and our human minions, that there is still no certainty precisely whom
can genuinely accept the credit for Jack’s actions. However, regardless of who was truly responsible, there is no doubt that
for a deliciously brief moment, the city glowed with a terrible light that attracted Selenim like moths to a flame.
The most recent century has been marked by the continued decline of the Selenim upon human events. The two World
Wars supplied us with conflict and bloodshed on a scale heretofore unknown. While many of our kind were able to take
advantage of the outpouring of hatred and agony during the conflicts themselves, increasingly we have found ourselves
melting into the background of humanity’s stage, ever more wary of showing our hand to those who would thwart our
ambitions before fruition. We work toward the steady increase of the Black Moon fields, making the humans feel secure in
their belief that they possess mastery of their world, subtly fomenting dissent among their own ranks, and between them
and the Nephilim. Where their pride, their ambition, their fear, or anger, or self-loathing grows strong, so do we follow.
While so many of our race have perished since the first Selenim rose from the ashes of its Ka-elements, we still grow in
numbers—ever so slowly, but patiently. We have our purpose, and we have all of eternity before us.

Selenium
The members of the Unnamed Arcanum, the Selenium, are greatly underdeveloped within the main rules of
Nephilim.
It can be gathered that Selenium are NOT horrible demonic fiends, ratherthey are cursed.
The Selenium are scholars of the Black Moon-Ka, and from their studies they have gained great powers unknown
to the Nephilim, and great weaknesses. However, while the studies of Black Moon-Ka change the Nephilim into a
Selenium, any Nephilim (regardless of Dominant Ka-element or Metamorphosis) can make the change.
All Selenium are immune to the harmful effects of Orichalka, so that while an Orichalka coated sword will do
normal sword damage the Orichalka has no additional effect. However,in their studies of Black Moon-Ka the
Selenium lose their capability to regenerate Ch’awe or the ability to properly use their Ka -elements, forcing them
to steal the Solar-Ka of humanity for power.
When a Selenium kills a human and eats the human’s flesh, blood, or other bodily parts, the Selenium gains a
point of Ch’awe for every five points of Solar-Ka the human used to possess, rounded up. For example, Zargon
eats a man with twelve Solar-Ka, giving Zargon three points of Ch’awe.
In order to use one ofthe Black Ka-elements, a Selenium must kill a human and eat the human’s flesh. The
Selenium first states which single Ka-element he wants, and then, for every point of Solar-Ka the human
possessed the Selenium gains four points of the stated Ka-element ina “Black Ka” form. Selenium cast spells as
normal, except that each Ka point used in the casting is lost. For example, Zargon, a Selenium, eats a human
and declares to store the Ka as Black Earth-Ka, gaining fourty points of Black Earth-Ka. Later, Zargon casts
Caress of Lilith, but instead of rolling his Sorcery skill, Zargon spends his Black Earth-Ka, using each point
spent as two points to his skill total. Zargon choses to spend 35 points of Black Earth-Ka, giving him a 70%
Sorcery skill total to cast the spell. Selenium never have Ka-checks for whatever reason.
A Selenium can only store up to 100 points of any Black Ka-element, limited only by the number of humans it
can consume. However, Selenium also seek Agartha of a sort, absorbing the Ka-elements of Nephilim and
trapping them within. Selenium must absorb 90 points of every Ka-element from other Nephilim in order to
acheive Agartha, and no other requirement exists. As the amount of regular Ka-elements increase inside the
Selenium, he begins to undergo changes within his form, based on the Selenium’s Metamorphosis when he was
a Nephilim.

The best description for Selenim as described in the french supplement is psychological vampires. Selenim, as
you know, are black moon creatures. But black moon is an unstable magical field. Therefore, Selenim need to
regularly feed. To achieve it, they drain the solar ka from humans, and convert it into black moon ka. Thus, they
are specialists of the mental manipulation, because they need intense emotions to feed on humans (such as fear,
love, faith, and so on). That is the main reason why Selenim love the night (that is the reason of the vampire
myth): dreamers are easy preys. According to the rules presented in this supplement, a part of the solar ka
remains in the dead bodies. It makes it possible for the Selenim to communicate with the deads. Thus, they
developed a new magical system, the Necromancy, which can be compared to some sort of Black Moon Sorcery.
There are three main parts in Necromancy. The first and easiest one is the calming down of the deads (such

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spells make the dead be in peace). The interest of taking care of the deads in such a way is mainly esthetical.
To be precise, when you are in black ka vision, you can hear the black moon fields as well as see them. This
music is called the Pavane (I did not found any satisfying translation for the moment), and playing with the pavane
is something very important to the Selenim. The second part is communication, which allows to talk with the
people which are still able to communicate (that is not the case for all of them). The interest of such an
experiment is evident. The last and most complex part is the control of the dead bodies, which includes the
creation of zombies, for example.
Contrary to the Nephilim magic, the Selenim magic requires to expand some Black Moon Ka, because of the
unstable state of this field. In reality, there are many cases where the Selenim must spend their Ka, and that is
the reason why they must often feed on the humans. For example, there exist another Selenim magical system:
the black summoning, which deals with black moon creatures (very funny!).
Another important point is that the Selenim cannot reach Agartha, since they have lost all the fields but black
moon. But they discovered their own equivalent, which is the building of a Realm. A realm is some sort of black
moon ka pool, which the builder of the realm can shape exactly as he wishes. The kings of the realms are the
most powerful Selenim. The realms described more precisely in the supplement are Paris (3 realms in this city!),
New-Orleans, Rostock, Brighton (I know that this location will surprise many of you), Transylvania (with the
explanation of who Vlad Dracul was) and Yemen. When do you become able to build a realm? When your Imago
has become huge enough. The Imago is in a way the equivalent to the Selenim of the Metamorphosis. It is a
shape that the Selenim build for themself directly from the black moon fields. This Imago is most of the time
invisible, but can be made real. This process can be very, very painful and dangerous for the Selenim
simulacrum! And your Imago can become real even if you don’t wish it, for example in a black moon plexus, or
when you don’t have enough black moon left (this awful state is called Entropy). If you want to build your Imago,
you have to spend huge amounts of black moon ka.
Selenim cannot change their simulacrum until they have built a realm. They are not immortal, and must take
great care of their simulacrum. But the body doesn’t decay any longer. It seems in reality that the aging process
is so slow that the simulacrum ages only 1 year every century. Think about the current problems of the Selenim
with money, inheritance, identity and so on, as soon as their life becomes long (some centuries).
There are two hierarchical structures among the Selenim. The first one is the arcanum XIII, of course, but it is
now very weak. The main reason is the awful power of the second structure, the cult of Lilith. Lilith was the
leader of the Nephilim who decided to turn themselves into Selenim in order to save the Nephilim race. Thus she
is one of the oldest living Selenim and is so powerful that she can be considered as a goddess. There is a conflict
between the Arcanum and the Cult, which is one of the main subject of the long campaign at the end of the
supplement.
Selenim do not have a metamorphosis, in the meaning they don’t have permanent alteration on the body they
possess. The Imago is something different. The Imago is the shape they give to their own black moon ka.
Selenim have only one element left, and I suppose it is the reason why they can shape it that way, while Nephilim
cannot shape their pentacles (or they -we?- ignore this possibility). And it is possible to make a part (or even the
whole) of the Imago appear (i.e become real and alter the body in the same way the aspects of the
metamorphosis do), only for a short time. It can be a voluntary process (requiring the spending of ka), or an
unvoluntary one (in a Realm, in a black moon Nexus, or because of Entropy).
Selenim cannot reach Agartha. They are cursed, only Nephilim, with the five main elements can reach Agartha.
It seems that the main point in reaching Agartha is the ability to move to the Subtle Plans, to live in Akashas, and
so on. Selenim cannot do that. They are cut from the Subtle Plans, and have not more ways to reach them than
any normal Human, for example. But they have their own ‚goal’, ‚achievement’, or any other word which could
describe what Agartha is to the Nephilim. This purely Selenim goal is the creation of a Realm (i.e an huge black-
moon pool which the Selenim can inhabit and shape as he wishes). Creating a Realm is the equivalent of
Agartha from the Selenim point of view, but it is different. You must be aware that almost all Nephilim ignore the
existence and the possibility of Realms (in the same way they ignore most things linked with Selenim). From a
Nephilim point of view, Selenim are cursed not only because they lost their 5 original elements, but because they
lost any chance to ever reach Agartha too.

The Selenim

All Selenim start out as Onirim (Moon-Ka Nephilim). They convert their Moon-Ka into Black Moon-Ka. Their
Simulacra loses a dot of Willpower, which is then added to the Selenim's Ka rating, representing the destruction of
their memories and personality (Selenim never need fear Shouit). They replace Ch'awe with Black Moon Pool,
which is refueled by harvesting human Willpower. They lose Metamorphosis and the ability to use all Occult
Sciences permanently, as well as all their Ka-Bonuses except for Moon. Their Ka-Vision becomes
monochromatic. However, they gain immunity to the destructive effects of Orichalka, drastically slowed aging
(only one year for every century), the ability to use the Occult Sciences of Necromancy, Black Summoning, and

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Anamorphosis, and the Tenebrae, a sort of Black Moon-Ka "hearing." Necromancy allows for communication with
and reanimation of the Dead, Black Summoning allows the summoning of creatures from the Black Moon fields,
and Anamorphosis allows the construction of a Black Moon "sculpture" (the Imago) that grants shapeshifting
capabilities and can eventually become a pocket universe (the Realm) under the Selenim's control. Once they've
advanced sufficiently in Anamorphosis, they can leave their Simulacrum and retire in their Imago (which is
capable of independent movement), as well as claim a new Simulacrum(s). They cannot reach Agartha like
Nephilim, but they can use their Realms to become virtual gods, and the Realms also become conduits of Black
Moon-Ka, harvesting and storing it from human Solar-Ka (so Realms must ideally be built over large population
centers). It is, in fact, possible to try and recreate the Black Moon this way, but the last time this occurred (when
Cortez invaded the Americas), the Nephilim swiftly acted to prevent it from being completed.

The Selenim are a special type of character.


They are the dark brothers of the Nephilim: the accursed ones. During the fall of the Orichalque meteorite and the
human revolt led by Prometheus, some Nephilim sacrificed their elements to the Black Moon. These beings,
changed forever became the Selenim . Their pentacle then became a Black Moon Core. Insensitive to the
weapons of humans, they were able to fight them effectively. They were respected by some for their sacrifice,
rejected by others who were horrified at the abomination of their transformation. To survive, they must feed on the
Ka-Sun stolen from humans when they feel strong emotions (joy, fear, hatred, love ...).
The Selenim can use the occult sciences dedicated to the Black Moon as Necromancy or Black Kabbalah.

Selenim:
Immortal only of Black Moon, it is called Black Moon Core. He is related to the Nephilim, and they are called
cousins between them. He is definitely embodied in a human being and crosses the centuries with this body (yes,
there is a parallel to the Highlander). These Immortals are often multi-thousand years old. The Selenims have
only one body, if it is killed, it definitively dies !! Moreover, there are no external signs that differentiate them from
other human beings.

Occult Sciences Selenim:


-Nécromancie = Speech with the dead and ability to edit Restless (sort of undead in Nephilim).
-Conjuration = Invocation of critters, but unlike Kabbalah have no desire or thought.
-Anamorphose = The Selenims having a core of Black Moon, they can carve to create a monster from their
imagination.

Selenim Handicaps:
Entropy: when using too Selenim spells or other condition, it has lost too much of Black Moon has in its nucleus,
and in between entropy. His Ka-Moon Black disappears very quickly with the risk of disappearing. There are also
risks of physical degeneration in this condition.

Ka Attributes
Dominant Element Attribute
Black Moon (Metal): Manipulation & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)

The Occult Sciences Selenim


For the Curses too, there are three Occult Ways.

* Necromancy
This Occult Science consists in speaking to the dead, in appeasing them with the help of Rites. As it progresses,
the Selenim realizes that he can ask for more and more things from the dead and that they are ready to serve
him.
At the first Circle, the Necromancer becomes familiar with the dead, their condition and their suffering. He tries to
appease them in order to be able to converse with them. The Rites of this Circle are Spiritism, Clairvoyance and
Animation.

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At the second circle, the Necromancer is accustomed to interact with the dead, and manages to use them to
accomplish increasingly complex tasks. His influence even begins to affect the living, or the universe that
surrounds it. The Rites of this Circle are Possession, Beyond and Corruption.
The secrets of the 3rd Circle of Necromancy are well kept, and feared by all. Their power is impressive, and
suffers no comparison.

NECROMANCY
Necromancy involves two different techniques: Communion and Command. Both involve the focusing of the
Tenebrae skill to listen to the voices of dead human spirits.

Communion This is the ability to communicate with the dead. Generally speaking, the dead are eager for a good
conversation. Sometimes, they are even privy to information useful to the Selenim. Likewise, often times the
survivors of the deceased are eager to speak with their now dead acquaintances and may be
willing to do favors for the Selenim in exchange for establishing contact. Communion may take any of a number of
forms, including speaking to skulls, augury of corpses, raising spectral forms, traditional parlor seances, etc.
Communion is always a mutually voluntary relationship between the Selenim and the spirit.

Command This is the far more nefarious application of Necromancy, and the dead aren’t so keen to participate
in these activities. Command involves the invocation of the dead spirit and forcing it to the Selenim’s will. The
spirit may be tortured into revealing information, or bound to haunt a certain place, forced into menacing spectral
forms, or even compelled to animate its corpse. Necromancers who engage in an excess of malignant Command
develop a bad reputation among the dead quite quickly, and are asking for a nasty pay back some day.

* Conjuration
Playing with a musical instrument, the Conjurator models the Champs de la Pavane to make creatures that meet
particular needs.
At the first circle, with the aid of his flute, the Conjurator can model creatures corresponding to the Calls of the
Pacifist, the Savant and the Torturer.
At the second Circle he plays the Harp, which allows him to perform the Calls of the Soldier, the Madman and the
Annihilator. The creatures of these Calls are generally of greater power than those of the First Circle.
The organ is the instrument of the third Circle. It allows, it is said, to leave the Selenim a total freedom in its
Compositions.

BLACK SUMMONING
This occult science involves three circles of invocations that draw quite bizarre creatures out from the Black Moon
fields. Black Summoning is actually quite seldom used among the Selenim for four reasons: 1) it is generally too
expensive in BMK to cast the spells; 2) the creatures summoned are often too dangerous to control safely; 3)
Black Moon creatures can only be summoned in the very strongest of Black Moon fields, which are few and far
between; and 4) because the spells are so nasty, few Selenim are willing to teach them to potential rivals.

First Circle These summonings generally invoke goblin like creatures that are able to affect the emotional states
of their victims. There are also one or two creatures that can do a minimum of direct physical damage. These
creatures are invariably invisible to anyone unable to sense Black Moon fields.

Second Circle These creatures are distinctly more powerful than the previous circle, and they have more dire
abilities, including physical damage and the destruction of various types of Ka. They are also much harder to
control.

Third Circle These creatures are almost off the scale. They are beyond control and possess the most alien and
malignant knowledge beyond the ken of most Selenim. Virtually no one possesses these spells, and those who
do would not be foolish enough to share them with others.

(Note: As may be inferred, at least some of these beings of the Third Circle are the lingering spirits of the great
Saurians.)

* Anamorphosis
Through this Occult Science, the Selenim carves an Imago of Black Moon, whose aspects he can manifest on his
Simulacrum.
The lack of mastery of the first Circle allows him to manifest only Aspects of the Face, Extremities or Skin.
At the second circle, it develops new Aspects, more imposing than those of the first, but requiring a greater
energy expenditure. These are the Aspects of the Members, the Trunk, and the Appendices.
The Third Circle consists in the realization of the famous Kingdoms that terrorize so many Nephilim.

IMAGO

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The Imago is a sort of archetypal shadow self. It is both a store house for Black Moon Ka and a means of
refining the technique of Assuaging. It is really less of an occult science than an inherent ability of being a
Selenim. The Selenim "moulds" or "sculpts" an idealised image of itself that represents the sorts of
emotions that it prefers to feed upon. For instance, a Selenim may develop a face that represents and evokes
Fear, while it develops hands with claws that represent and evoke Greed, etc. A whole body will be sculpted,
aspect by aspect, and each aspect will help the Selenim evoke a preferred emotion from its victims while
Assuaging. Imago aspects are limited only by the imagination of the Selenim itself, though once created, they
remain immutable.

Each Imago aspect (generally comprising a head, body, arms and legs, but may include any number of other
refinements and extraneous elements) is controlled by an emotional Trait rated on a scale from 0 to 20 in
precisely the same fashion that the emotional Traits for Metamorphoses (from Chronicle of the Awakenings) are.
A rating of 0 represents no control over the aspect, and 20 represents complete mastery over it.

The Imago is generally invisible and looms behind the Selenim like a malignant shadow, but the Selenim may
choose to manifest the Imago aspect upon its own body. Doing so is often damaging and painful to the body of
the Simulacrum, however, and must be done with great caution. Generally, it costs approximately 5% of the
original cost of the aspect in Black Moon Ka in order to manifest it upon a Selenim’s body.

For the purposes of creating an Imago, assume that a human like head costs 30 Black Moon Ka (BMK), while a
more animal like head will cost 50 to 80, depending upon how specialised the head is (big teeth cost more, etc.);
human arms and legs cost 20 BMK, while animal limbs will cost anywhere from 30 to 60 (they generally have
useful claws, hooves, tentacles and such); human bodies cost 50 BMK while animal bodies generally cost about
100 BMK.

Casting a spell: casting opposition Ka black moon (KLN) / difficulty of spell Modified by the level of competence
in occult science.
The stars and the moon affect the throws: see tables of ephemeredes Selenims.
Entropy: A selenim loses a KLN chip per day (two days Full moon or new moon). If the reserve is reached the
loss is Of one per hour, and even of 1 per half hour.
Satisfaction: KLN / Ka opposition jet men. (The ka sun of man returns from a microchip per hour). More
The emotion aroused is intense, the more the selenim can feed on the sun.
Burn a spell: Like the nephilim, the selenim can tattoo Comes out in their kernel ..
• Necromancy: The black moon is a bridge between life and death. The Necromancy is the understanding and
exploitation of this bridge.
Circles: necromancy is divided into 8 skills. To move to a Upper circle: eight skills are required in the current
circle.
° First circle: a rite of the first circle usually lasts 1 min.
- Spiritism: allows contact with the dead.
- Clairvoyance: allows the manipulation of the dead.
- Animation: allows to create and improve the restless.
° Second circle: a rite of the second circle usually lasts 1 hour.
- Possession: allows to possess by the aid of the ghosts.
- Beyond: allows to enter the fields of black moon.
- Corruption: allows to create the living dead.
To launch a rite: To launch a rite it is necessary to be in presence of the target body then We make a jet of
opposition Ka black moon (KLN) / Ka sun of the being and the level of Torment of the latter, modified by the level
of competence in occult science
• Conjuration: Through the pavane (the song of the dead), the selenium Can call upon entities: dragon effects of
black moon.
Circles: to move to an upper circle: eightSkills in the current circle.
° First circle: an evocation of the first circle lasts 1 turn
- Call of the Pacifist: creature of the appeasement
- Appeal of the Scientist: creature of knowledge
- Call of the Torturer: creature to imprison, to keep, to neutralize.
° Second circle: an evocation of the second circle lasts 2 turns
- Call of the Soldier: warrior creature.
- Call of the Fool: creature whose aim is to make crazy.
- Appeal of the Annihilator: Creature whose purpose is to destroy or soil
Entropy: Entities are subject to entropy. They tend to disappear,
However their characteristics do not change according to their loss Of entropy.
Initiate an evocation: KLN opposition roll / KLN contract difficulty of
The entity.
- modified by the level in the call.
- Can sometimes be modified by the LIVE in music.

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- The cost is for a creature not initiated of 1, ... .for a very initiated creature Of 5.
• Anamorphosis: Anamorphosis consists in transforming one's own being,Producing an ideal image in the
KLN. It then makes it possible to On his simulacra some aspects of his imago.
Circles:
° First circle:
- Face
- Skin
- Extremity
° Second circle:
- Trunk
- Members
- Appendices
Construction of the imago:
- An imago is at least made up of six different morphs. He must therefore possess The 6 morphs at least to
apprentice niv.
- Building an aspect requires a lot of KLN. but he is not
Compulsory to provide all KLN at once. The construction of an aspect Can be done little by little.
- opposition roll KLN / not difficult for the first circle
- KLN opposition spin / slightly difficult for the second circle
- modified by skill art (painting, drawing, sculpture).
Activate an aspect:
- To make appear an aspect always takes a turn, it is an action Exclusive.
- Deactivating an aspect always takes a turn, it is an action Exclusive.
- To reveal an aspect of the imago: KLN opposition spin / somewhat difficult
For the first circle, KLN opposition spin / rather difficult for the Second circle.
- It is possible to make its imago appear entirely all at once.
At creation the selected aspects are considered constructed.
The understanding of the bridge between life and death, the understanding of the pavane, and Finally the
construction of a kingdom from the imago are the three main Means of reaching the apotheosis

Organisations of the Selenim.

The Arcane Without Name.


It is based on Akhenaten's vision that the Selenim can also reach the Agartha. She wants a minimum of
collaboration with other Arcana.

The Cult of Lilith.


Its members want to restore the Black Moon and establish a cult of terror. The CUlt of Lilith is tha part of Selenim
that resent the attitude of Nephilim toward them directly after the fall of Orichalka and the war with the
Promethean Swords. After all, it is the Selenim who saved Nephilim from utter destruction under the cursed metal
swords ! And Nephilim dare call Selenim horrors, abominations, monsters. Selenim are subject to entropy, as the
Dark Moon Ka is a dead element. They can perish by something that can be described as a magical putrefaction.
But not Lilith. Lilith attained a status, a state similar to divinity which pities the Nephilim's Agartha. And given
research, time, and the following of Her teachings, any Selenim can attain this state. To put it briefly, members of
the Cult don't like Nephilim and humans. They are proud of what they are, convert Nephilim and struggle softly
against the XIIIth Arcana. The Hierarchy of the Cult is pyramidal : Lilith at the top, Ancients and then younger
Selenim. Under them, some humans.
History : to tell the truth, the Cult is a really recent entity. The status of Lilith was proclaimed around the XIIth
Century. From her Babylonian Kingdom (note: Kingdoms are sorts of Akasha of Dark Moon Ka -abbrev DMK from
now on). The Cult did expand everywhere and convert many Selenim. The XIII Arcana fell under the swarm of
cultists at the end of Middle Ages. Since then, the Cult never changed.
Now : The cult has many uses to its members. It asks to its members to do things and give presents in return

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(Sun Ka or other). It is a complete society, with its laws, punishments, etc.
It acts as a forum for Selenim to exchange ideas. It recruits new members. It forms those new members.
Enemies : Some really old Selenim who resent this parody.
Some "natural" Selenim who have grown up by themselves and find the cult too coercitive. A big minority of
members that are not convinced and wait for the time to throw over the rulers of the cult. Some who have left the
cult. And the XIII Arcana, who was a useful tool of the cult and now has ideas of independance.

Selenim FAQ
How Do Selenim Differ from the Nephilim?

All Selenim began their existence as Nephilim, then subsequently altered themselves to become Selenim. The
differences between the Selenim and the Nephilim hinge upon the fundamental magical energies that comprise
their beings. The Nephilim are comprised of five different energies, or Ka, all of which are Solar-Ka from the Sun
diffracted from different heavenly bodies: Fire-Ka from Mars; Earth-Ka from Jupiter; Air-Ka from Mercury; Water-
Ka from Venus; and Moon-Ka from the Moon. The Selenim have cut away all of their Ka elements except for one,
their Moon-Ka, and that they have re-diffracted through the remnant Black Moon fields to become Black Moon-Ka.
Nephilim arecapable of manifesting their magical natures through their innate Ka-vision, with which they can view
the variations in the Ka fields, and through the three accepted occult sciences of Sorcery, Summoning and
Alchemy. The Selenim have only a pallid vestige of their former Ka-vision, but have developed a sort of “Black
Moon-Ka hearing” commonly called the Tenebrae, with which they can “hear” the shifting of the Black Moon
fields. An unusual side effect of the Tenebrae is that Selenim are able to hear the voices of the dead, and through
the use of this ability have developed an occult science different from that of the Nephilim: Necromancy. Another
occult science that they have developed is the specialised Black Summoning, with which they are able to
summon dread and dire beasties from the Black Moon fields. The Nephilim are capable of replenishing their
magical energies simply by bathing in the Ka fields that envelope the planet. Selenim, on the other hand, have no
such source, as the Black Moon fields are too dispersed across the planet to sustain them. To replenish their
Black Moon-Ka, the Selenim must instead draw Solar-Ka from humans and in so doing convert it into Black
Moon-Ka. In this sense, they are very much like vampires, though they do not require the actual drawing and
consumption of blood. Instead, the Selenim are able to psychically siphon off the Solar-Ka by engendering
emotional states to which they are attuned. Thus, the Selenim are constantly engaged in creating highly charged
emotional situations among humans from whom they wish to feed.

What is the Imago?

In order to create a reserve of Black Moon-Ka, the Selenim are prone to creating something called the Imago. The
Imago is a sort of idealised image that the Selenim has developed ofitself. In one sense it is a sort of barely-

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perceptible shadow that looms over the Selenim, and in another, it is a sort of intangible sculpture that it is
creating. Every aspect of the Imago that the Selenim creates is a reflection of its emotional state, and represents
a particular emotion upon which it favours feeding. In this sense, the Imago is a means of eliciting the emotions it
desires. Some Imagos are very beautiful. Most Imagos are shocking, if not outright dreadful. All Imagos are
designedto be impressive.The Imago is generally invisible and intangible. For all but the most powerful, the Imago
looms behind the Selenim like a perverted shadow, visible only to other Selenim, but almost perceptible to
Nephilim or humans using Ka-vision. Atcertain times the Selenim may wish to manifest the aspects of its Imago
upon its own body. When it does so, its body twists and warps into whatever dimensions the Imago aspects
dictate.

Where Are the Selenim Today?

The Selenim are generally quite looselydispersed today, as any time that they congregate in greater numbers,
they are routed by the Nephilim. However, they still command certain strongholds in Mexico and the mountains of
Central Asia. In usually solitary conditions, they may generally be found where they have both access to a
considerable population of humans from which to feed, and a fair sized population of dead souls with which to
communicate.The Selenim are unable to reincarnate as easily as the Nephilim, and as such are generally a rather
craven lot, preferring to muster their power in safety and command their magics from afar. They tend to have
lackeys, both mundane and magical, do their dirty work for them, though in a pinch, a Selenim can strike out with
astonishing fury and destruction of its own accord.

What About Major Arcanum XIII?

Major Arcanum XIII, the Unnamed, is the Arcanum appointed to the Selenim. Their nominal figurehead, their
Pharaonic Egregor, is reputedly a Selenim known as Nephren-Ka, who presented Akhenaton with theEbon
Tablet. This act ensured their place among the Major Arcana of the Nephilim, in spite of their radical variance
from the path to Agartha. Few Nephilim acknowledge the legitimacy of this Arcanum, and most reject the Selenim
as monsters at best, and at worst as traitors. Beyond these facts, few Nephilim know anything of the Arcanum.
In fact, the Selenim themselves do not refer to their Arcanum as “Unnamed”, preferring the name it holds in the
tarot: Death. The Death Arcanum is dedicated to the perpetuation of their original role among the Nephilim as
martyred saviours. In payment for their sacrifice, they exact a toll from the betrayers of the Nephilim—the Solar-
Ka of humans. Their great sacrifice after the fall of the Orichalka Meteor was their effort to perpetuate the
existence of their brethren. Immune to the effects of Orichalka, they were the guardians of the Nephilim, and as
an Arcanum, they are prepared to do so again. This is not to suggest that they are entirely noble in this pursuit—
manySelenim resent the constant ingratitude and persecution they suffer at the hands of the Nephilim, and most
will not go out of their way to assist a Nephilim in any but the gravest of circumstances. Some Selenim refuse to
aid them at all, instead choosingto wait until the final battle between humans and the magical races, where they
will stride forth as a wildcard in the end game. A great secret that very few Nephilim are aware of is that most
Selenim do not stand unified under the banner of the Unnamed Arcanum. In fact, the majority of Selenim
worldwide belong to societies particular to their locale. The Xixiegui (pronounced “shee-shay-gwee”) of Asia are
organised under the Yama Kings of the many-fold hells; the Xibalbans (pronounced “shee-ball-ban”) form their
own kingdoms and lordships throughout Mexico, Central America and into South America. The largest group,
easily dwarfing the Arcanum, and certainly the most influential among them, is the mysterious Cult of Lilith. Based
out of Central Asia, they hold sway over the majority of Selenim throughout Europe, the Middle East and North
America. This cult is the source of most of the truly monstrous legends that persist about the Selenim, and it is
they who are most likely to act in outright opposition to the Nephilim.

What About Agartha?

Agartha, as you’ll recall, is the pinnacle of spiritual enlightenment for the Nephilim. It is a state of being that they
achieve when they have become sufficiently enlightened and in tune with the magical fields. The Selenim have
divorced themselves from those fields and are thus unable to attain Agartha. This is one of the greatest sacrifices
the Selenim have made for the Nephilim. However, the Selenim are not entirely lost, as they are able to create
Realms, whole worlds that obey their every command, once they have developed a sufficiently vast hoard of
Black Moon-Ka. They hoard Black Moon-Ka by funnelling it into their Imagos, which grow steadily bigger and
more massive with each deposit. Eventually the Imago grows too huge to follow the Selenim about like a shadow
anymore and becomes stationary. Not long after this, it becomes massive enough to collapse in upon itself and
fall out of existence in this plane. Thereafter, it becomes a sort of pocket universe into which the Selenim may
withdraw and act as absolute ruler and creator. Selenim Realms are generally rather small at first, but may
continue to grow as the Selenim deposits more and more Black Moon-Ka into it. As the Realm is essentially
another form ofits Imago, it will also reflect the Selenim’s emotional personality, and may be shaped according to
whatever whims the Selenim so chooses.

So basically, what is a Selenim?

There are eight elements in our world: water, fire, earth, moon, air, sun, orichalque and the black moon. Of these,
our cousins master five, but we are different. We are Black Moon beings. The Selenim are the descendants of
Mu, who was a great prophet, and the people of the Saurians. The Saurians, which humans call dinosaurs, had in
fact built large societies in the jungles, and in their madness of grandeur they created something, something that

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people still regard as cursed: Black moon. The hidden face of the moon, the dark side of madness, death ... there
are many prejudices about us, but we must not think that our element makes us mad, they are only gossip.
Basically, a Selenim is an immortal whose main element, the only element, contained in its nucleus, is the Black
Moon. Immortal, it can live very long, in the same body, unfortunately, unloved, chased, hated, acceptance set a
slow process ...

It comes to the world how, it is small beasts?

There are two main ways, which will be discussed later, but there are two main ways: fall (ancient Selenim) and
spontaneous creation (natural Selenim). The spontaneous creation is rare but existing, it is a very recent
phenomenon that very few Nephilim or humans come to understand, and even less. It happens that when a
human crosses a magical field of the Black Moon, and under very special circumstances, it becomes a
Selenim. He keeps his personality, but will develop powers quietly, however, one can say that these are almost
doomed to death. Because it is difficult to find help, and that life is not so simple. The others, the most common,
though very rare, were before Nephilim. Some have accepted the fall voluntarily to be able to fight against human
societies, and others have experienced a slower and difficult fall towards the Hells, a gradual perversion of their
pentacle until becoming a Selenim.

What does it eat in winter?

Relevant question when it comes to the Selenim. They must feed on two main ways. First, we are responsible for
keeping our bodies in good condition, as this is the only one we have contrary to our cousins. We must therefore
eat human food ... mmm ... eat ... then unlike vampires to which we are often compared, we have the choice, the
right, even the obligation to eat and it is very good like that. But in addition, we have to convert human energy, ka-
sun, that we find in their latent or active emotions. It's hum ... a bit like making a spell in a game where one sucks
their vital energy to take ownership of it. When we absorb it, it becomes the black moon that feeds our core, but
ask me not the exact process, so I could not answer you!

So we are immortal, we have enemies and weaknesses to know?

Of course being immortal, it can be cool, but I imagine that eventually it weighs squarely on the mind, but hey, I
will not dwell on it either because I do not really know that , I am still very young! So, as I mentioned earlier, the
Selenim do not have the known and very unpleasant weakness of the Nephilim in relation to the Orishalque, this
is one of the reasons why some have sacrificed themselves to protect their brothers during great hunts , Because
it is really a big sacrifice, from what I understood. The Nephilim have an incomprehensible fear of the Black Moon,
they tend to see it as a parasite, a corrupting agent, so it is really important to say that it is not pleasant as life, but
hey, it's not the end of the world. In addition, the Selenim no longer have stasis, in general, unless one has been
imposed to them after their transformation, so they do not have to live with fear of shadow or stasis .
Unfortunately, everything is not rosy in our lives. We have a lot of enemies, already in Neph8ilim who see us as
degenerate and dangerous beings, but also in some humans who have a growing hatred Selenim face if we think
for example of R + C , which consider Selenim As aberrations. I think I should also mention that if Selenim can
survive more easily in Anti-land , there it is not possible to access the Akasha with the help of a Nephilim or Ar
Kaim.
We also do not have the chance to enter into vision-ka, that is to say, the 'magic vision' of the Nephilim, but I think
that for the sake of equality, we all have a right to something That I find even more cool. One can hear the
Pavane, the Song of the Dead ...
La Pavane, or Song of the Dead, contains many secrets. After the destruction of the Black Moon of the Saurians,
the Nephilim tried to make this cursed element completely disappear. Unfortunately for them, the Selenim saved
her from an almost certain disappearance.
By feeding on the Ka-Sun of humans, the Selenims transform a part of this Ka into a black moon flow: La
Pavane. This emanation evolves around their nucleus in the reserve and also feeds the magical field of the Black
Moon.
When perceived by Vision-Ka, this field is seen as cursed, but when listened attentively, it becomes the Song of
the Dead. Like all the Magic Fields, the Cursed Field is not just an energy: it has an analogical and symbolic
meaning that comes from its creators: passion, madness and terror. Only its creators can hear these paths.
These feelings and voices can inhabit the objects, the places or even the remains of a human ...
I would say that the Selenim base is not bad, I'm not sure that it answers all your questions, I had many more
after my 'conversion' but you should continue reading my little ones Even if you do not think of doing Selenim, I do
not know, maybe just to understand our nature of misunderstood. In subject S.2 I will explain in more detail the
difference between the natural Selenim and the Selenim that were, before ancient Nephilim!

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The natural Selenim
The natural Selenim are still unknown and especially strange in the eyes of several immortals. We are much more
like Ar-Kaim in our creation than anything else. In fact, we are not immortals strictly speaking, but let us say that
we are eternal. I understand you to ask how it is to create these things and the answer is quite complex and yet
quite simple.

The conditions must be met and it is certainly not infallible but from what we know it makes a human meets the
magical fields of the Black Moon. No one really knows what are the necessary conditions for the creation of a
natural Selenim, but it is certain that these two elements must come in conjunction. There are also often strong
emotions, be it fear or rage, but there is no real guideline to follow.

Most Selenim is made up of Selenim who were Nephilim before but it does not matter because we will talk about
it later!

The natural Selenim often do not have a mentor, which makes them a bit lost at first but mostly they do not know
how to do what they need to do to survive. The absorption of Ka-Sun is done naturally, instinctively if one wants,
but only enough to survive. Of course, this may seem difficult and you may think that life is harder for us than for
other Selenim so do not think about this kind of thing. At least we have fewer enemies!

If you want a natural Selenim I advise you to take the next step or Clans of Selenim .

Clans of Selemin
The Selenim clans are few in number, and it is just as well because it is much more violent than any other
race. There are several ways of approaching the world even among the Selenim. Some believe they should be
equal with humans and work with other immortals towards a common and egalitarian future, others believe that
humans should be at their feet, like food, like cattle, and others Are undecided or want to take part in these
philosophical debates.

It is not uncommon for groups to try to contact the new Selenim regardless of their nature, so it is quite possible
that you have been approached by one or other of the clans.

Here are the clans of the Selenim:

The Arcane-Sans-Nom

Sounds familiar? I see you have explored the forum a little bit! The Arcane-sans-nom is the Arcane major
reserved for the Selenim and it is of course one of the twenty-two routes of the Agartha discovered by
Akhenaton.

It is an arcane that is more or less well perceived by other arcana, as it is different but it has its place in the order
of Major Arcana. The arcane-sans-nom has no particular leader, it seems that it is directed by an adviser of four
immortals who call themselves Baals. The Baals replace the real Baal who would have died a long time ago, but it
seems that someone controls them from afar, perhaps it is not dead?

Regardless, the followers of Baal try to cohabit with the other immortals and with the other humans, they directly
oppose the Cult of Lilith.

The Independents

Despite what one might think, the Independents are few in number. They do not want to mingle with the other
Selenim's chicanery. Why? Their reasons are their own but what can be said about them is that they are solicited
more or less gently by the other two groups. On the side of the Arcane-sans-nom it is rather calm but when Lilith
wants a new following she dies or it, that is why the Selenim try to rally to one of the two causes otherwise it
wants Often death.

The Cult of Lilith

Anyway, it's easy to tell who they serve them! Obviously, they serve Lilith, a Selenim who hides in Anti-Earth for
ten years already. We no longer see her, we no longer know what she is doing but her worship is still
present. The people who follow her want to enslave humans because they see them only as food. They want to
make livestock, basically, and enslave them because they are inferior to the Selenim.Moreover, they reserve the
same fate to the Nephilim because they are also inferior, being sensitive to the Orichalca.

Cult is generally violent and insensitive to feelings. Violence is their mastery.

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It is also important that they fight to find the Akhenaten's Blade that was stolen from Lilith by Baal, centuries
ago. The blade of the thirteenth arcane happened from one to the other but no one really knows where it is now.

Have you chosen a group? You will have to say it in your sheet and also why you are part of it. Of course, if you
are not independent, you will also have to say how you were recruited.

Last thing: It is not unusual to see Selenim infiltrate human factions because they are much harder to detect and
most of it have something against the Nephilim more than against them. If you want to be part of a Minor Arcana,
I took you to go read the description right here .

The ancient Selenim


It advances, it advances!

I hope you start to get a good idea of what you want to play as a kind of Selenim ... I mean personality and
everything. It's really very important you know!

You see, I'm a Natural Selenim, so I can not talk too much about this section but I was put in charge so I'll tell you
what a friend of mine told me. In any case, he seemed to know what he was talking about!

The Black Moon does not exist in the sky unlike the Moon, but hidden in its shadow, it exists and exists in the
heart of everyone. This means that no Nephilim, no human, no Ar-Kaim and all others are safe from his
influence. There are people who feel his presence more than others, of course, but no one is sheltered and it's not
bad that the lesson. Then the natural Selenim are born of the corruption of humans well ... the others are born of
the corruption of Nephilim.

Sounds pretty logical to me.

So even in the ancient Nephilim, there are different types of Selenim.

Some Nephilim have been corrupted by the black moon with a slow and sad exhibition to be theirs. Often these
Nephilim were very close to their emotions. It is not uncommon to see a Moon Nephilim, in fact it is one of the
reasons why they are so feared because they are so close to the moon, so they are so close to the black moon.It
also makes sense.

But do not think that only the Onirim are at risk, as I said the Nephilim near their emotions are the most at risk, so
Faerim and Hydrim are also at risk because they are guided by their emotions. It is therefore not unusual to see
them fall on the dark side precisely what makes them rather precarious. So these can suffer a slow and painful
corruption.

However, they are not the only ones at risk, except that the Pyrim, by their hardness of character and the Eolim
by their coldness of mind are more difficult to pervert, more difficult to corrupt. Often this will happen suddenly,
often under strong negative emotion or at the end of a long and painful torture. The Black Moon will take
advantage of a moment of weakness to invade them, and this will be far from being a choice for them.

These are two of the ways to become Selenim, but there is a third more heartbreaking yet.

Some Nephilim voluntarily gave up, they became Selenim by themselves, accepting the ultimate sacrifice in order
to protect the others. The Selenim resist the Orichalca much better than the Nephilim and this sacrifice came at
the price of their essence but it is thanks to them that the Nephilim still live today.

Well, being a former Nephilim, your next stage of creation is ... hum ... oh yes!Something I do not really
know! Periods of incarnation !

Periods of Incarnation

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This topic is addressed to two very specific types of immortals: The Nephilim and also the Selenim who were
Nephilim.

Does that sound redundant? It may be that it is the oldest immortals who cross the epochs. I will describe the
main eras and you can choose what iterates you. Also please bear in mind that your immortal is not likely a
Selenim for nine hundred years and also that you certainly have not experienced all the epochs of incarnation.

For reasons of consistency and also logic I advise you to choose only one to three rather than all take, otherwise
you do not even imagine the number of enemies you would have. So this is it. If you choose an epoch of
incarnation, say in your card that you incarnate, what you were doing at that time and so on but I will explain more
when you are finished. It is important to note that these epochs are placed in chronological order.

Atlante

It is the farthest that the Kaim can remember. This secret and magical city contained many secrets, but the details
of its creation and its way of life have been lost with time. It was before the fall of the Kaim.

Elementary Wars

Date: From -8000 to -5000

This period begins immediately after the fall of Atlantis. What remains of the Kaim is pursued by the humans of
Prometheus. Once they are captured they are locked in physical and mortal prisons or what becomes their
stases. As the Nephilim do not control their power in their bodies and they do not have the same proximity to the
magic fields, the battle is lost beforehand especially because of the mighty Orichalca carried by the
Prometheans.

However, it is the Selenim who save their former allies. Those who sacrificed their pentacles for the benefit of a
Black Moon nucleus are not sensitive like the Nephilim to Orichalque. Some Kaim accept this sacrifice while
others suffer it by contamination, but it is thanks to this new breed that the era of the immortals still lingers, while
humans are just beginning to establish themselves.

The Nephilim learns beuacoup during this period and will develop their first magical art as Nephilim is magic. The
hatred calms down and the harshness passes to bring a more calm time, at least it is hoped.

The Secret Compacts

Date: From -5000 to -1300

The past war brings a certain peace, a certain balance. One can understand this after all the carnage and the
losses on one side as at the other. Thus the Nephilim, who were so independent, gathered quietly and
agreements were sealed with human communities. Compacts are the alliances between Nephilim and humans.

It is here that the distinction between the initiated and the profane is born, the profane at this period as ours,
constitute the greater part of the population, held in ignorance. Those who negotiate with the immortals and who
know so much their weaknesses as their existence will certainly regroup to pose an even greater threat.Thus the
world of immortals soon receives secret human societies.

Several compacts exist at this time and all over the world, whether in Asia or America, the Nephilim grouped
themselves to guide human steps.

The best known Compact is that of Ancient Egypt or a Nephilim is embodied in a body chosen by the Mysteries to
incarnate the gods, and their word (by the way, gods who are other immortals) to reign over the Human
resources.

Akhenaten breaks this order which has existed for more than a thousand years. It is also at this time that he
dreams of the twenty-two ways to the Agartha represented by the twenty-two major arcana.

It is also at this time that the creation of the Templars is credited.

The Hermetic

Date: From -1300 to 30

The minor arcana and the Nephilim can no longer cohabitate, thus, seeing the threat, the Nephilim withdraw from
the scene and decide to act in the shadow, in the secret.They turn to their own groupings, their major arcana. The
twenty-two ways to the Agartha are represented by these and also by the Akhenaton Blades, an artifact offered
individually to each Arcane.

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The Nephiim turn to a more spiritual and less secular quest than the Compacts Secrets.It is a great period for
spiritual and philosophical development.

The Secret Wars

Date: 30 to 1400

Few people really know what is at the dawn of this new war but many people nowadays think it has an intimate
connection with the incident Jesus or a pentacle was incorporated directly into a human fetus.

The minor arcana make a merciless war that will be won by the Templars leaving the Mysteries torn and
broken. The sword is not even sure of being able to recover from it.

On the side of the Nephilim the hour is in esoteric research and it is at this time that is thought the second great
occult science of the Nephilim is the alchemy which will be developed mainly towards the Year Mil.

It was the Crusades that determined the victors of these great secret wars, and although one might think that the
temple had done well, the occult victory was granted to the Nephilim, who reacted strongly to the Crusades.

The New Worlds

Date: 1400 to 1899

Everything is accelerating in this new era, as human society changes visibly and the occult world evolves just as
quickly. The Nephilim realize that Secret Wars are not enough to eliminate minor arcana and R + C are becoming
more and more important on the world stage.

It may be said that it was during this period that the last great human civilizations were born and that very old
ones are discovered. If many think that the history of South America only begins with the arrival of the settlers,
they obviously do not know of the greatest and powerful Compacts Secrets of history.

Nephilim, separated since the beginning of history by continents and oceans, can be found at this period in which
borders and territories are enlarged because exploration is the mistress of all the human sciences. Unfortunately,
in this period, the minor arcana, all four, extend their influence.

The revelation

Date: From 1900 until today.

It will be up to you to uncover it do not you believe?

It is better to see the section on the current world to better understand this period.

And here are the general and important epochs but of course if you have a favorite civilization be it the Norse, the
Maya or the Chinese, do not bother embroidering around. It's a fairly open world indeed!

You are finally at the end of your journey with me and I hope that I did not bore you too much with all my stories
and also with my attitude. In any case, I guess that rendered at this point you have a good concept idea for your
character and this is what is really the most important.

It must not be forgotten that your perforation, immortal as it is, also lives in a profane world and certainly has great
powers especially for humans, but it lives in this world and must accept its limits. Your simulacrum, you have it
and drag it for life, you can not mistreat it and keep it from sleeping. Certainly you do not have to be afraid of the
shadow since you are you but do not neglect your body.

Do you have a stasis? If you were a Nephilim before it is possible, this sacred object to your eyes contains a great
power that is within your reach but if someone else gets hold of it, it is possible that they control you, are You
ready to take that risk? Many Selenim destroy it when it is born, do not forget it.

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Anamorphosis - Creation of a Kingdom
Through this Occult Science, the Selenim carves an Imago of Black Moon, whose aspects he can manifest on his
Simulacrum. The lack of mastery of the first Circle allows him to manifest only Aspects of the Face, Extremities or
Skin.
At the second Circle he develops new Aspects, more imposing than those of the first, but requiring a greater
expenditure of energy. These are the Aspects of the Members, the Trunk, and the Appendices.
The Third Circle consists in the realization of the famous Kingdoms that terrorize so many Nephilim. Having
reached a certain degree of power, a Selenim created a Kingdom. The Selenim baptized this phenomenon
Apotheosis but many Nephilim prefer the term Assumption. Beyond a certain charge of the Black Moon, Selenim
is rejected by the ordinary material universe and penetrates into another world.Some identify it with Limbo and
others with Hell. Still, it is that the Selenim finds itself in a parallel reality, a sort of vague nothingness without
outline or line, in which he establishes his Kingdom. He dissolves to create a pocket of Black Moon that he
shapes as he likes, exactly as he modeled his Imago. (in the 3rd edition, Occult Science Anamorphose replaces
the Pavane, pointing to the first 2 circles formation of Imago and the 3rd circle, building the Kingdom). The birth
of a Kingdom is not instantaneous. The modeling is generally fast, but the creation of buildings, the installation of
the population and other tasks take time. Generally, it takes a decade of hard work for the owner to declare
himself satisfied. In reality, all Kingdoms are in permanent re-creation. Sometimes, due to minor changes spread
over several centuries, the Selenim finds itself in a world completely different from what it was at the water.

A] The territory
1) Definition
First of all, the Selenim must find a place on Earth where to tie up his kingdom. This place is not defined by an
area but by a dramatic unit of tone and atmosphere. A city or a country can not be, in the sense, places, not
because they are too vast, but because what is found there is too diverse.However, an immense desert like the
Sahara might suit.

2) Attendance
The territory must be sufficiently frequented by human beings to feed the Kingdom. Moreover, it must inspire
satisfying feelings, in order to make easier the extraction of the Ka-Sun.

The potentially extractable Ka-Sun is a function of the population frequenting the place and the quality of the
feelings it experiences. The Anamorph must therefore look for a rather crowded place. Put it does not neglect that
the more a place is frequented, the more it attracts the attention easily.

3) emotional intensity
The quality of the feelings experienced, ie the strength of the feelings directly sugreed by the atmosphere of the
place, is expressed by the Intense Characteristic. Unfortunately, the more emotionally intense a place is, the more
it is mediated, even famous.

4) extracting Ka-Sun
The combination of Frequency and Emotional Intensity determines the extractable Ka-Sun on a lunar month. It is
thanks to this Ka-Sun, converted to the Black Moon that the Selenim will build its Kingdom and feed it.

B] The Foundation
When the territory is determined, the Selenim must proceed to the Foundation ritual. This is to use his Imago to
re-pocket a pocket in the Ambient Black Moon, where the Anamorph will establish his Kingdom. At first narrow,
this pocket will expand as the field expands. The foundation ritual needs to create an Aspect to the Imago: the
Anchor, which will attach the Imagoau instead. (Its development requires 50 pts of KLN).
Optional Rule: Test under Ritual on a Full or New Moon

C] The density
The general power of a Kingdom is measured by its density. The more powerful the Aspects, the denser the
Kingdom is. The Density makes it possible to resist directly the attacks which the Kingdom could be the
object. But the higher this Density, the more the Kingdom is subjected to Entropy and Deep Syndrome.
Its surface corresponds to the shadow it projects on the normal material world, in other words the zone within
which a human is likely to lose Ka-Soleil in favor of the sovereign Selenim. Indeed, even if they exist in a sort of
epic of our material universe, the kingdoms are linked to it and have a physical localization materialized by
accesses.
They extend around the Imago at the time of Apotheosis. In general, they cover a circle about ten kilometers in
diameter, centered on this place, but significant variations can be recorded.

D] The Perils
The Entropy of the Kingdom
Like all Black Moon structures, the kingdom is subject to entropy. Its substance tends to disappear. Thus the

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Anamorph must see to it that the Ka-Sun, drawn from the huamin herd, maintains the kingdom under pain of
extinction.

The Deep Syndrome


All the kingdoms spontaneously seek to escape from the Entropy by sinking as deeply as possible into the
Pavana. This phenomenon is called Deep Syndrome.Only the most learned Anamorphs know the truth about this
strangeness. The Selenim must therefore make much effort to anchor their creatures on earth, by tying it to the
Ka-Sun of the humans.
Each lunar month the force of attraction increases, all the more rapidly as the Kingdom is dense.

E] Aspects of the Kingdom


The Extraction
2nd Edition: At any time, the humans who live in the shadow of a United can lose Ka-Soleil in favor of the
sovereign. The latter rarely carries out the puncture in person. He prefers to delegate subordinates. These are
generally Dragon Effects of Black Moon created solely for this purpose. They are real "thieves of dreams". Thus, if
the Kingdom is established in a large city, the sovereign has thousands of points of Ka-Sun that he spends to
maintain the buildings or to model new creatures.
3rd Edition: The Kingdom stretches over the territory of the Black Moon tentacles coming subreptissemnt caress
the minds of those who attend in order to tap the Ka-Sun. Extraction measures the ease with which extractable
Ka-Sun is drawn.

Reserve

Fascination

The Right-of-Way

Resistance to Entropy

Resistance to Depth Syndrome

Defense

Each lunar month the force of attraction

F] Progression of the Kingdom

G] The Kingdom
The Entrance
There are two ways to enter a Kingdom.
The first is to go through an access to the kingdom, either autonomously or by being invited by the Anamorph who
is its author. It is enough to go to the territory.
The second is to introduce surreptitization. To do this, one must defeat the Defense of the Kingdom with its Ka,
whatever it is.

The Sovereign

The courtyard
Most sovereigns like to surround themselves with a small group of devoted lieutenants. Very often, these are
other Selenim who were smart enough to discover access to the kingdom and who are in accordance with the
tastes of the master of the place. They are responsible for supervising the regions of the Kingdom or directing the
absorption of the Ka-Sun of humans. They have the immense advantage of being able to go back at will to the
real world, which is why they are sent as ambassadors to other powers. They can also serve as spies and
discreet performers in all cases where action on land is necessary. The Servants

The inhabitants

Visitors

Foreign Policy
Fleeing a Kingdom
Resistance to Depth Syndrome

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The Evocation
The Black Kabbalah
Conjuration

Playing with a musical instrument, the Conjurator models the Champs de la Pavane to make creatures that meet
particular needs.

At the first circle, with the aid of his flute, the Conjurator can model creatures corresponding to the Calls of the
Pacifist, the Savant and the Torturer.

At the second Circle he plays the Harp, which allows him to perform the Calls of the Soldier, the Madman and the
Annihilator. The creatures of these Calls are generally of greater power than those of the First Circle.

The organ is the instrument of the third Circle. It allows, it is said, to leave the Selenim a total freedom in its
Compositions.

It allows to invoke and to master the dragon effects of Black Moon. Each creature is called on Earth by a different
ritual.

To summon a Black Moon creature, a Selenim must:


- Know the ritual. Learning requires a successful INT x 3 jet to memorize a written text, or jet INT x 1 to
assimilate an oral Cg. Once learned, a ritual can never be forgotten.
- Being in a field full Black Moon or ascendant.
- Spend as many points of LN that has the creature he wishes to call.
The points spent are taken as a priority in the reserve but if the Selenim does not have enough, it can tap into its
core, at the risk of plunging into the entropy. If the description specifies that the creature appears as a group, the
Selenim must spend enough KLN to make all creatures appear.
- Making a start in the jurisdiction of jet Black Kabbalah = core KLN x 3%
- If "Control: yes" figure, the kabbalist must also pass a KLN jet (core + reserve) / KLN creature.
"If he misses, he'll be free of his moves and risk attacking his summoner." If the card says no, the creature is too
stupid, too powerful or docile.

The creature appears 2d10 minutes after the end of the ritual (which can last from several minutes to several
hours, depending on the power of the creature and the good will of the Mj).
The creature is subject to entropy, and will remain on Earth only time to fulfill an order, except in special cases.

New invocations p.9 able to identify a potential servant and convince him to manifest on Earth. The operation is
complex, and only becomes possiblewhen the Kabbalist reaches 75% in Kabbalah Black.

The Selenim must:


- Being in a field
- Meditate on the Dark Moon for 1d10 hours to form a clear mental image of the desired creature.
- Making a throw KLN (core + reserve) x 1%, to project his consciousness into the field of Black Moon.

body is very vulnerable). At the end of this period, the Kabbalist finds the entity he desires.
- He can then make a successful Kabbalah Black / 2 to convince her to join him in the real world.
The cost in KLN is equal to twice the creature's KLN plus a number of points, depending on the characteristics
and abilities of the entity. Below 5 KLN points, the creature is non-viable and most entities dissipate within
seconds.
Once the dragon effect has entered its world, the Selenim can re-invoke it as an ordinary creature, at its normal
percentage of Black Kabbalah. He can, if he so wishes, put the formula in writing (INT x 3 jet to transcribe it
intelligibly to other Selenim).

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Black Kabbalah Spells

STR 4 STA 5 DEX 7

3, damage 1 and loss of 2

STR 4 STA 4 DEX 5

Tears
STR: 2
CON: 4
DEX: 4
Ka-Element: Black Moon 5
Health: as Ka
Initiative: 3
Entropy: 1 point / day
Control: no
Armor: 0
Skills: Float 2

Attacks Skill Damage


Touch 3 2 Black Moon-Ka points

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The Darkness Heralding Sorrow
STR: 4
CON: 4
DEX: 5
Ka-Element: Black Moon 10
Health: as Ka
Initiative: 4
Entropy: 1 point / hour
Control: no
Armor: 0
Skills: Sing 4, Float 2

Attacks Skill Damage


Caress 3 if missed Ka vs. Ka its overwhelmed by sadness for next round.

The Diligent Sculptors of Void


STR: 8
CON: 8
DEX: 2
Ka-Element: Black Moon 14
Health: as Ka
Initiative: 2
Entropy: 1 point / minute
Control: no
Armor: 1
Skills: Work 4, Lift 4

Attacks Skill Damage


Fists 3 1

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The Ever Starving Morays
STR: 4
CON: 5
DEX: 7
Ka-Element: Black Moon 14
Health: as Ka
Initiative: 2
Entropy: 1 point / minute
Control: no
Armor: 1
Skills: Work 3, Hunt 3

Attacks Skill Damage


Teeth 3 1 (plus 2 Black-Moon or Solar KA)

The Omniseeing Eyes


STR: 1
CON: 4
DEX: 4
Ka-Element: Black Moon 10
Health: as Ka
Initiative: 4
Entropy: 1 point / hour
Control: no
Armor: 0
Skills: Tailing 2, Watch 4

Attacks Skill Damage


Ka vs. Ka Contest. Worst Nightmares (Trauma). Selenim are not affected.

651
The Refined Torturers From The Land Of Nightmares
STR: 5
CON: 5
DEX: 4
Ka-Element: Black Moon 20
Health: as Ka
Initiative: 3
Entropy: 1 point / hour
Control: yes
Armor: 1
Skills: Breed Nightmares 4

Attacks Skill Damage


None

The Silent Criers Of Eternity


STR: 2
CON: 2
DEX: 5
Ka-Element: Black Moon 17
Health: as Ka
Initiative: 5
Entropy: 1 point / day
Control: no
Armor: 0
Skills: Glide in Shadow 4, Laugh silent 5, Brush against Dyings Forhead with Ice-Cold Fingers 5

Attacks Skill Damage


Pavane 4 Only affects Humans

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Those Whose Name Is Never Evoked
STR: 7
CON: 4
DEX: 5
Ka-Element: Black Moon 25 or more
Health: as Ka
Initiative: 5
Entropy: 1 point / day
Control: yes
Armor: 0
Skills: Follow prey 5

Attacks Skill Damage


Contact Ka vs. Ka Contest loser loses 5 Black Moon Ka points.

The Princes Of Gentle Decay


STR: 4
CON: 5
DEX: 4
Ka-Element: Black Moon 5
Health: as Ka
Initiative: 3
Entropy: 1 point / hour
Control: no
Armor: 0
Skills: Float 5, Be at wrong place at wrong moment 5

Attacks Skill Damage


Touch 5 None on Humans, Nephilim or Selenim. Variable on Objects and other living creatures.

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The Peaceful Dogs Of Infinite Void
STR: 4
CON: 5
DEX: 5
Ka-Element: Black Moon 14
Health: as Ka
Initiative: 5
Entropy: 1 point / week
Control: yes
Armor: 1
Skills: Float

Attacks Skill Damage


Teeth 3 1 to Black Moon creatures.

Black Summoning 2. circle


Stealthily, farmers of the marsh of thefears
Ka Mond-Lune-Noire: 3
Entropy: a level all five rotations
Visibility: Yes
This consideration needs a cloud ofgreenish and light-permeable snails.From qu’elles are swore in, they
begin to creep on l’une from theavailable surfaces l’Evocationsortes (awall the ground, one
Cupboard etc. ). They leave this makingone behind them a salivary track whichweakly makes worse the surface on
she had had in the summer stored ones,how s’il there a light infiltration d’eau.
This thing creates a door in the directionof an anti-earth which hangs togetherwith l’endroitl’émotion where shementions
become. If, for example, are sworestealthily in a defective lift, betweentwo
To floors it was blocked, they will createindeed a door in the direction of an anti-earth lead
claustrophobie. This door will appear onthe surface which was made worse bystealthily,
about thirty seconds will need to createit. In no case Selenim can choose againstwhich anti-
earth creates this thing adoor. And these will also not say himpuisqu’elles not with word equipped.
One must shift s’en to the moodstealthily and to her know-how.
The statement of the door is automaticfor Selenim (not of necessity for hercompanions), however, he still has to doher Ka
Mond-Lune-Noire with Pregance ofl’Anti-Terre confront to be able to comeon the keen plan.

Disastrous Destrier of the shaken late-risers


Ka Mond-Lune-Noire: 3
Entropy: a level all five days
Visibility: no
This consideration calls a graduation inthe opaque, sealed and tense dress, butwithout riders.
Lorsqu’il goes, he leaves behind himhumid coinage, and feeling of sickness-exciting, in less than ten seconds
disappears, but qu’un, attentiveobserver cannote. Disastrous Destriern’est not gifted
Of word, but understand the language ofhis animal trainer.
_ this thing go jed night pursue dreamd’un humanely, always same, call byConjurateur with
l’Evocation (he n’est inevitably thatl’humain present at that time, adescription does not specify from aim
and from l’endroit where he sleep aresufficient with it l’Entité recognise hisaim) jed night, disastrous Destrier tothemselves
introduce to late-riser by his dream andl’invitera in backs take place on tone.How by someone
to suffer injurious desire pulled up, willaccept rêveur l’invitation. Consequentlyhe is not able to do himself any morefrom
l’emprise from l’Entité release which willlet it overlap the whole night in the anti-earth, where the fears and them
to confidential insanities of the late-riser live, and this small morningjusqu’au, where jusqu’à this thatquelqu’un wakes up
l’humain. And seeming good, thatconsciously from that the next night ifrêveur disastrous Destrier sees
Danger he from new as by a morbiddesire penetrated in will follow to sufferstill and still.
Except l’état from tiredness andpsychological fragility which can causesuch a treatment creates
l’Entité a favorable area forl’Assouvissement d’un Selenim. Onesubject presecuted by disastrousDestrier
if a sehrzufriedenstellende satisfactioncauses. He n’est not possibly to theS’assouvir on a group, from
to disastrous Destrier it was pursuedwhere, at least one member Opfer ofthis thing counts. If Selenim

654
he tries, twice at the same night onl’humain s’assouvir, the Funeste Destrieroverlapped, caused his
immediate alarm clock and automaticallyfails because of hisd’Assouvissementtest.

That which sings the confidential divisions


Ka Mond-Lune-Noire: 3
Entropy: a level all five hours
Visibility: Yes
This consideration calls a burst man vêtud’un pourpoint in pure-pure from blueground sky, from
to gilt shoes and d’un tricorne blackproudly put on of the court of the kingSoleil appreciate to white ones
Wig. He s’exprimemit to outdated wordsand always with a lot of transfer for hiscontact, which qu’il,
that is.
This thing can mix up thePavaneGesänge d’un kingdom Selenim.For this, that him the confidential ones
His Conjurateur sings divisions mustfollow if this goes in to a kingdom whichdoes not belong to him. Consequently
starts to sing l’Entité to make worse theperception of the kingdom around qu’ildoes not ascertain l’intrusion.
If she reaches there, Conjurateur leavesno Spurseines of crossing in the Pavane,and neither l’Anamorphe
Masters of the kingdom will be stillaware the inhabitants from l’intrusion (inless qu’ils Selenim see
not) if Conjurateur leaves the kingdomand that that, this the confidentialdivisions sings is always in life,
if this can flee l’aider. If meanwhilel’Entité victim from l’Entropie was, mustdisentangle itself Selenim only.
Lorsqu’un Selenim tries to return in akingdom without being invited to it in,dasvon to that
it is accompanied which sings theconfidential divisions, he profits d’unerise from two levels on his Ka, around
To pass over defence of the kingdomand also s’il from l’Entité accompanieswith the exit, he profits from this
the same premium for s’extraire in thefascination of the kingdom.

The rowing boat which slides with outwake at night


Ka Mond-Lune-Noire: 4
Entropy: a level all five days
Visibility: no
This consideration calls a rowing boat inthe dark and wormeaten wood whichbecame by the algae penetrated in, in
broken mast and in the torn sail. To benobody the management and sheseems, without noise as herself only to
move which easily swims about theground or l’eau. It becomes the nightsviolent d’orage in living visible,
then incrédule the disastrous qu’elle jobare able to experience explains in thecemeteries.
This thing curses whole cemeteries,while feed it every night the souls of thedeads accompanied in the anti-
earthwhere her tortures without end will gothe greedy emanations of black moon.At midnight
if the rowing boat in the cemetery, thatConjurateur him with s’arrête l’Evocation(in this cemetery seems carried out
must have become) and has appointed,in his centre. Consequently the deadsouls embark in this ship withoutcaptain,
then he sets off who sails gloomily in thedirection of his regulation, an anti-earthcalled by Conjurateur (it is enough
from that Selenim knows the name ofthis keen plan, so that l’Entité can pass).She comes to him
Then cemetery one hour before l’aubeback, and the souls of the dead peopleof it fall, around theirs d’existencescheinto
pursue. But the dead people remove thenext night at midnight if the rowing boatcomes back for her damage
travel. No distinct n’est word, no needd’appel, know the dead people simplyqu’Elle come, and qu’il
if time d’y is to be gone. . . After fifteendays this treatment l’Anti-Terre callsfrom Conjurateur so much by them
to tormented minds of the dead peoplequ’elle wins Fleeing of Prégnant (s’ils’agit from some graves, two if c’est
Land cemeteries three if c’est thecemetery d’un village, four for a bigtown and five for the main cemeteryd’une
Metropolis) he has been fed, d’utiliserpossible n’est not twice einselbecemetery, around an anti-earth to
are nourishing. In the same time thelevel from tormented by all dead peopleof the cemetery d’un rises more, because of
Traumatismus qu’ils endurent everynight. Needlessly that if Selenim theconcerning cemetery he keeps d’un thevery good
Eye will not see qu’un to fix other,milking curses thus his dead people.

The seeping giant the poisons from l’Enfer


Ka Mond-Lune-Noire: 4
Entropy: a level all five minutes
Visibility: Yes
This consideration calls a man whomisses three metres of upper part, vêtupagne easy d’un of the skin dégoulinantdeer
still of the blood and the meat and inl’apparence which is similar to thatScandinavian d’un from Volksl’imagerie.
A schwärzliche liquid seeps along herbody by all pores of her skin and formsone on the ground
feeling of sickness-exciting puddle.
This thing can corrupt from Conjurateurcalled Akasha. Indeed, the giant ownsthe valuable one
To be able to cross capacity, the doorsd’Akasha, while he on the rare fearss’appuyant, from
keen plan goes out. As soon as come inl’Akasha the giant on it, on site, while helimits himself himself from
to his petrol empties bit by bit to remainjusqu’à this, that l’Entropie l’aitdefinitively won. Meanwhile becomes toher
Ground under the feet of the giantschwärzlich, humid and feeling ofsickness-exciting, to such an extent asl’Entitégalle to itself
gives up. S’il becomes, if it is attacked inAkasha or on earth giants, defend withwildness (what in nothing him
Output of the poisoned liquid sloweddown), but he n’attaquera never from hisown initiative or on him
To orders from.
After fifteen minutes becomesl’Akashaboden where the giant sichhält,watered so much with his insidiouspoison, that one
Earth of guest develops, and the keenplan little Honni becomes. Consequentlythe door is also contaminated theyeasily,
so well qu’un are able to do themselvesSelenim from now on l’emprunter toreturn in l’Akasha. S’il had there alreadyin this
keen plan an earth of guest, l’effet fromthe giant is like zero, but he stillcontaminates enough the door, with it
Selenim is able l’emprunter.

That which takes up the different thread once more


Ka Mond-Lune-Noire: Very difficultly
Entropy: a level all five days

655
Visibility: no
This consideration calls a grimaçantgnome with a fishtail here of the legsand a small bag in
Backs. As soon as sworn he comess’installe on the shoulders Conjurateurnot to leave them any more and from
to his bag a small craft to be weaved outon which he goes s’activer jusqu’à thisonly l’Entropie l’avale.
This thing allows Conjurateur d’espérernot to die if his body is destroyed.During the whole time,
where he is present on l’épaule from hismaster, that the different thread takesup once more passes his
To attach time, connections qu’il hangson the different doors d’Anti-Terre thatSelenim sometimes cruises,
even without this s’en account returns.These threads are not obviously qu’envision Ka Mond-Lune-Noire, or
to feel thanks to the area, but itmanages on following them in the goodsense to find Conjurateur. They are
moreover, indestructibles, butdisappear, as soon as that, the differentthread takes up once more meurt, from
to any reason that it is.
If Selenim died in presence froml’Entité, this would catch immediatelyone of his threads, around the core there
to attach of the lunar black of his masteraccording to whom he will disappear.Then the black moon becomes
begin to run jusqu’à the door of l’Anti-Terre with which linkedly the thread,door is which automatically crosses
becomes. Then Selenim will resumeconscience in the keen plan. During histrip because of l’Entropie
if he has lost a fleeing of Ka. There willnot remain to him any more then qu’à,the astralen body the human
to own d’un to revive.

The precious midwife of Malédictions


Ka Lune the black: 5
Entropy: a level all five minutes
Visibility: no
A wonderful woman calls thisconsideration in the prosperous andnaked breast, in the long and black hair
Hähers which fall on hipsarget13_0_délicieusement eight darkand hairy legs d’araignée birth give
tremendously.
This extremely mighty thing can let ariseSelenim. With l’Evocation Conjurateurhas to do a human one
call sleepingly in the precious midwife(l’humain n’a not need d’être present itis sufficient, that
Selenim it describes, and calls l’endroitwhere he sleeps, so that l’Entité it finds).Then this will visit it
dreams of it and s’emparera by forcefrom her astralen body, while it becomesit with the help of her Stachelslähmen
then, while they in a silk cocoonl’enveloppant. Then L’Entité becomes inan anti-earth of his choice
return and will bring the astralen bodySelenim to natural ones which can ownthen it. Immediately l’humain
will wake up, obsessed by one damn it.To choose Conjurateur n’a no meansl’Anti-Terre, where l’Entité and still
less Selenim itself will return to which itwill give birth.
This thing use is the privilege of mad orold Maudits to extremely mighty ones.Indeed, even if
Selenim newborn during the first yearsthankfully can point, he does not fail towant very fast
s’émanciper if he does not want todestroy that which curses l’a forl’éternité. And c’est, without with thefact to
calculate that l’Arcane sans Nom andCulte of Lilith forbids conscientiouslythis consideration and pursues all those,which
practise.

Call violent and immonde black worm


Ka black moon: 5
Entropy:1 levels the whole hours.
Visibility: yes
This consideration calls an immense darkworm, and swollen producing from immonde noise vonsogen and a hideous
smell releasing, that an irrepressibleone Desire causes to vomit. This creature causes the aversion in all senses,
to all people, in her presence are human, and immortally included except selenim which has mentioned it a throw
from endurant in very difficult one make have to go to carry the presence of the creature

Call annihilateur The clamp record-Miasma overcast bypimples


Ka black moon: 5
Entropy:1 levels per minute
Visibility: yes
This consideration calls huge clamprecord 1. 50 m of the upper part, that allcorpses around him eats and she in Mondkaconvert
s black, exactly the same amountpimples on the body Of animal becomes. Then conjurateurmoon can regain this ka black,
while itthem Pimples of the creature pierces.conjurateur wins a fleeing of ka moonblack by corpse again.

Demons grave of the building of the rare earth


Ka-Lune black:1 for 150 creatures,minimum 10.
Focus:Die oak in 700000 voices.
Entropy:1 per hour.
Control:Yes
These creatures would have seem you appear first essential on the territory Picte
as a result of the painful slash which was carried in the year 425 against theprotector Graal,
how an attempt which has despaired onthe part of the inhabitants of the otherworld, around the projection
to reply sadly of the famous guest earthby a wall of Ka-éléments purely. But
the failure which arose from it revealeditself at the height of the excessivedaring
of this dangerous use, because not onlythis impromptu wall turned out aroundwhat
to stop always also, but, moreover,présomptueux as too weak, instigatorsfrom
this which give project Terror were wellforced themselves, by the massiveproduction
To release Orichalque in favour of long-term of the confidential societies.
The agate arthropoda appear in the formof a thick dark job, fast
grows which exists of hundred hardlyvisible tiny creatures in the naked eye,
to fairly tiny armoured cancers to thechitin-like tank and schwärzlichen

656
Reflexions resembles, in one of her endsof a sort of small scorpion’s sting and to
other sharp Mandibulae of excessiveants were equipped. The dark one
grouillement in the centre from whichthey appear is anarchic completelyexcept and it is curse
this can overcome the unsuppressableaversion that they lead in her chaoticones
Movement the approximate form of theface of that can perceive, this theexistence
kabbaliste or at least of his worse enemywill finish. If only one is mistaken
not there, however, these creatures ownby no means the possibility, the future
to predict, they can be only based whatthey can perceive of the mind, them
has shouted what implies that they cansometimes be mistaken. But generally,
if her common intelligence makes themrelentlessly in this connection keen.
But the main quality of these demons isshown with her foreign capacity,
to upset the magic process which leadsto the production of rare earth. Indeed,considers
itself the preferential element of her”eating habits” being the remains of thecombustion
Ka-éléments under the effect of thecontact with Orichalque. These creaturesit ruent
immediately on these remains,Ingestion by these arthropoda for resultone
Emission according to the originpotential of the rare earth of a numberof points Ka
suitable with the effects has which oneon the following direct environmentknows this
concerning element, if this strength notfor any use kanalisiertwird. However
if the legitimate demons create by nomeans an energy source, and thisstrength emission
ends with the allowance under the legsof these creatures of the same metalpotential honni
only that which reduced the Ka elementsat the beginning of the remains. (Change of 1 Pt
by Pt Ka-Lune black invested and per 10minutes).
Care before stases, unthinkingly or notin the field of activity of thesearthropoda sedate
became. . .
One puts the disaster withoutprecedence for the totality Nephilims tohimself without suffering
before which could form the control ofsuch an Invokation by the confidentialones
The societies who lost to an almostunrestricted production natural némésis
would lead. Fortunately, seldom it aremaudits which dispose of thisInvokation, and
it are more seldom still homonculesfrom Selenims.

Creatures related to humans

The evil suzerains of apathy The sinister rodents of unsatisfied souls


STR: 2 STR: 2
Con: 4 Con: 4
Dex: 2 Dex: 2
KLN: 8 KLN: 5
Protection: 0 Protection: 0
Health: Normal Health: Normal
Entropy: 1 point / day Entropy: 1 point / week
Check: no Check: yes
Attacks: Caresse Attacks: Griffes
% Attack: KLN / Ka-Sun % Attack: 50
Damage: 1 Ka-Sun point if the roll is successful. Insofar as Damage: 1 level
they can only attempt such an attack once per night, they Skills: cultivate frustration 80%, snicker 70%
are relatively harmless. Description :

The refined torturers of the country of nightmares Enchanting voices that erase pain
STR: 5 STR: 4
Con: 5 Con: 4
Dex: 4 Dex: 5
KLN: 20 KLN: 13
Protection: 0 Protection: 0
Health: normal + 2 levels "unharmed" Health: Normal
Entropy: 1 point / day Entropy: 1 point / hour
Control: control Check: no
Skills: cultivating nightmares 80% Attacks: Chant
Description : % Attack: KLN / KS target
Damage: Torpedo
Skills: sing 80%
The Darkness Announcing Grief
Description :
STR: 4
Con: 4
Dex: 5 The snotty thieves of attention
KLN: 10 STR: 2
Protection: 0 Con: 2
Health: Normal Dex: 4
Entropy: 1 point / hour KLN: 6
Check: no Protection: 0
Health: Normal

657
Entropy: 1 point / hour Venom 50 Special: on humans, access of irrational
Check: no violence. On other creatures, no effect.
Attacks: Laugh Skills: steal from here, from there: 80%
Attack%: 35 Description :
Damage: Distraction
Skills: steal from here, from there: 80%
Those who reveal the hidden demons
Description :
STR: 2
Con: 4
The Ministers of Scarlet Hatred Dex: 4
STR: 2 KLN: 5
Con: 4 Protection: 0
Dex: 4 Health: Normal
KLN: 17 Entropy: 1 point / day
Protection: 0 Check: no
Health: Normal Attacks: Touch
Entropy: 1 point / hour % Attack: 50
Check: no Damage: 1d3 points from KLN
Attacks: Touch Skills: float 40%
% Attack: 60 Description :
Damage: 1 level

Entities related to the dead

The ruthless judge of forgotten crimes Gold anemone, derisory reward for dead dreamers

Those who roast under gibbets Tireless listeners with candid eyes

The Librarian Cold of the Lost Souls The ultimate abomination

The pernicious snakes that thrive in putrefaction The silent mourners of eternity

Soldiers and combatants

The darkness with the blazing eyes The impavid soldiers with the heart of brass

Colossi of dead flesh The juggernaut of blackened steel

Those whose touch is a red iron The moray always hungry

Those whose names are never mentioned

The specialists

The horror that murmurs frightful secrets in the The taciturn guides with light feet
shadows

The Hyena of Darkness


The one who paces the dark path

658
The dreaded ice-skating spinners The Princes of Sweet Decomposition

Ivy that freezes souls The Quiet Dogs of the Infinite Vacuum

The shadowy mouth The sepulchral movements, protective of the herd

The obtuse devourer, terror of unruly demons The omnivorous eyes

Creatures related to kingdoms

The judicious seneschals of the deities to come STR: 4


Con: 5
Dex: 2
KLN: 30
The eye with the reflections of cold flames
Protection: 2 (no attack attacks his health if he is less than
or equal to 2 wound level)
Health: Normal
The egg of sparkling darkness Entropy: 1 point / week
Check: yes
Visibility: yes
Attacks% attack Damage
The diligent sculptors of the void
Strands of roots FOR / CON target Torper
Branches of the tree

The pavement of dried roots, the one that pierces the


Those whose fangs carry life, the ships of the harvest
bodies

The strangeness

The Stray Wanderer The thousand faces of torture

The strange clocks that decompose non-time The one who hinders the verb

Brambles that harden the flesh


The stone of the insensible

The horror that comes from the shadows


The harmonious choristers of eternity

The Purulent Infamy


Who knows how to be kind

The Being of Blackness that Generates Terror


The Doubling of Suffering

The mirror of degeneracy


The Servants That Generate Chaos

659
The Necromancy

Death is only a step in the life of an individual, at least what the Selenim think. The passage from life to death is
for these an important event since half of the Ka-Sun of the human evaporates in the magic fields. This part
disappears forever, leaving only a small trace behind it, but the other part, that which never leaves the physical
body, is what one might call the soul, which contains the memories, the emotions And even the conscience of the
deceased. It is therefore bound forever to the body and the place where the corpse is deposited.

Necromancy allows a Selenim to act and influence what remains of the Ka-Sun, he can use it for several things,
but for example he can get in touch with the dead and have a connection between his World and their world. They
can create ghosts, give these dead a new life. It also partakes of infusing a dying part of a black moon, which is
itself linked to death.

This art, according to its practitioners, is therefore a bridge between life and death, which works in one direction
as in the other, but of which many people are still afraid.

When a necromancer wants to practice one of his rites he must have the corpse, or an object that belonged to the
dead in some cases can do the job, it must be in the presence of the field of the Black Moon and must enter into a
funeral trance. It comes in contact with the dead thanks to the harmonics of the Pavane , he can not do anything
other than focus on his task. Each rite costs him a certain number of Black Moon chips, so he must be able to tap
into his resources.

Festival of definitions

Desmos: Occult Powers of necromancy.

Restless Dead magically animated - risen from the grave in a grotesque and frightening state (think of the
zombie)

Undead: Living corrupted by the Dark Moon. They are somewhere between life and death.

Ghosts: Spirits of the dead out of their body.

The Pavane: or Song of the Dead, contains many secrets. After the destruction of the Black Moon of the
Saurians, the Nephilim tried to make this cursed element completely disappear.Unfortunately for them, the
Selenim saved her from an almost certain disappearance.

By feeding on the Ka-Sun of humans, the Selenim transforms a part of this Ka into a black moon flow: La
Pavane. This emanation evolves around their nucleus in the reserve and also feeds the magical field of the Black
Moon.

When perceived by Vision-Ka, this field is seen as cursed, but when listened attentively, it becomes the Song of
the Dead. Like all the Magic Fields, the Cursed Field is not just an energy: it has an analogical and symbolic
meaning that comes from its creators: passion, madness and terror. Only its creators can hear these paths.

These feelings and voices can inhabit the objects, the places or even the remains of a human ...

THE NECROMANCY
It communicates and, to some extent, interacts with human corpses.Reminder: When an individual dies, much of
his ka-sun dissipates; But a small part remains in the body containing his personality and his memories cf. P.56

Necromancy begins at Black Moon Core x 3 => learning takes place through experience

Spellcasting:
1. Know the fate Assimilation a request oral knowledge INT weeks of explanation and test result of at least 4
hours of training a day.
At the end of the deadline, an INT Jet x 2%

The assimilation of a written knowledge requires INT days of study and meditation
At the end of the deadline, an INT Jet x 2%

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Once a spell is learned, it is never forgotten (the wounds of the nucleus by the Entropy aside)

(2) To be found next to a corpse, in a cemetery, on a battlefield

3. Spend the indicated number of KLN pts in the reserve.


If the Selenim does not have enough KLN pts, its reserve falls to 1 but it suffers no side effects.

4 ° Completing a Jet of Competence Necromancy

- INT) actions

The creation of spell or spontaneous launch can only be done from 75% in Necromancy

Spontaneous Launch: KLN Jet (total) x 2% to line up the cursed fields


Jet of Necromancy for the casting of the spell (cost of the spell doubled)

Creating spell cf. P 57


The GM remains the only authority to decide on the viability of the players' suggestions, and it is up to him to set
the technical parameters of the new spell. To throw it, the Selenim must succeed a roll of KLN (total) x 1%. The
KLN points are then spent, then the Selenim makes a Necromancy roll at half its normal percentage.

If successful, the spell works. Otherwise, he will have to start all over again.Once the Selenim has succeeded in
casting a spell, it can raise it to its normal percentage, and teach it to other Selenim. The cost of the spell remains
the most delicate point:

The effect.
Communication spells = base cost of 3 KLN points,
Calming spells = cost of 5 and
Controlling spell as many pts KLN that the target of KS.

The stronger the spell, the shorter the high. If the player wants to invent a total and permanent slavery spell, he
can expect to pay it very expensive (10 times the residual KS of his target).

Nb targets. Most spells involving several deaths cost 1 pt / additional target.

Duration. By default, spells are instantaneous. They take effect immediately and last a few actions or, at most, a
few rounds (or minutes in the case of communication).
Double the cost for spells to last a few hours, triple it for a night.

The Restless
They are born from a transfer of KLN from a Selenim to a dead or living human being. Such a human must bear
monstrous hallucinations And increased sensitivity to the supernatural. Some are carried away by their sensations
and become psychopaths.
If he dies with too much charge of KLN = restless = zombies with a semblance of humanity and enough KLN to
keep the body alive. A handful of Communication and Control spells are effective but theircost is doubled, the
Selenim must pass a KLN fight (core) vs KS + KLN of Sans-rest.
If it fails, the spell does not work, the duration of permanent spells is reduced to a lunar cycle (28 days).

The dead
The facts that they are not vulgar machines slaves must be recalled to the Selenim Tips cf. P 58
To begin a conversation Core / Potential (from 9 small cemetery to 15 necropolis) cf Selenim p 81

The dead disgruntled cf. P 59


Opposition KLN / KS target
Then KLN / KS (multiple targets)
On a critical failure, the dead take revenge, they appear as spectra that waste to Selenim 3d10 pts KLN.

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List of Necromancy Spells

Necromancy, List, Call, Calming, Communication, Control

Necromancy

Provided he is receptive, a Selenim who visits a cemetery hears all sorts of confused murmurs that are part of the
Pavane. Conversing with the dead is not a spell but an innate talent that all Selenim possess. Once listening to
the harmonics of the Pavane, a Selenim no longer needs to spend KLN points.Communication is not verbal. All
that the prying eyes see, is a person, deeply absorbed, contemplating a tome. However, the process is not
without its dangers. First of all, the Selenim no longer pays any attention to the outside world and it's a good time
to attack him because he needs a round to get out of his trance. But above all, the dead are eager to
communicate ...

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Soothing

Soothing grief about 50 points for a medium-sized cemetery. Some


Effect: This spell gives rest to the troubled dead. Most Selenim spend amounts of Colossal Ka points to keep this
return to a vegetative state for 1d10 weeks. Those whose spell permanently on a given necropolis. Most do this so
Ka-Sun is greater than 10 are assigned for 1d10 that "their" dead are happy.Others see themselves as
days. Very few remain conscious and are able to conductors. For them, the dead are only instruments.They
speak. This spell is above all a palliative intended to play it without worrying about their desires.
relieve the sufferings of the most seriously disturbed spirits Duration: 2d6 months.
while the Cursed seeks another way to help them. For the
spell to work, the Selenim must succeed in a Ka / Ka-Sun
Communion
struggle of the dead.
Effect: This spell binds two souls. They will talk and
Cost: 2 points of KLN
understand each other, even through the tumult of the
Duration: Variable (see Effect)
Pavane. Better, they will share all their emotions and
secrets, while preserving their personality intact. The bond
Blessing of oblivion thus forged is very strong, superior to all that the living
Effect: For ethical reasons, this spell is not very know. This may seem wonderful, especially
practiced. It erases part of the consciousness of a dead Cost: 2 points of KLN
man. It is a serious act which should not be done Duration: Variable (see Effect)
lightly. Most minds perceive this as a rape .... However, it
has its utility to heal minds suffering from severe trauma,
Dance of Death
whether related to their past life or the circumstances of
their death. Premature burials, among others, are not so
rare as one would like to believe. And a person who wakes
up in his grave to die asphyxiated soon after has invariably Shifting
needed this treatment. The spell takes effect only if the
Selenim postpones a KLN (kernel) / Ka-Sun
fight.Preliminary conversations are almost indispensable,
Desire of the Heart
so that the Selenim can "identify" the memory to be
erased.
Cost: 4 points of KLN
Duration: Permanent False memories

Song of the Tortured Soul


Effect: This spell has several uses, varying from useful to Honoring the Manes
abominable according to the personality of the
necromancer. By throwing it, the Selenim releases some of
the residual Ka-Sun of the spirit, which burns in a roar that
many necromancers find particularly musical. The dead Release
may be reduced to the vegetative state, or simply be
purged of his most painful traumas, according to Selenim's
desire. Some make it a cleansing tool, thanks to which Walk
their dead are freed from their heaviest memories. Others
prefer selfishly to organize "concerts of suffering",
destroying dozens of dead to obtain the aria of the purest
pain. Finally, a minority uses this spell as a warning signal Denial
(by combining it with Conditional Release), or simply as an
"ambiance element", as a counterpoint to the Pavane of
their cemetery. Silence
Cost: 3 KLN points per Ka-Sun point to destroy. It is Effect:
impossible to burn more than half of the residual Ka-Sun of Cost: 2 points of KLN
a spirit. Duration: Variable (see Effect)
Duration: The launch takes three actions per Ka-Sun point
to destroy, and the effects extend for 5 minutes per
destroyed Ka-Sun point. Vengeance Illusoire
Effect: this spell is aimed primarily at the countless victims
of unpunished crimes that populate cemeteries around the
Song of Peace world.With this spell, the Selenim reveals an image of the
Effect: it is a relatively powerful spell. It gives the dead the deceased and an image of his murderer. The dead man is
faculty of perceiving the Pavana, and teaches them to free to do what he wants with his murderer. The image of
participate in it by "singing." It is a good means of curing the murderer is more or less clear, according to the degree
troubled and unhappy minds. In general, the most powerful of intimacy of the victim with the murderer. The image of
resist the seductions of the Pavana. But they remember the assassin does not have a true consciousness, and his
their existence, and can claim to benefit intelligence and autonomy are reduced to the minimum (a
thereafter. The Still, the Selenim of which to win in a fight few gestures, some replicas, and a rudimentary survival
KLN (kernel) / Ka-Sun. instinct).
Variable cost. For one mind, 3 KLN points. For a dozen Cost: 8 KLN points plus 1 per minute.
deaths, 15 points. It continues to progress to stabilize at Duration: variable.

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Communication

Conversation Question
Effect: This spell makes it possible to isolate oneself from
the Pavane and the calls of the other spirits to discuss
peacefully with a precise death.
Seemingly of the deceased
Cost: 2 points of KLN
Duration: 1 hour

Will
Multiple Conversation

Ultimate advice
Written in the tomb

Unison
Awakening

Vision of dead eyes


Reading the Soul

Voice of the Dead


The cold messenger

Flight of memories
Location

Mnemosis

Control

The Resuscitation
Effect: the mind is reduced to slavery. He is torn from his Effect: it allows to force what remains of KS in the
body, and forced to follow the Selenim. It is a way for the corpse To animate it for a short time. For the dead, this is
most cruel Selenim to torture their enemies beyond the worst torture. It is a simple and effective way to get
death. Such ghosts are also useful. They can serve as servants for a specific task. No matter the state of the
councilors, guardians for a place. The Selenim and his body, he will put himself at the disposal of the
slave are in permanent telepathic communication. You Selenim. The decomposition is not stopped. The result
have to win a KLN (kernel) fight against KS to enslave a usually looks like a zombie. The undead retains all the
spirit. If this attempt fails, the Selenim can not start characteristics and skills he possessed during his
again. The mind dissipates slowly, at the rate of 1 point of lifetime. It evolves like a fog and has no will of its own. He
KS per month. It ends up dissolving in the magical is a puppet in the service of his master.
energies of the sun. A sorcerer who has enslaved a spirit Cost: 10 points of KLN
can count on the instinctive hostility of all the dead he Duration: permanent. In fact, until the body falls to dust or
encounters - they are capable of "feeling" him. the Selenim releases it. In this case, he returns to his
Cost: 10 points of KLN grave.
Duration: until the spirit dissipates or the Selenim allows it
to regain its body.

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Ar-Kaim
Some rumors say that Nephilim would be born after the fall of the meteorite. They were never Kaim.They are
called Nephilim of the third generation.

The first generation is the spiritual cycle and gave birth to basaltic shapeshifters.

The second generation is the symbolic cycle and lives appear symbolic shapeshifters.

The third generation is, for the moment, only a myth. It is said that under the influence of an exceptional
astral conjunction, a fusion between a human and a rare concentration of magic fields can take place. Some
insiders call them: Ar-Kaim

Depending on the scenario and the time in which it takes place, the Ar-Kaïm may be Player Characters.

Before the Revelation, the Ar-Kaim are only a legend.


After the Revelation, they are known immortals among the initiates.

Ar-Kaim:
The last-born, they are the fusion between a human being and the magic fields and appeared less than a
century ago and are composed of 2 to 8 Elements. They are young and consider the history of the other
immortals as a bunch of old things (I schematize, but in the idea, that's it).
The Ar-Kaïms are new Immortals who appeared at the beginning of the 20th century.
The Ar-Kaim is the fusion between a human being and the magic fields.
Unlike other immortals, the mind of the simulacrum is not destroyed in the process.
In fact, the human and the immortal are one!
Each Ar-Kaïm was born according to a Zodiacal House, 13 in total, the thirteenth being that of the
Serpentaire lying in the other 12.
There is one talent per Element (so 8 in each House, knowing that initially one can only have access to the
talents of one's own House).
The Ar-Kaim does not have a Pentacle like the Nephilims, but a Heart, which is composed of 2 to 8 Ka-
Elements.
Why 2 Ka minimum?
Well, I have already said that the Ar-Kaim was born according to an Astrological House, each Zodiacal
House is affiliated to an Element, which will be the Ka-dominant of the Ar-Kaim.
The second is the Ka-Sun of the human (yes, there is fusion, I recall).
Each House reflects a behavior. For example, an Aries will be aggressive.
As for the Talents, they are magical effects that are extremely fast and make more think of Superhero
powers than Magic, like Fireball for an Ar-Kaim of Aries.
As the Nephilims have metamorphoses, the Ar-Kaïms have small elementary manifestations which
accompany them, much less visible than the metamorphoses of Nephilim.
Example: The stronger the Ka-Feu of the Ar-Kaim, the more his eyes turn red.
Another thing about the Ar-Kaïms is that the Ka-Elements of the Nephilims are ordered, as the Ka-Elements
of the Ar-Kaïms are a melting-polt, no Ar-Kaïm is alike, as much in the number of Ka-Elements as In the

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house Zodiacale and the distribution of Ka-Elements.
For Talents, when an Ar-Kaym calls upon a Talent, it draws into the Ka-Element to launch this one, in short it
provides effect from its Heart.
This can be dangerous, for if two Potential Elements are too far away, the Heart becomes Unstable and can
explode, and there Adios, the Ar-Kaim.
In short, Ar-Kaim = big brothel.

Their goal: attain enlightenment version that changes according to the Immortals and survive, because
human beings are aware of their existence and 99% want their death, because more powerful than human
beings and for other reasons I do not want to disclose.

Ar-Kaim Handycaps:
Khaïba: Ka harmful transformation that leads to madness.
Instability: explosive found in the Heart of the Ar-Kaim. The more the Heart is unstable, the more the Heart
risks exploding with the slightest clumsy magic (a fumble, in short).

Ka Attributes
Dominant Element Attribute
Sun (Wood): Wits & Composure (if spiritual Metamorph) or Resolve (if material Metamorph)

The Occult Sciences Ar-Kaïm


The Revealed do not have to speak proudly of Occult Sciences. They have in their power Talents, proper to
their Astrological House, and can even learn from other Houses.
But these Talents are not distributed in a circle, and do not follow a predefined order.

Exercising a talent: needs to tap into the heart, the necessary ka.
Cast a spell: Ka-element / difficulty of talent.
Difficulty of a talent: apprentice: not difficult (1), companion: enough Difficult (3), Master: very difficult (5).
Tap into the heart:
- the ka used depend on the type of talent, and the house.
- The cost depends on the house of talent. A talent from the house of The Ar-kaim costs nothing more. A
talent from the opposite house Costs one more chip. For each house The opposite is added a chip.
- A talent used to apprentice costs 1 ch’awe, to companion 2 ch’awe, to Master 3 ch’awe.
- Ephemeris; The astrological month, as well as the day influence on the cost. A favorable month removes a
flea, a favorable day removes a chip.
Load his heart: using talents lowers the Ka reserve.
It must then be filled. There are three ways to recharge your Heart:
- Spontaneous charge: each day, the Ar-kaim receives a number of chips To be distributed. (See table)
- Analog load: Ar-kaim can load his heart with a ka
Only by performing certain analog actions. The ar-kaim Then absorbs the ka of the action. For this reload the
player must Make a dominant / not hard ka roll.
- Magic load: the ar-kaim can charge by absorbing the spell ka From the stasis of other nephilims or
Artefacts, or by spending time in a nexus or plexus.
Instability: the heart of an Ar-kaim is unstable and varies enormously. If the Player is overloaded or
performs an awkwardness. The player must Test the instability of her heart.
Overloading is possible when the nephilim recharges more ka than Needed.
Explosion of ar-kaim: an ar-kaim can explode if it no longer has Ka sun or Ka orichalque.
Talents: attack: fire, defense: earth, feeling: moon,
Displacement: water, sensation: air, magic: orichalque, the Dark part: black moon, sublimation: sun.

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Ar-Kaim FAQ
What is an Ar-Kaim?

Ar-Kaim have several names: first they were called Revealed, because we were in the eye of a number of
enhanced humans, then we became "third generation Nephilim" as if it was the same thing! In fact, none of
these names correspond exactly to our reality. We are born of the Earth itself, but I will explain it to you in
more detail afterwards. An Ar-Kaim is therefore an immortal, who lives his life as a human. It is perhaps not
clear ... We are flesh, and we possess a heart, center of our magical energies. We live in longevity, like other
immortals, but our essence is linked to our heart AND our body, the death of our body before we could not
take another in a complex ritual is a true death, our heart Losing itself forever in the magic fields. Unlike
others, we keep a clean conscience, a human consciousness, and many are Ar-Kaim who live their lives
without ever even imagine beingdifferent.

How is an Ar-Kaim born?

That's the $ 100 issue! Okay, I'll try to give you a picture. The nature of the world, as you now must know, is
composed of magic fields . These magic fields only very rarely meet, they cohabit, but are very rarely
gathered together in the same points. When this happens, there is a phenomenon called the Nexus which is
very rare, very rare, as these phenomena are highly sought after by immortals who derive a certain power,
but it does not matter présnetement. These phenomena are spontaneous and almost unpredictable as a
whole, of course some people try to foresee them, but it does not matter at present, what matters is that
sometimes humans pass by at the moment of the meet. It is possible that, without even being aware of it, the
human crosses meet these magic fields. In this encounter between a human and a Nexus, it is possible that
a heart, the source of our new powers, may be created in us, but it is not always evident of the prime on
board, and even after birth, in general Ar-Kaim continues its secular life peacefully.

How does an Ar-Kaim survive?

This is also a complex question, of which nobody really knows the answer, let's say exact, I do not know it
myself, it is not simple. Then the body of the Ar-Kaim does not survive time, it ages like the body of a human,
after all, it is what it is, but as I said earlier, Ar-Kaim dies, it will have no second chance, unlike them
Nephilim, which are found in the magical fields (see the Nephilim ), then it should provide a shot. First, it's a
ritual we must transfer our heart to one of our descendants or family member of our sham. It is possible for
us to choose a future heir before his procreation, it makes the transfer easier, which always has chances to
fail. By thus passing from one generation to another our immortal soul can create genuine immortal
dynasties.

What is the heart of an Ar-Kaim?

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The heart of Ar-Kaim is still visible in vision-ka is the concentration of magical energies of the immortal. It lies
on top of our true physical heart and in vision-ka, it resembles a mixture of all the elements that compose us,
which I will also talk about later. Unfortunately, our heart is a double-edged knife, it offers us great powers
that distinguish us from humans, but it is also unstable, very unstable in some cases and can lead to the
most painful death;The explosion of the heart. When we are shaken by too great emotions, it can just ...
explode ... and that is death assured! Fortunately it is very rare, this happens only when our heart no longer
contains ka-sun or ka-orichalque ... but it's so scary ...

What elements make up the heart of an Ar-Kaim?

Our heart is composed of the elements that compose us, it is their greatest concentration.Then it is
composed of the elements that make us what we are. First, it is important to note that we are composed of at
least two elements (the ka-ka sun and part of our house ) and a maximum of eight elements ka (all). In
general, one can say that the more Ar-Kaïm has elements, the more unstable it will be.

How to recognize an Ar-Kaim?

The Ar-Kaims enjoy a very special status and very useful among immortals because they are for all practical
purposes undetectable by those who can not see the magic energies, they have no bodily mark of their
elements and energies Which compose them. However, the magical energy that gravitates around us causes
an effect on our environment, which is almost imperceptible to the eye that does not know what it is looking
for. Here is the list of elements with the effect it causes on our environment or on our person, in some
cases. The level of appearance really depends on our power and control of each item.

Fire: Blushing Eyes of Ar-Kaim, become slightly shiny when the fire is a very strong element.
Air: Air Blast dance around the immortal permanently, plus our ka-air is highly more the air is cold and the
wind is strong.
Earth: Development of vegetation when the immortal is stationary.
Moon: Offsetting the light source when the Ar-Kaim appear on any visual recording.
Water: Appearance of water drops on the glass surfaces near the Ar-Kaïm when stationary.
Sun: Illumiation reflective surfaces watched by immortal.
Black Moon: Appearance of a ghostly when Ar-Kaim is represented in any way.
Orichalcum: Dead plants around the immortal when stationary.

Are there any risks?

there are not many people who chase us, a chance, but we are a bit of a curiosity for the initiated population
of the world, because we are rare and relatively new. Less than a century ago we exist, so it is on that
compared with the tens of centuries that the Nephilim collectively share. In short, the greatest danger still
exists in the creation of the Ar-Kaim. In fact, it happens very rarely that during their incarnation, the Ar-Kaïm
lose the memory of their simulacrum, they will possess only a few fragments, at best and will have to
approach the world as if it were completely new. It is dangerous, both for the immortal and for the body, but it
is a situation that will eventually be replaced, when Ar-Kaim will understand, in spite of himself, in general
that he can not just approach the world According to its magical aspect.
I think that's what people are asking as a general question. Do not forget that we are still a little apart from
the rest of the immortal community, because we are still fairly recent in our creation, it is not more than a
hundred years since the first Ar-Kaim saw the Day, and that change is difficult to accept, especially for the
old immortals, they are still trying to understand what we are, though many are ignoring us now. In short, it
gives a considerable advantage to the Arcana Minor who could make funny ideas, but hey I think it goes
around the base, if there is anything else do not hesitate Not to contact someone who knows a lot: MAE.
The next step is choosing your home unless you have changed your mind and want to play something else.
Now that you know what you are Ar-Kaim, or third generation of Nephilim, as you choose, I'll try to
explain what the Ar-Kaim. As I mentioned, the circumstances of the birth of an Ar-Kaim are very
specific. Birth is therefore associated with a unique event both in the magic fields, in the stars and on the
earth. When an Ar-Kaim is born, it is first influenced by the latent elements of nature but also by the
ephemerides, namely the arrangement of constellations, conjunctions, but also by the day of the month, the
month of the year , The time of day, so there are not two similar births, as for humans, but we can say that
Ar-Kaim births affect a world far beyond our own person, even if we can Not start imagining it.

What are the houses?

Contrary to what might be thought by the uninitiated or those who do not have a great knowledge of the very
particular world of the Ar-Kaim, the houses are not houses strictly speaking. We do not find a large pavilion in
the center of each city or regroup the Ar-Kaim born on the same day or whatever, no no, it's more complex
than that ... ah yes prepare yourself with this, I rarely go To tell you that it's simpler, it's always more
complex! So if a house is not a physical house, what is it? Ahh ... the whole question lies in this is not
it? Well, it's ... fairly simple in the facts. If we start because it is not the houses, we can call real houses, and
immortal groups, they are not families of belonging and each Ar-Kaim of a house owes nothing to his

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brothers. Now for what a house is. For humans, houses are equivalent in names and properties of each of
the signs of the zodiac. Thus, each of the houses is represented by an element, which each Ar-Kaim of this
house possesses (in addition to its ka-sun, which comes from its human side), a mood of its own and a way
of thinking.

Why one house rather than another ..?

No one has really understood what makes a newborn appear under one of the constellations, so in one or
other of the houses, these events can not be foreseen and even if Some have the will to categorize
everything, it would be very difficult to explain what goes beyond us completely, like the analysis of the
Ephemerides in the face of a relatively new phenomenon. What we have understood over the years is that
the house is not only a spiritual alliance between the stars and the Ar-Kaim, it would not be that surprising
considering the nature of the occult world, but no, it's not just that, there are other factors to consider. For
example, for an Ar-Kaim to be created, it must be the human 'good' that passes, the one that is, in a certain
way, already resonating with his house. There are very rarely complete changes of attitudes in the creation of
an Ar-Kaim, for it is not another being, but an evolution, quite simply, and this evolution is not Not there to
supplant what was, basically, the human being.
The whole being of the Ar-Kaim, in his everyday life, resonates with his house. A house is therefore not
influenced except by the stars, in any case it is almost impossible, it chooses, in a way, its adopted, its future
knight. Each house has a general mood, a way of thinking, is an easy way to categorize immortal third
generation, at least according to the Nephilim, who do not understand all the issues of newborns. Indeed,
they tend to believe that each Ar-Kaim does not possess the subtleties of the occult world, and this may be
true. However, do not think that you are simply what has to offer you your home, as a human, you are much
more than your name!

What are the other functions of the house?

In addition to what could be characterized as the 'astrological sign' of the newborn, as well as its dominant
ka-element, the house has another main function. It determines the powers of an immortal! You did not think
we were going to launch into this shark world without the least defense system ?! I admit that it may be a bit
complex to tackle as well, and that it is not based basis, but I think I can simplify it as much as possible.

What are talents?

I'm not going to dwell on the issue for a very long time, but since it's about not swinging around the world
without defending yourself, it's important that I describe the interests of the powers to you. They do, that kind
of stuff, otherwise I'm sure you're going to have other questions for me! A talent is a power possessed in its
repertoire by an Ar-Kaim. This talent, he can use it by drawing power from his own heart, which, as I
explained earlier, has ka-elements. An Ar-Kaïm does not know all the powers of his house, it is impossible,
but he can have a few to begin with, which makes him technically superior to a human, for he possesses a
little lost knowledge, Ambient sapience.

Who can use what talent?

I think this question is a bit too vague, personally, but I understand the need to cover a lot of ground
quickly. So that's the easiest way to explain everything. An Ar-Kaim, as said earlier, has a heart, its core
continent to the bare minimum two elements (that of his house, and the ka-sun), but I am no longer sure if I
mentioned it, but good , Let us assume that not. The Ar-Kaïm, unlike the super-old immortals, can possess
up to eight elements, including those that the Nephilim can not even begin to understand (Sun, orichalque
and the black moon). Basically, the more Ar-Kaïm has elements, the less likely it is to be stable, so more
likely to explode, and also, less strong is each element.

I'll make you a graphic, I love graphics, is it so .. graphic? It will be exemplary graphics in addition!

This Ar-Kaim, relatively stable, has only three elements: Fire, Sun and Air. Thus, he can only use the powers
of these three elements, but he can do it more often than our next example.

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This Ar-Kaim, with little stability, has a large number of elements, but they are not all of the same strength,
and some are very weak, so that even if he can use the talents of others, Orichalque or black moon, it will not
be able to do so very often before being exhausted. It is important to note also that an Ar-Kaim can use the
talents of the house opposed to his with the same ease as his. The more we move away from these two
houses, the more difficult it is to use talents, besides the talents of the House of the Serpentary, the non-
existent house, in a way, are very difficult to manage.

So how many talents have each Ar-Kaim? How to learn them?

The number of talents that an Ar-Kaïm possesses at his creation actually depends on ... the power of his
heart, ultimately. It is certain that it is difficult to determine the strength of each one, but roughly the more
powerful the heart of an Ar-Kaim, the more visible and unstable it is, but the more power it possesses. In the
end, everything is balanced. It's the same for talent. In general, when one is created one possesses only a
few talents, very limited, very weak, finally, but it is possible to be born in a stronger magical field and one will
know more, but each Ar-Kaïm imperatively knows the power of his The principal element in his house,
otherwise one would be very sad, and in general some others. They are inscribed in his heart, not in his
memory.
As far as learning is concerned, it is difficult because, unlike the Nephilim, there really are not many people to
help us, I mean, I'm pretty old, Other Ar-Kaim to this day, it should give you an idea. In any case, it is through
research and use, the meditative trance, the study of magical fields, that we can learn, but often we do not
even know where to start looking, but eventually Comes alone ... it is a progressive progress, I suppose!

What causes instability, how to combat it?

Instability is the number one enemy of the Ar-Kaim. The reason why I include it with talents in this way is that
whenever one of us uses one of his talents, he risks explosion, even if the risk is small (usually less than
1%), It is something that must be taken into account, at every moment of our lives, as soon as we know that
we can use certain talents. So, if we take our two examples above, we will be able to better understand what
instability is and how, statistically, to calculate it. In general, the more Ar-Kaïm has different elements, the
more unstable it is, the more it uses its powers, the more unstable it is. What matters is the difference in
strength between each element of the heart. If I say that the round is a hundred, on our graphs, then Körian
has about 35 to 30 of each of its elements, so the difference is average, but Dirakh, on the other hand, has
about one element at 25 and the lowest Are at 6, for a difference of 19, it is this difference, base that creates
instability. When one draws from our heart, it is a relatively complex elementary operation that upsets the
magic fields in our heart, our body, and in our environment.
The more we draw energy from our hearts, the more we ask for our very existence. So to tap into our reserve
involves facing instability, if we take energy in a heart already weak, is to put ourselves in greater risk, so if
you draw too often before you recharge , Yes, a bit like a battery, then you run after the trouble!
The key is to keep our items about equal between them and not to abuse our powers!
The next topics are descriptions of the houses as such, I advise you to look at them all, even if they seem
relatively interesting, because you may be lucky enough to use the talents of other houses, who knows. .. To
choose your house, go by the element (you can refer to the explanations of Jonathan on the Nephilim), to the
general mood and as a last resort to the talents present.

It seems that the practice of Occult Sciences by the Ar-Kaïms is limited to Talents. What are the
reasons for these limitations? Are they absolute?

The Ar-Kaïms are a priori limited in their occult practices to the use Talents to the fields of restricted
applications. These Talents appeal to all the Ka-elements present in the heart of Ar-Kaim. On the other hand,
and in a logical manner, the Ar-Kaïm does not have access to Talents related to Ka that he does not
possess.
Even if, during its esoteric progression, an Ar-Kaïm will be able, with the help of mentors from other
Astrological Houses, to learn Talents from different Houses, and therefore several Talents by Ka-elements,
this apprenticeship is restricted because Whatever the number of Talents, this only widens the occult
possibilities of the Revealed very little.

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If the use of the Occult Sciences Nephilim and Selenim are not known to the Ar-Kaïms, it is certainly because
of their esoteric youth. If an Ar-Kaym were to study the study of an Occult Science, what could prevent it from
apprehending it in a complete way, and to use it by itself? Indeed, an Ar-Kaim may possess in his heart all
the Ka-elements necessary for this practice.
However, it will still encounter some difficulties:
The first is the composition of his heart. Indeed, if an Ar-Kaïm does not possess a Ka-Air for example, it is
absolutely impossible that he can cast an Air Spell, invoke an Air creature, or create a Bellow that would
allow him to produce Of the Vapeurs.
The second will be the difficulty of the task, which is likely to put off more than one Ar-Kaim. They are
generally fiery and impetuous, and often judge the Occult Sciences of their ancestral cousins as dusty and
heavy to use.
The third is that Ar-Kaim is going to have to find a mentor Nephilim or Selenim who will teach him his little
secrets. If some Major Arcanes Nephilim turn to the newborns, the Selenim remain quite inaccessible even in
spite of a certain feeling of mutual understanding between the two species.
In conclusion, it is therefore not excluded that, in the end, the Ar-Kaïms manage to master one or other of the
"real" Occult Sciences.

The Occult Sciences Ar-Kaïm

The Revealed do not have to speak proudly of Occult Sciences. They have in their power Talents, proper to
their Astrological House, and can even learn from other Houses.
But these Talents are not distributed in a circle, and do not follow a predefined order.

The occult!

Well then, what is the occult for an Ar-Kaim? Well, like the other immortals, we live a little between the
secular world and the occult, that of humans and immortals. You may have read it in the other sections, but
basically the occult is all that concerns the invisible story, the magic fields, the magical world, the hidden
powers. It is a world that we do not really know, but which is offered to the Ar-Kaims as to all the other
immortals, but we are generally also interested in the profane world, in normal life, in blankets. Why hide
behind a tissue of lies, but that it is inevitable by our dual nature, so we often try to integrate into a world that
... in my case, sometimes gives the impression of not Be prepared for us. We are a bit like the children of
everything that existed before, so our confusion is rather normal ... the occult is vast and it is a world
populated with danger.

How do we interact with the occult?

There is plenty of way to interact with the occult. In general, it is by using our talents, since we must use
magical energies either surrounding or coming from us. Otherwise, there is not much that one does that has
a big imprint on the world of magic, except if it's only Akasha. Well, I admit that maybe it's weird, but as you
may or may not know, the Akasha, the worlds created by the collective human imagination, is created by huh
.. humans ... And as we are, at least in part, humans, we have a very great influence on these worlds. The
Nephilim, our distant cousins, can spend decades searching for a door that leads into one of these worlds,
yet one of us, who may be passing by this hidden door, may feel it If one resonated in heart with her. Well
maybe it's a bit weird, but basically, our knowledge of these magical worlds is innate and absolutely
unavoidable, a chance that few people realized, otherwise some of my brothers would definitely serve as
detectors and Of keys to this day.
Our other interactions are quite limited, it is not that we do not want, but we do not have an infused
knowledge of the occult. So I would say that we need the support of other races to understand the occult,
and therefore other immortals.

Do we have allies?

Allies eh? Um, directly I would say no. In general, the other immortals, much older, see us above all as
nuisances without knowledge. However, there may be occasional alliances between Ar-Kaim and Nephilim,
which is rare, because it takes Nephilim rather open-minded and ready to help us despite our Lack of
knowledge, our ignorance, even according to the statements of some people. Finally, it is important to note
that there are among us too immortal groups, one of them who accepts us in their ranks. It is really the only
one. So here is the arcane of Temperance. You can find more information about this one in its explanation,
but in general it is the arcana that deals with the occult diseases of other immortals, they have accepted us,
and it is the only one May be part of it, at least for now, but I know that pressure is being exerted on other
groups to give us a chance, at least, because without the help of other arcana, say other immortals , We can
not ... progress.

And enemies?

I confess that I do not personally know all our enemies, it is mainly because they do not manifest themselves

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as such. Except that I can say that our existence is still little known enough to keep them away, but we are
not infallible. In fact, it is above all that certain humans, in particular, see the magic fields, and those have the
ability to recognize us, after all, we possess a heart with magical elements, similar to that of the Nephilim, but
not Exactly the same. I know that we are somewhat fascinated by the R + Cs that see us as the pinnacle of
what the human body can be, the greatest fusion between human and magic and whether it can make them
Allies really important, others can see us as ... hum ... threats to their own business.

Is there anything else to know?

Yes, there is always something else to know. I think it's important to specify to clarify that looking for doors is
not a simple business but that if you ever want to do it you should contact the administration to know exactly
how it works.
You are lucky enough to be able to see the magic fields, at first it may not be conscious and it will last very
little time, but eventually we always find a way of doing things that does us well. If at the beginning our vision
allows us to see these things well, it is impossible to analyze them well, except if we know a person to help
us analyze the signs we see, colors and impressions. It's really not simple, in fact it can really be complex,
but you can see lots of interesting things watching the magic fields. Hopefully you will learn how to use this
tool!
Finally, the last little point I have to point out concerns your heart. When you use powers, in general you will
draw energy into your heart. Unfortunately, this is not an infinite source of power, and the more energy you
take in, the less stable you will be, so it's important to keep your heart at its best. This is one way to do this
by undertaking everyday actions, which allow you, depending on the item to pick up some energy! Of course,
there are other ways of doing things, for example by standing near an element or a magic field of an
element!

Spoiler:

So do not forget all this information when you create your character. It is a bit difficult to grasp, I know, but if
you have any questions on this subject, please do not hesitate to contact us. It is still a relatively complex
world that is offered to you, and I do not expect you to understand all of a sudden, so take your time!
You still have to read the part on the layman, which should be quite simple, finally!
You have now imagined an immortal, something immutable enough, but one must think of one's human
side.
Above all an Ar-Kaim is an improved human version, so we are the future of mortality! But let us pass, that is
not what counts.
So behind (or in front of) you find yourself a human. For some it is only a body, for another it is a host and for
others still it is a powerful ally. We must not neglect the advantage of humanity. That's what counts. Do not
forget who you are.
If you have experienced the transformation of humanity into Ar-Kaim, it is quite possible that you do not even
know that you are an immortal, it is at the manifestation of your powers or your elements that you will realize
it. This may seem strange, but I assure you that some immortals do not know until their death.
If you are the first, you must decide if you are aware of it or if you ignore all of your powers, you should also
talk about when your transformation of how it happened. But do not forget how this happens. What did the
human in you think of it? Have you tried to find out more?
It is also important to note that if you are not the first of a generation of immortals, you have probably merged
with the Ar-Kaim after the death of one of your parents. In general you know but you do not know what to do
with it. Fusion is important, your immortal does not take over you, in fact you are one without really being
able to explain it.
What are you doing in life? Are you a waiter in a restaurant or the CEO of a company? What is your
relationship with the occult? Is that of interest to you or is it something that you are trying to avoid? There are
many things to consider when you are only thinking about your human. Here are the charts of characters to
fill.
The only major arcane open to the Ar-Kaim is Temperance. It is possible to be in a minor arcana with a good
explanation.

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The 13 Zodiac Houses of the Ar -Kaim
Aries
The Ar-Kaims of this house, brutal and direct, do not always take the time to reflect and often do so only after
they have struck. They follow the shortest path and although they tend to want to prove themselves in
combat, they are not all bloodthirsty brutes. They also know how to show exceptional friends in time and to
people worthy of their trust. They are generally stubborn and sitting on their principles and ideas, making
them good leaders in times of war or fighting, but they usually need a trusted person to bring them back to
earth when they ignite.

Dominant Element: Fire

Slogan: Hitting now, think later.

Talents

Fire: Fireball

Air: Thermal Vision

Earth: Ring of fire (barrier of fire around Ar-Kaim)

Water: Light stroke (very fast displacement)

Moon: Anger fueled (causes anger of individuals)

Sun: Flaming Force (increases the strength of the immortal)

Orichalque: Wave of antimagy (pushes the magic fields)

Black moon: Transmutation of lava (transforms non-living material into lava)

Scorpion
Dreaded by many people, these Ar-Kaïms represent the fire that is ready to befall. They are powerful, proud
and menacing. They are sometimes a little twisted, but are always unpredictable whether in their daily life or
in combat.

Dominant Element: Fire

Slogan: Everything comes to him who waits.

Talents

Fire: Dard

Air: Subtle omen

Earth: Prompt response

Water: Silence

Moon: Distrust

Sun: vicious hits (makes its deadliest blows)

Orichalcum: Mirror (returns a spell against its launcher)

Black Moon: spine (prickles grow on the body of the Ar-Kaim which can be used as a weapon)

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Sagittarius
The Sagittarians represent change and movement, they are always ready to go ahead and go forward
because they get bored when things get bogged down. For them things do not have to remain fixed, but they
weigh well their action and their consequences before doing anything.

Dominant element: Air

Slogan: Nothing is fixed, everything moves, is the essence of life.

Talents

Fire: sacred Arc (shows a very powerful light arc)

Air: Motion Detection

Earth: Regeneration

Water: Jumping inordinate

Moon: Confidence (helps persuade someone of something)

Sun: Velocity Pholos (increases speed)

Orichalcum: magic path (can see the trace left by people in magical fields)

Black Moon: Nessus Bloody Rose (turns a deadly trap garment)

Fishes
They are discreet and changeable, they prefer to fade rather than turn into the fire of action. The Ar-Kaim of
the house of the fish are often more blurry and difficult to define, changing like the winds. They are a paradox
in themselves because they want to make things change by staying back. They are very emotional when you
get close to these strange beings.

Dominant element: Air

Slogan: The background is not so bad when you're there.

Talents

Fire: Thunderbolt

Air: Astral Perception

Earth Wind Wall (oO) (used to handle the winds)

Water: Water Walking

Moon: sterile agitation (confuses the mind of a person or persons)

Sun: lightning Intelligence (increases intelligence)

Orichalcum: Ka Substitution (to change a ka to another in a pentacle or Nephilim in the heart of another Al-
Kaim)

Black Moon: Troubling erasure (Ar-Kaim gradually fades)

Taurus
They have a hard head on these Ar-Kaims, generally calm, they rarely get angry for real, and when they do,
they unleash their power at once. They have a great sense of honor and are virtually unshakeable whether it
is a simple decision or a complex action plan but many accuse them of being too close to inaction.

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Dominant element: Earth

Slogan: When you have an idea in my head it was not in the ass.

Talents

Fire: Reckless Charge

Air: Know murderer (allows to know the physical information of the target: strength, endurance, ...)

Earth Stone Skin

Water: massive Telekinesis

Moon: Indomitable insurance (makes the target too assured of herself and she does not know fear)

Sun: Undaunted constitution (increases the constitution)

Orichalcum: Protective lift (defeated the wards of the opponent)

Black Moon: The Minotaur (converts Al-Kaim in Minotaur)

Libra

These Ar-Kaim seek justice and equilibrium. They think a lot before making a decision because they seek
balance at all costs, but when their decision is made they remain steadfast as mountains but sometimes the
decisions are too hard to make because of this desire for balance.

Dominant element: Earth

Slogan: The least action affects balance.

Talents

Fire: Sword of Damocles (a magic sword falls on the target)

Air: Sensation of intent

Earth: Backlash (magically response to blows)

Water: Displacement chthonic (allows to move into the ground as if it was water)

Moon: white Indifference (removes a person's feelings)

Sun: Physical Balance

Orichalcum: Just destiny (lets not create a negative impact when the target uses occult powers)

Black Moon: Berserker

Twins
The Ar-Kaims of this house are elusive to their nature, they are contrary to themselves and tend to contradict
themselves. They live by mischievousness and lies, which often makes other people suspicious and distant.

Dominant element: Water

Slogan: Give with one hand, takes with the other.

Talents

Fire: Ghosting (creates somewhat illusory self-dual)

Air: crowd Sensation

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Earth: Doubt saving (the immortal becomes blurred)

Water: Ubiquity (Ar-Kaim is located in two places at once)

Moon: contradictory Psyche (impairs judgment of the target)

Sun: Double Members

Orichalcum: Double Effect (double spell effects)

Black Moon: disturbing Silhouette (creates an illusion that affects a person's appearance)

Virgin
Virgins are applied and meticulous but as they seem good in everything they undertake, they are necessarily
a little lazy. They adapt easily to their environment and do nothing lightly.

Dominant element: Water

Slogan: Why do today what you can do tomorrow?

Talents

Fire: Guide infallible weapon (can guide a short stab with his mind)

Air: Increased Hearing

Earth: Water Barrier

Water: Flight

Moon: Artificial Candor (makes the innocent target to the point of being candid)

Sun: Elusive (increases agility)

Orichalcum: Counter-out

Black Moon: Face of the Harpy

Cancer
Introspective, these Ar-Kaim think a lot and are often the subject of their own twisted thoughts. They know
how to put their priorities to their advantage, and although faithful, if they betray themselves, they only
become more wicked.

Dominant element: Moon

Slogan: Never if served by yourself.

Talents

Fire unstoppable Feint

Air: Reading thoughts

Earth shining armor

Water: Invisible Movement

Moon: Clarity seductress

Sun: irresistible Appearance

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Orichalcum: Time Course (lets go back in time a few minutes)

Black Moon: untimely Mutation (mute a living organism in something else)

Capricorn
Utilitarian, the Capricorns are cold and calculating. They are sneaky and seek to maximize each of their
actions and they see the world as an immense chessboard and they must be the winners, there is no other
way out.

Dominant element: Moon

Slogan: The world is a playground, the only option is victory.

Talents

Fire: Ice Heart (projects an icy breath on the opponent)

Air: Sonar

Earth: Broken Blade (damaged weapons)

Water: Unwavering balance

Moon: Terror

Sun: Thermal Insensitivity

Orichalcum: Circle of Protection

Black Moon: winter Harnachement (protection against cold)

Lion
Pride, justice and honor describe all there is to know about the Ar-Kaim of the Lion. They are generous of
themselves is of their time, they know how to forgive in a world that needs it. In fact it is the paladins of the
modern era to always pass the others before their own person.

Dominant element: The Sun

Slogan: Protect the widow and the orphan!

Talents

Fire: Power Explosion

Air: Reading knowledge

Earth Light Explosion

Water: Instant Racing

Moon: Daze

Sun: Total Increase

Orichalcum: Master conjunctions

Black Moon: destructive Roar

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Aquarius
The Ar-Kaïms of this house are destructive. They resist and they struggle, bitter of their life and of the world.

Dominant element: Orichalcum

Slogan: Nothing to run, death is already there.

Talents

Fire undergoes Pourissement

Air: chameleon View

Earth: Hypnotic Gaze

Water: Water Walk (Ar-Kaim can walk underwater without breathing for a few hours)

Moon: Telepathic Communication

Sun: Imitation brilliant (mimics the skills of others)

Orichalcum: Elementary Explosion (sworn enemy of the Nephilim)

Black Moon: Stream of blood (drains the life of another to get to the Ar-Kaim

Serpentine
He lives in the shadow of other houses, he strikes when one does not expect it. The serpentine stems from
the smashing of the Black Moon, the thirteenth house, the least known. His Ar-Kaim are just as elusive as
they are rare.

Dominant element: The Black Moon

Slogan: Shadows lurk in the shadows of light.

Talents

Fire: Hook venomous (poisonous hooks grow on the hands of Al-Kaim)

Air: Detect chaos

Earth: endless defenses (increased defense against physical attacks)

Water: Displacement omitted (allows you to move without leaving any trace whatsoever)

Moon: Folie Ophidian

Sun: Increased Perception

Orichalcum: initiation absorption (ka steals energy from other beings)

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Exiles
The Yohual-Tecuhtlin (Aztecs)
The history of the Nephilim of Central America is closely linked with that of the Selenim, Significant influence
The Yohual-Tecuhtlin are the selenim of Central America whose destiny crosses that of the saurians - the
first inhabitants of Mu.

The Oguns (Caribbian)

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The Jukurrpa (Australia)
The Nephilim of Australia are a mixture of indigenous spirits, European immigrants and Asian arrivals. In this
material, descriptions of Asian Nephilim will assume that they are essentially identical to their European
counterparts,as official supplements concerning them are not yet available. Once an Asian supplement is
released, I’ll try to design a supplement for this work. Aboriginal Nephilim will be described using a variant of
the European model.

INDIGENOUS METAMORPHOSES
Theancestor spirits of the aboriginal tribes who shaped the land and lay within it are not easily classified into
groups. Many of them take animal shapes, so that the Nephilim of one area might, for instance,
always manifest themselves in a particular species of bird. In designing the groups below I’ve tried to find
slightly more anthromorphic creatures who are generally not ancestor-spirits. I haven’t had the opportunity to
track down the original myths from which the “Terror Australis” descriptions are taken, so these should be
considered adaptions of aboriginal lore, rather than accurate representations. That is, the personality traits
are just what seemed right to me at the time, so they may not display traditional behaviours.
Early in Australia’s history, members of the Strength Arcanum went there and misidentified many indigenous
Nephilim as Khaiba sufferers. In conjunction with Arcanum who desired to steal local magic and sacred
places, they pitted themselves against the Aborigines, aiding the white invasion. As they possessed
Orichalka, a foreign substance in this country since ore-smithing had never been developed, their pogrom
was terribly successful in some areas. Eventually, an informal compromise was reached, with the two groups
ceasing to attack each other.
In modern times, the odd Australian Nephilim are occassionally used as aces in the hole against Eurocentric
secret societies. The Tower Arcanum, for instance, greatly damaged one section of the Illuminati by having a
Nybol paint a pentacle onhis chest and pretend to be a homoculus.

ALCHERINGA: THE DREAMTIME


Long ago, there was either void or undifferentiated mass. The ancestor-spirits moved through it, giving it
shape and rationale. After a time, the ancestors withdrew into a land coexistent with our own, the Subtle
Plane of Alcheringa, the Time before our time. Wirruwen, the Aboriginal magicians, knew paths to and
through Alcheringa. Nephilim who existed prior to the European conquest may still know the ways into
Alcheringa and the methods of its use. As Aboriginal religion shows litle continuity, it is not possible to create
a unified Alcheringa accepting all their traditions. Is the Sun spilt egg yolk or a woman with a firestick seeking
her child? That being said, Alcheringa is still mechanically useful in the game as the source of unique
Australian spirits.
Additionally, to alter the focus of Aboriginal Nephilim a little, those Nephilim who die in Australia by being
discorporated into the energy fields are reicorporated in Alcheringa, so long as the are on their homeland or
their separated spirit can find its way back there. Gradually European Nephilim who are lost in Alcheringa
will be transformed into local forms, in time possibly becoming a totem-spirit. It is not possible to re-enter the
real world for a great deal of time. That is, once a Nephilim fades into Alcheringa, the player should roll up a
new character unless the gamesmaster is willing to run an exceptional scenario to alllow the character to
return.

Waking From The Dream

Re-entry into our world requires a wirruwen, a group of wirruwen, or

an occultist familiar with their rituals, to travel into the part of Alcheringa where the character dwells and bring
with them either an object prepared as a body for the Nephilim or an object prepared as a stasis. If the object
is prepared as a body, the Nephilim inhabits it, pulling over it such flesh as will make it inhabitable, a skill all
Nephilim in Alcheringa have instinctually, then follows the Wirruwen into the real world.
Such creatures are usually monsters, like Karrupanga the Devil Dingo and Wulguru, the most horrific local
representation of Death. They have no Stases and when they die they return to Alcheringa. After a time they
either lose this assumed shape or return to our world. Sometimes they are stuck in this monstorous body
forever, unable to permanetly die and unsure if they are in Alcheringa or Australia. Golem-makers are
intrigued by this process, but since it is instinctual, no Nephilim candescribe it to them in sufficient detail to
make the process recreatable. Others are horrified by the process, claiming it to be a version of homoculus
creation. If the wirruwen brings a ritually prepared object to Alcheringa, many spirits will try to steal it, as it is
their key to re-entry to Australia. Nephilim in Alcheringa then possess the wirruwen and link themselves to
the object as a Stasis. Stases of this type do not contain litharge, but are not truly in this world, so they are
transparent to Kavision. Nephilim who fall into Stasis within one of these objects awaken in Alcheringa,
where they wait until their stasis is reactivated so that they can use it as a doorway out of Alcheringa into

685
Australia, to take possession of a body near it. As humans are scarce in Australia, certain animals are
sometimes possessed temporarily and used as temporary mounts until the animals can find a camp of
Aboriginies. These animals tend to become totems. Spiritiually-Awakened Aborigines think they travel to
Alcheriunga upon death. This may or may not be true. They also report that upon possession they slip
through the Stasis into Alcheringa, taking the place of the Nephilim there. Finally, they report being able to
travel backwards in time, traversing the Subtle Planes. This claim intrigues or irritates potent European
Nephilim mightily. Their last odd power is to “see” Alcheringa through Ka vision, so that the Australian
landscape seems strewn with remanants of ancestor spirits and the marks left by their activity.

Agartha: Whitefella Dreaming?

As might be deduced, the Aboriginal Nephilim are rather less worried about reaching Agartha than their
brethern and soren from Europe. Their legends contain no promise of greater power, or history of ancient
loss and they don’t really accept that the energy fields are separate, as all come from Alcheringa and flow
back there. They think Agartha may be a whitefella dreaming, and that the cloudy state of the Emporer of
Heaven may be yellafella dreaming. They wouldn’t mind visiting, but don’t want to live there. Going to
Alcheringa, for them, would be like going to Elysium for Christians or going to Nirvana for a Muslim. Sure, it’s
a wonderful place, but its not where they want to be.
Australian Nephilim are in the world because they want to be.They want more power and our world is the
place where they earn it. They want more, well, more life. In Alcheringa you are alive, sort of, but more as a
sort of Archetype. You can’t change or grow as quickly as you can while you are in Australia. Eventually you
reach the point, at about 90 Ka, that Australia has no more to teach you, then you leave for Alcheringa to
study greater mysteries there that your lifetimes have made you capable of understanding. This is perhaps
the local equivalent for Agartha. Characters who travel Alcheringa trying to track down a transcendant being
will find utterly ancient and alien elemental beings, thinking grand thoughts and working toward some sort of
higher purpose, but utterly unconcered about their lack of Solar-Ka. Their powers are not quantified here, as
each is an individual of varying degrees of power.

DREAMING
Dreaming is an Australian magical technique like summoning, but used backwards. In it, a summoner
projects themself into the elemental fields, or the Subtle Plane of Alcheringa. It is very dangerous, as it is
possible for the spirit to get lost and become one of the wandering dead on a fumbled spell-casting roll.
Like the Western Techniques, it is divided into lesser disciplines which wemight as well call Circles. These
are Australia, Alcheringa and Abstract.

The First Circle: Australia

The Australian Circle is the first. It is divided into three rings. These are Geography, which is knowledge of
sacred sites’ positions and potentials within one’s own land; Singing, which is summoning forth the guardians
and spirits of places within one’s own land, or the pacification of same; and People, which is awakening
others and creating curses and blessings through subtle manipulations of tiny spirits.
Note that these three really aren’t “Magical” from a Nephilim perspective. They are based on knowledge and
trickery, rahter than altering the elmental fields. As such, this is not considered a legitimate technique by
most foriegn Nephilim. Also, as they are not based on real magic, even Awakened humans can perform
them, without the assistance of a Nephilim. Almost all aborigines living traditionally have a score in Dreaming
to reflect that knowledge of Geography that keeps them away from forbidden areas and will aid them to their
final rest in Alcheringa.

The Second Circle: Alcheringa

The Alcheringa Circle has three rings.


Travel, the first ring, is an extension of the Geography talent, as the two worlds paralell each other. The
difference betweenthem is that in Alcheringa the mountain which is the bones of an ancient Nephilim will be
the bones of an ancient Nephilim to plain sight. The ancient Nephilim is probably hanging around here
looking for a way back to Australia, so Travel includes the skill of bargaining with the various creatures who
live in that section of Alcheringa that corresponds with your own country. It also give hints on the motivations
of other people’s spirits which can be useful if you plan to travel to another part of Alcheringa. Spirits in
Alcheringa may alter their physical representations in Australia, so a snake asked to wiggle its til might shift
the bed of a river backwards and forwards, creating floods.

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The second ring, trade-paths, is knowledge of the Alcheringan equivalent of the ancient barter routes through
the various Aboriginal communities. This allows relatively safe passage through other Dreamings to those
sites holy to transcendant beings, worshipped by many tribes, such as the first Rainbow Serpent and
Biname. The third ring is called “Destinations” or “Devotions” and concerns the the profitable interpretation of
the psyche of these beings. Transcendant creatures are terrible to behold, but have awesome powers in
Australia. Although their interventions are rare, they are cataclysmic. Cyclone Tracy, which levelled much of
the city of Darwin, is rumoured to have been created by Jambual, the Thunder spirit.

The Third Circle: Abstracts

Abstracts are the odd dreams of the creatures who wish to stay in Alcheringa, having learned all that
Australia has to offer. Wise Aboriginals say that it involves travel through time and into other Dreamings, but
otherwise refuse to discuss it. GMs are on their own here, as these Dreamings will vary depending on the
cosmology of tribe from which the Nephilim comes. As a suggestion, Alcheringans dream of Gondwana, the
ancient supercontinent and attempt to go back there. What they wish to do when they arrive varies, but
perhaps they are merely living and re-living an enormous circle of time, from the time of Mu until now, over
and over, becoming more powerful on each change and distorting the history of the world as they do this.

Arkaroo

These Snake people fought against one of the Aboriginal tribes during the Dreamtime. They are potent
sorcerers. They have been banished to Alcheringa, but can be summoned forth by a Nephilim using either
trade-paths or the more direct Summoning.

Their statistics should be the same as “Serpent People” in Dreamlands for Call of Cthulhu but their power
should be swapped for Moon Ka and they should be visciously misogynistic. Additionally, they hate all
Nephilim save the Selenim, being descended in some fashion from the Saurians. If Summoned, the spell to
call them forth is of the Second Circle and they seem to come from the Realm of Spiritual and Elemental
Comprehension.
Circle: Seals
Ka-Element: Moon
Threshold: weak 5
Contract: 21
Rupture: Capture
Duration:Until next Tuesday
Range: Unlimited
Autonomy: Total

The Dead

Sometimes the dead get lost and want to hang around the living. Although they cannot be killed, a wirruwen
with knowledge of travel can point out to them the right track to follow to their eventual home, which usually
sends them on their way.

Female Maneaters

Female spirits who attack men to cannibalise them or rape them include Abuba, who turns men into beasts,
Netto-Gurrk, a horrible hag and Bagini who is beautiful but has clawed paws instead of hands. Any of these
could be indigenous versions of the Baba Yaga or Baen Sidhe, both of which are described in Chronicle of
Awakenings.

Jambuwal

A potent transcendant diety, who creates thunder with his double-headed club and makes the sea roughby
wading through it. He may be contacted with the Dreaming Skill, which is his preference, or he may be pulled
into our world with Summoning. This last annoys him beyond all measure, as he refuses to be a slave to a
Nephilim, to be called up and set awayat whim.
Circle: Keys
Ka-Element: Air
Threshold: weak 3
Contract: 80

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Rupture: Obliterates the caster and much of their surroundings with a strike of his club.
Duration: As short as possible. Usually one request.
Range: Australia-wide, if Jambuwal desires.
Autonomy: Total.
The Summoning of Jambuwal is possible only during the middle of cyclone-force storms. If a Nephilim has
created the storms themselves, Jambuwal sees this as an intrusion upon his perogatives and a challenge to
his status, so he smites the Nephilim. A favour asked of Jambuwal will cost between 1 and 25 Ka and will
usually involve the destruction of some area by tempests. Jumbuwal is remarkably throrough in his work. He
may also be requested to undertake other tasks, such as the destruction of an enemy. This also he rapidly
performs. The great power of Jabuwal is counter-balanced by the fact he will gladly crush the Summoner in
any instant of annoyance that the caster creates, carrying the Nephilim back to the Dreaming with him to be
punished for its presumption.

Kurpannga: The Devil Dingo

Kurpannga is found in Central Australia. He is hairless except for a line of fur that bristles along his spine and
a tuft upon the end of his tail. His teeth are reminiscent of a crocodille, shark or carnivorous dinosaur, being
wickedly sharp and multiforous. In ancient times a Nephilim was trapped in this frame by the Mulga Seed
wirruwen, who filled him with malice enough to last until the end of time. The Strength Arcanum considers
Kurapannga to be a Devil Nephilim who is utterly uncurable.
Being within six yards of Kurrapanga costs everyone present one STA per round, although they may resist
this magical effect with their Earth Ka or Solar Ka if Awakened. If instead of biting he barks, howls or whines,
all within earshot must compare their Ch’awe with his on the Resistance Table or lose 1d5 Ch’awe.
Kurapanga’s death destroys this projection of him into Australia, but does not kill his true form in Alcheringa,
which, after a time, can create a new projection.
Statistics:

STR: 4
STA: 3
INT: 1
DEX: 2
Ka-Element: Kurrapanga once had all five Ka elements, but now they are either locked oddly into his frame in
a fashion similar to that of a homoculus or some are stored away like those of a Selenim. Possibly he
contains something extremely odd, like Black Earth Ka. His Ka is only 28 in Australia. In Alcheringa it is 76.

HP: 6
Initiative: 5
Weapons:
Bite: 1
Presence: 1 CON unless resisted
Bark: 1d6 Ch’awe unless resisted
Properties:Kurapanga is not a sorcerer anymore, but the ground he treads is blighted by his arua and all
vegetation nearby blackens. Creatures which eat the blackened plants die.
Protection: 3 point hide

Little People

Australia hosts a small, hairy race of peoplewho have claws instead of fingernails. In different places they
have different names. Net-nets make nuisances of themselves, steal things and decieve hunters. They
seem to be Khaiba favouring Nephilim, a little like leprachauns.
Grimmacha (soft “ch”) get annoyed if you sleep in their country and they make a ruckus in the rocks to warn
you off. If you investigate, he pelts you with stones.
Gulgaru is never seen, you only see the ripples in the water where he dived in, or the leaves and dust kicked
up as he runs away. They lurk in waterholes and shadows and are friendly to Nephilim. Turongs are frail and
wispy tree-dwellers.
Wa-tha-guln-darl are a foot and a half high and are tough as ironwood. They are frightened of Alcheringan
predators, so they have no fires and eat meat raw. They capture trespassers and pin them to bull-ant’s nest
to die.
Many of these creatures are summonable. They tend to be Elemental Illusions of the Earth.

688
Namarron: The Lightning Spirit
Namarrkon is a creature who creates lightning by throwing the stone axes that are tied to his knees. When
angered, he can command destructive electrical storms to wreak hovac over vast areas. He may not be
summoned as he is a Transcendant Nephilim, beyond the beck and call of others of his kind.Dreamers with
the Alcheringa talent may call on him, as he is part of the Destinations ring of the Alcheringa technique.

Naghun: Monstrous Boulders

The Narghun are huge rocks that eat men and animals. They erode, but do not die of age. They are created
by division, so if a Narghun breaks into pieces each of those sections is itself a small Narghun. Generally
they only travel at night.
Narghun attack people by opening a crack or hollow on their body, then snapping it shut. Alternatively, they
can just roll over or fall upon their victim.
STR: 1 to 70
STA: Up to 16
INT: 4
DEX: 2
Ka-Element: Earth 24
HP = STA + STR (Size)
Initiative: 1
Weapons:
Bite 3, Damage equals the Narghun’s STR
Roll: 4, Damage equals the Narghun’s STR. Can attack a number of targets so long as all are within an area
no larger than STR/10 yards across, rounding down.
Propeties: It is a rock, with all the immunities that implies. Protection:No armour, save that that it is immune
to weapons that do not affect large rocks. Blades and bullets are useless against a Narghun and explosives
only work if jammed in a crack in the creature’s exterior. Even if exploded the Naghun is only reduced into
smaller Narghuns whose STR and STR are equal to that of the original. To kill a Narghun utterly requires it
to be reduced to powder or dissolved in acid.

Ninya: Ice Men of Mount Connor

Ninya look like Aborigines, but their skin is coated in frost and their eyebrows are clusters of icicles. They
have blue eyes and white blood.
These creatures live under lakes in a cavern complex beneath Mount Connor in central Australia. A freezing
gale blows continually through these caves. The Ninya leave them during thewinter, travelling through the
rocks. The invisible ice they take with them is scattered about and cuts the feet of the Aborigines who live
nearby, warning them that Ninya are active. The men of the local tribe have a song they use when the Ninya
are close by and have uprooted the trees and turned them upside-down. (A local mirage, where the
landscape seems to float inverted in the air.) It puts the trees back in place and then hunts the creatures until
they hide in their lairs under the mountain. The women of the village have an opposite ritual, that lets them
call the Ninya forth in summer, to create a cooling breeze.
STR: 5
CON: 5
INT: 4
DEX: 4
Ka-element: Water 24
H.P. = 10
Actions: As apporpriate to DEX, see page 92 in the rulebook.
Weapons: Icicle 3, Damage 1.
Properties: The Ninya exude an aura of cold to a distance of twenty yards per creature in the group met. This
aura reduces the STR and CON of living things by one point per minute. Those within a distance of three
yards per Ninya met lose a point each round instead, as the cold is more intense. These points return at the
rate of one in each statistic per hour of warmth and rest.
Protection: Only very hot weapons can harm a Ninya. A tracer bullet, for instance, does normal damage for
its calibre.

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Ngarang: Tree-dwelling cannibals

Ngarang are a little like the Greek Dryad, in terms of their metapysical niche. Physically, they have long,
flowing hair and beards and thin arms jointed like the knobs of tree limbs. They live in the swellings found on
the roots of ancient gum trees. They pull humans down into these homes to consume them. Although they
rarely leave Alcheringa, when the Ngarang’s tree is killed or harmed it seeks out the vandal to murder them
bloodily. If their tree is dead they lose 1 Ka per day until they die. If the roots of the tree survive, the Ngarang
is free to take as long as it likes taking its revenge.
STR: 13
STR: 5
INT: 4
DEX: 4
Ka Element: 24
H.P. = 10
Actions: As apporpriate to DEX, see page 92 in the rulebook.
Weapons:
Fist 3, 1 damage
Grapple 3, Special
Protection: 4 point armour-like skin. A Ngarang can hide within its tree, wherein it is invulnerable to attacks
from outside Alcheringa. The tree, however, is defenseless.

Quinkans: Guardians of Sacred Places

Quinkans are the defenders of sacred sites, especially caves. They have enormous, staring eyes and attack
by flying through the air and hitting the victim on the back with stone axes fixed to their elbows and knees.
Quinkans are summoned to guard a place by wirruwen or greater creatures. They are invisible except when
they are attacking and while incorporeal they are immune to physical forces. Their usual attack is to fly right
through their target, preferably from an ambush. The stone axes affixed to the creature’s knees and elbows
are not made incorporeal of invisible by the Quinkans power and these dig deep into the flesh of victims.
After this attack, the Quinkan may solidify, losing its ability to fly. It attacks with its claws and bite while
material.
The bite of a Quinka is tinged with Orichalka, making them one of the most fearsome creatures summonable.
At the Quinka’s choice, each bite removes either 1d5 of any characteristic, such as STA or CHA, or 2d5 from
a statistic such as Ch’awe, Ka or a Metamorphosis, or 3d6 from any skill or magical technique. How it is that
Quinka can carry this substance unharmed is not clear, but it may be that their essence cannot contact the
Orichalka due to some trick of their physiology. The most frightening property of the Orichalka bite is its
slowness. A character loses only 1 point per day per bite until the total damage has been inflicted. This
means that the Nephilim may be bitten and fight on, believing the first point of damage to be the only effect.
The next day, however, they may realize the injury will prove mortal and that they are wasting away. Several
Nephilim suffered this fate as the white invasion pressed north into territories, mostly in Cape York
Penninsula, where the spells to call up the Quinka were well-known. Certain members of the High Priestess
Arcanum consider them an incarnation of radiation sickness.
STR: 9
CON: 9
INT: 4
DEX: 7
Ka-Element: Black Earth? Earth 30
HP = 15
Move 12/40 flying
Weapons:
Bite: 3, Damage 2 + Orichalka poisoning.

Claw: 4, Damage 1
Four Axes: 3 each, 1 Damage each.
Properties: Orichalka bite.
Sense Intruders. Quinkans can sense the presence of intruders on their sites with a 95% degree of success.
Protection: While incorporeal and invisible, the Quinkan is immune to physical harm.
Spells: A pre-exisitng Quinkan may be given limited instructions by most Dreamers familiar with its site and
the bindings placed upon it by its originnal summoning wirruwen, so long as they are not of a class of people
that the Quinkan will exterminate out of hand. Those familiar with the Realm of Singing may have a easier
time of things. Dreamers can call upnew Quinkans with a complex ritual of the Realm of Destinations in the
Alcheringa Technique of Dreaming. They go to the Lord of Quinkans and ask permission to lead a quinkan to
a site, then Sing it up from Australia.

690
Summoners have difficulty calling up Quinkans, due possibly to the touch of Orichalka upon them. It is
theorized that a spell of the Realm of Violence may be sufficient to draw these creatures forth from the
elemental fields. Certain Australian summoners are working on this problem, hoping tomake their Anthors
and libraries the sacred sites of these terrible guardians.

Whowie: Great Lizards

Imagine a gecko over twenty feet long with six legs and a head like that of a squat tryannosaurus. These
creatures are amphibians that live in burrows in the banks of the rivers of Alcheringa, although they may be
called into Australia by Wirruwen or Sorcerers. Bunyips are also quite keen on this practice.
Once a Whowie begins to track a victim, it never, ever stops, unless they escape the Dreamtime. If the
Whowie is in the mortal world, it will never, ever stop. Whowies seem to have a vauge idea of where their
quarry has gone, which they follow if they lack other clues. Only three of these creatures have been seen by
European Nephilim, as the Whowie is native to the Murry river, which the Europeans took early in the
invasion, during that time that the indigenous Nephilim were reeling before the first use of Orichalka
weaponry in this country.
STR: 18
CON: 7
DEX: 4
Ka-Element: 24
H.P. = 20
Weapons:
Bite 5, damage 2.
Claw 5, damage 1.
Properties: Tracking, as above.
Protections: 4 point Armour from its leathery hide. Spells within Ka meters of the Whowie are distorted to aid
the Whowie, unless the caster wins a Ka battle. Summoned creatures are sent back to the elemental fields
unless they win a Ka battle. Spells cast directly at the Whowie are absorbed by it, adding to its Ka for a day
or two, until they are digested. The benefit to the Whowie is usually equal to the Ch’awe lost by the caster.
Dreamers may find and sing up Whowies, but generally they must be so frightening that the Whowie does
not choose them as prey. Bunyips generally wrestle them into submission, or so they say. Summoners may,
in theory,call them up, but the spell is not known to the world yet. They may, or may not, be Water Spirits of
the Realm of Spiritual and Elemental Comprehension or possibly the Realm of Violence.

Wulguru: Death Incarnate

Wulguru is a huge human shape made of slabs of bark and logs of wood. Like Kurrapanga he is trapped,
homoculus-like, in the the frame made for him by the wirruwen who called him forth. He roams the
Dreamtime seeking the maker of his imprisoned body, slaying all humans on the off-chance he’ll killthe right
one and be set free.

PRIOR INCARNATIONS IN AUSTRALIA


These historical periods are not “Great Awakenings”. Instead they form a continum during which your
Nephilim may have been conscious. During the earliest incarnations, the small Australian population leaves it
mostly free of Secret Societyand European Nephilim influence. The Aboriginies do not learn to smelt metal,
so Orichalka remains hidden and secret in Australia until the Europeans arrive.

Note: The Bainu

A mysterious group with sailing ships may have visited Aboriginal communities before the 1600s. As we do
not know who they are, they may have been the first importers of Stases into Australia. These people are
called the “Bainu”.

691
Pre-contact Australia

Australia is first settled by waves of immigration from southeast Asia, beginningat least 40,000 years ago.
Not all of the original Australians were modern humans, some being huge ogrish creatures who, so far as we
can tell, lived in peaceful communities alongside “gracile” people.
Australia may have had up to 500 tribes of Aborigines, each with its own language or dialect. Although their
lifestyles are similar enough that “Life Experience (Traditional Aboriginal)” gained in various lives can be
added together, “Speak (An Aboriginal Language)” and “Religion (Tribal Ceremony)” are fresh skills for each
simulacrum.

The Age of Discovery:

From 1616 until the founding of the first colony various explorers touched the Australian coast. They serve
either themselves, the Temple or the Wheel of Fortune. People from the Indonesian archiapelgo made
regular contact with northern Australia, to trade sea cucumbers, between about 1605 and 1903.

The European Expansion:

In the period between 1813 and 1873 the interior of the continent was explored. This first date marks the
crossing of the Blue Mountains by a trio of explorers, opening up a fertile hinterland for the colony. Until this
time it was believed that Aborigines only lived on the coasts; this was proven incorrect. Clashes between the
Aborigines and settlers occured frequently at this time, due to theft of tribal land by settlers and theft of
grazing animals by Aborigines. Many Irish people settle in Australia at this time; some are Nephilim
transported by the theft of their Stases. Transportation of convicts ends.

The Gold Rushes:

In the period between 1850 and 1880 gold was discovered in many parts of Australia. Miners flooded out
from the towns into the goldfields and emigrated to this country to try their luck. Generally, the money was
made by those who sold the shovels and the grog, rather than the miners themselves. Large numbers of
Asains immigrate to Australia at this time. Their market gardens provide vital foodstuffs in many
communities. In some places they sufferterrible racist violence. In others, they intermarry with the European
population. Increasing taxes and charges upon miners eventually led to a revolt on one of the fields. The
fortress the miners set up was overwhelmed by soldiers with little difficulty, but the “Eureka Stockade”
became an Australian cultural icon.

The Depression

In 1890 the global depression struck Australia. Many men took to the roads, finding seasonal work where
they could. In the cities the union movement formed. It becames a mainstay of Australian political life until the
end of the Twentieth Century. By this stage of Australian history, the vast majority of the white population
lived in the cities, not the country. This has continued up to today, with over 85% of Australians living in the
urban areas, mostly in the south-eastern corner.

The Federation

1901 was the year that the Commonwealth of Australia was founded. Prior to this, each colony was a self-
governing militocracy. The new capital, Canberra, was placed exactly between Sydney and Melbourne, the
two largest cities. Its chief architect had a wife who was also an architect and who helped in the design of
buildings. The original designs show that this assistant architect was familiar with Sacred Geometry,
especially one Chinese style and applied it in the design. Australia has the highest standard of living in the
world.

The First World War

Australia was a combatant in the First World War. It suffered the highest level of casualties per capita of any
country. Australian forces trained in Egypt then were butchered at Gallipoli. Fresh forces marched along the
Road of Conquerers throughthe Middle East, picking up many Nephilim at this time. In Australia, small
cenotaphs are raised in most towns. These may have some magical purpose. They are the foci for the main
display of Australian nationalism each year, A.N.Z.A.C. Day.

692
The Mineral Boom

The mineral boom begins in 1942, with the Australian economy regearing to ship out raw materials to the
world. Many Earth spirits are awakened at this time, including many Mimi and Narguns, described below.
Creatures awakened in the 1940s have a wide choice of simulacra. It’s best just to use the many simulacra
provided for the modern day in various supplements, tinkering with them so that they do not have
inappropriate skills.

The 1950s until today

During the brushfire war in Vietnam, Australia supported the American alliance. Huge numbers of immigrants
flooded into the country from Vietnam and other parts of the world. During, the 1980s the Asian Engagement
and Multicultural Diversity policies of the governement altered the structure of Australian society. Today,
about 1/6 of the people in Australia were born in another country. Extended to include people whose parents
were born overseas, Australia has one of the “newest” poulations in the world. This also means it is a melting
pot of Nephilim and magical traditions from the other continents.

Jukurrpa FAQ
Very mysterious Nephilim refugees in the southern lands from Atlantis. The dreams of the Aborigines allow
the Jukurrpa of Oceania to incarnate in order to fight a powerful dragon effect.

- Should we propose to create falls to simulacres?

It is to be seen, a priori the falls are in no way an obligation (even for the creation of "normal" nephilim) just a
balancing data of the game.

- Does the player control his Nephilim completely or partially?

See also, personally I would say he controls it. The player must nevertheless take into account the hybrid
personality of the being he embodies (in the same way as a Promethean nephilim).

- It is said that the body of the bearer of the Spirit-child changes the Matter of his body in Quartz as
and when his initiation, Should one imagery it as for the metamorph of a nephilim?

I would tend to manage this somewhat like a basaltic metamorph: a global level of occultation. The
translation of this level would be a little different in terms of appearance: it seems to me that this
transformation touches the body "piece by piece" (the hands, then the arms, then the torso ...) contrary to a
metamorphosis Classical basalt which touches the whole body, gradually strengthening itself.

- Are the effects of Orichalca the same as on a Nephilim, or Just reduced (knowing that plots of Ka
are presented via The child-spirit).

To answer this question it is necessary to define precisely what part of the essence of the nephilim is present
in the simulacrum through the mind child.
Several options:
- the spirit child represents a potential of ka element, which can be attacked by orichalque. If it is reduced to
0, it dies;
- The ka sun of the simulacre protects the child spirit.

693
The Shen (Asia)
Invisible History
The Malodred Crusade
The Kaims, deposited on the Athanor Celestial by the flow of planetary Ethers, lived in an elementary peace
with the placid Saurians, lunar beings raising vegetable cathedrals with pearl reflections in homage to the
moon, their celestial mother.
At that time the Kaim could not distinguish themselves from each other, and found no necessity. They lived in
constant pleasure, immersed in the eddies of the magic fields, but the magical structure began to collapse as
the excessive needs of the Saurians weakened the ebb and flow of the Ka-Moon.
When Mu, the dark-headed Saurian prophet, raised his temple in the Urquhart valley engraved with impious
rites and united his disciples, the Primordials, for orgiastic sacrifices that led to the slow birth of the dark
reflection of the Moon . Of course, the Kaims understood nothing of these ignoble rites, isolated bloody
debauches in a lost sanctuary of the Athanor Celestial. They continued to evolve in their basaltic cycles,
marveling at their knowledge of the Ka-elements, and barely cared for the apathy in which the white Saurians
foundered and the frenzy that became the Primordials.
But some of them, perhaps closest to the black Saurian gatherings, began to feel the growing influence of
something dark and dangerous in the depths of Mu's temple. They were but a few immortal spirits, lost
among the magical fluxes, but gathered slowly as the danger became more noticeable. It was only when the
Black Moon rose in the air that they regrouped and took the name of Mae-Lodh-Raed or Malodred. They
found themselves around the valley of the Urquhart and knew that it was necessary to act as soon as the
disc of darkness covered the silver light of the original moon.
They were the first to go on the attack and fight the Saurians, and they were so terrified by the apocalyptic
phenomenon that they struck blindly and with a frightened hatred. All they did was feed the Black Moon and
mix the blood of the Saurians with that of the sacrificed. And this blind hatred pushed them to chase the
black Saurians who escaped the massacre of Mu Temple, then all the Saurians who fell into their
hands. They were the first to chase Mu and to remove the Saurians from the surface of the Earth, and many
of them fell at Yog-Sothot, on the front of the Kaim armies, without fear of the bite of the obsidian claws of the
children from the moon.

The Chase of Chiyou


When the last Primordials were chastised and disappeared from the surface of the Athanor Celestial, the
Malodred did not know the rest. Indeed, the predecessors of the Chrysolites pointed to those of the Kaims
who, under the obsidian clutches of the Primordials, had turned into monsters of the Black Moon, and a
tenfold rage invaded the hearts of those who had so much to fight against the exactions Of the Black
Saurians. Many of them were former brothers in arms, elementary or loyal companions of the Kaim
cause. But the leader of the Malodred, Fo-Ksi, or Fuxi, an Onirim with a rare metamorph of naga, showed
himself without mercy and attached to the track of the last hints of the bad memory left by the Saurians. He
threw himself into a desperate hunt against the corrupt fugitives led by Si-Yoe (the One whose Eyes are
Red ) or Chiyou, a corrupt Pyrim with a rare volcano metamorph. The pursuit took place miles and miles,
while the Kaim corrupted by the Black Moon attempted to rally the remains of Mu's mainland.
The Malodred massacred all the laggards of the Chiyou clan, tolerating no pity and no doubt. Despite Fuxi's
fierce determination, the hunters of the Black Moon's sons were far removed from the Kaim of the West and
despaired of one day being able to lay down their arms and continue their magical evolution. The faction of
the Apsaras, led by Wigh-Nuw (the One who carries the Future ) or Vishnu, stopped on the way to establish
a camp in the south-east.But Fuxi's hatred was great, and he refused to stop.
His perseverance was rewarded when they reached the shores of the Ocean, where the followers of Chiyou,
divided as to the direction to adopt, fell behind and found themselves struggling to survive against the
Malodred. It was a bloody and murderous battle, of which very few corrupt people returned. But in a last
burst of courage, Chiyou and some of his men succeeded in extricating themselves from the deadly circle of
Fuxi's followers and fleeing into the mountains of present-day Manchuria.
In his rage, Fuxi wanted to run after the felon, but Nuwa, his second, a hydrim to the sea lion metamorph,
stopped him and showed him how tired his troops were: the long track through The deserts, daily ambushes,
the abandonment of their brothers in the West and the bloody struggles had definitely marked them and
emptied them of any desire to fight again. Despite their unwavering fidelity to Fuxi, the Malodred had had
enough of blood and fear. They only wanted to settle down and take the time to savor the delights of the
Magic Fields.

The flight of DraKaOn


Then Fuxi abandoned his anger, postponing his vengeance against Chiyou and his family, and allowed
himself to return to the magical curiosity so common among the Kaims. It had become out of the question to
return to the West, their country for so long abandoned, and the Malodred found the Orient welcoming. It was
only there that they bent over the strange case of men, whose Ka-Sun was a mystery of light.
Falling on the banks of the Yellow River and in the present Shaanxi, they followed a different evolution of the
Kaim of the West, perhaps because, slowly, the reasons for their coming to these lands disappeared. Very
few were the Malodred mad enough to go on crusade against the followers of Chiyou folded up in their

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mountains, and very few were those who condemned the Onirim for their proximity to the Black Moon. The
abduction of the Ka-Lune was a rarity among the Malodred, whereas in the West, the Tutoring of the Four
Elements, without admitting it, condoned these exactions whose traces are still felt today.
Then the Malodred discovered the Angelic Involution and the Way of the Drakons, and they knew, outside
the sectors of influence of the Custodians of Ka-ia, the absolute pleasure and ecstasy of forming only one by
founding the And become a single being with multiple Ka. Never were Kaim more gifted in this way than the
Malodred and the DrakAOs arose and grew up in the Shaanxi, where the magic Fields of Moon and Air,
particularly powerful, nourished the elementary aggregates. The Path of Evolution pursued by the Kaim
stopped there temporarily for the Malodred: they had found the ecstasy and the path of a superior state,
according to them.
In the West, the DraKaOn followers were harshly dismissed by the Heavenly Wheel, whose Mystical Blades
of the Pragmatist Masters proved deadly for the titanic creatures formed during the Angelic Involution. Panic-
stricken at the thought of seeing these monsters of Ka survive on the surface of the Celestial Athanor, the
Kaims went in search of their brothers in the world to warn them of the danger. But when the emissaries of
the West arrived in the East, they were stunned and frightened to see the Malodred raving about living under
the aegis of the mighty DraKaOn.
Without worrying about their interference in the affairs of those whom they had not sought to see before, the
Kaims of the West returned with Mystic Blades and invaded the land of the East, engulfing the isolated
paradise of the Malodred. The adamante dug the flesh of the Drakons, chastised those who tried to defend
them, and plunged the tired Malodred into a deep sadness. The Malodrans took up the weapons they had
left to live in peace and offered a line of defense to the most venerable DraKaOn, who gathered to take
action. Shaoshao, Yandi and Taiho, three venerable DraKaOn, decided to merge during a long and tedious
ritual that appealed to the creative power of Ka-ïa.At the end of an eternal pact of which only the silent
DraKaOn will reveal the contents, Kunlun or Ka-On-Lon ( the Great DraKaOn ), the Primordial Dragon, was
born and raised in the air. The emissaries of the Heavenly Wheel saw the most powerful of the DraKaOn
appear before the Celestial Athanor, and realized that they would not succeed.The Malodred, invigorated by
the hope incarnated by Kunlun, fell upon the representatives of the Celestial Wheel, and the massacre
changed its camp. While the Malodred considered themselves lost, they overthrew the course of the battle
and drove away from their lands the Kaims from the West, under the titanic shadow of Kunlun, their
wonderful suzerain.
This was the last time the Malodred saw the Kaim of the West, and they decided to close their doors to their
ungrateful brothers from the West, whose madness had led them to so many sacrifices

The Execution of Kunlun


It was with incomprehension but respect that the Malodred felt the DraKaOn Kunlun pain and gradually
collapse.The secret ritual that had seen his birth required him in turn to share his power with Ka-ia, the
nourishing earth, and the energy that had made Kunlun had to return to the earthly matrix. The gigantic
DraKaOn made a last flight around the ravaged paradise of the Malodred and, dead in the soul, dived into
the tumultuous waters of the Yellow River for a thousand-year-long sleep.
However, he did not give up the Malodred, and the effluvia of Ka that emerged from the waves of the sacred
river began to run on the lands of the East, regenerating the paradise trampled by the Kaim of the West,
gorged the region of plexus and Of powerful nexus, offered a renewed hope to the exhausted Malodred. In
some ways Kunlun remained among them, and many prayers of thanks to him, of which the present day of
the dragon boats, celebrated on the fifth day of the fifth month, is but a pale reminiscence. As for the West,
there was no question of it: it had brought much misfortune, and some already foreshadowed that it would
bring others.
Because of this isolationism, the Malodred did not know of the elevation of Atlantys, nor of the establishment
of the Golden Path. However, the Malodred could not avoid being interested in humans and in particular their
Ka-Sun.Nevertheless, wiser than their brothers in the West, they watched them from afar and only very rarely
interfered in their affairs. In reality, the Malodred wondered if it was not possible to awaken the Ka-Sun in
them rather than attempt to steal it from humans. They worked on themselves and their perception of the
world, without truly mingling with men. They knew how to work their Ka and balance them to ensure their
magical stability.
And then there was the new catastrophe coming from the West, the apocalypse fallen from Heaven. The
Malodred felt a great discomfort when Ka-ia yelled in pain, deeply wounded by the fall of Orichalka, whom
the Malodred call the egg of Pan-Gu ( the ancient Thing folded back on itself ). The earth trembled like never
before, but the Malodred did not realize at once what was happening. Only Kunlun, in close association with
Ka-ia in his restorative sleep, felt all the pain of Mother Earth on impact, and he awoke from his millennia of
sleep to howl with pain. He emerged from the waves of the Yellow River, a prey to unbearable torments, and
rose into the air, uttering feuds that foreshadowed an imminent catastrophe. The breath of Orichalka began
to run over the lands of the East, passing the mountains and deserts which had so long kept the Malodred
out of reach of the mistakes of the Kaim of the West, and the pain of Kunlun Was reinforced. The Malodred
tried to follow the Primordial Dragon in his blind flight, until they were petrified themselves by the suffering
imposed by the bite of Orichalca. They saw him frozen into a sigh of agony after days of wandering, plunging
to the ground and coming to impale himself in the southwest peaks which now bear his name.
But the suffering of the Malodred did not stop at the pain of the orichalque and the sadness of seeing Kunlun
disappear. Indeed, Kunlun's agony, being so powerful Ka, provoked such a virulent breathing effect that the
Malodred felt their Ka pull away from their beings, especially their Ka-Air and Ka-Lune, of which Kunlun was
predominant. Having not experienced Atlantys studies and pentacle structuring, the Malodred sometimes

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had to deal with their own Ka-elements or awakened Dragon Effect packs in the abundant nexus and
plexuses of Shaanxi.Chaos invaded the East, but the Malodred confronted their sufferings with
courage. While Hades was gnawing at the underground galleries and causing the titanic waters to burst
underground, earthquakes, tidal waves and volcanic eruptions split the East, deformed the land and
frightened mortals and immortals. The lowest lands were invaded by the waters, and all retreated to the
summits of the mountains and to the natural shelters of ancestral caverns.

The sublimation of Fei Sheng


If the insulation of the Malodred leaves them fragile in the face of the indomitable Ka without a pentacle
structure, the Kaim of the East learned a lot from the DraKaOn and knew that it was possible to alter the
Magic Fields locally, Chaos that provoked their rebellion. The first part of the Fei Sheng ritual, which was to
restore magical peace in the East, was consecrated to taming the Ka-Air, which, once its chaotic, destructive
and arrogant aspects neutralized, became the Qi-Wood. The Ka-Fire was also tamed, but hardly altered in
relation to the Ka-Air, and became the Qi-Fire. Nevertheless, a portion of this violence was poured into the
Ka-Water, giving rise to a Qi-Water evocative of tsunamis and violent storms.
The Malodred experienced more difficulty with the Ka-Lune. Indeed, they feared that their manipulations of
the Qi would completely contaminate the Magic Moon Fields, because of the black moon slag that had
remained since the fall of the cursed star. But a wise man among the sages, Gonggong, a Faerm who had
fought the Black Saurians from the first days, found the solution thanks to his knowledge of the rituals
practiced by the White Saurians in an attempt to thwart Mu's spells. Thus was born the Qi-Metal, revival of
the Ka-Moon cleared of all traces of Black Moon and aggressiveness. Where the Moon was once
unpredictable and fragile, Metal wanted to be stable, cold and impenetrable. The Fei Sheng ritual promised
to be the solution to the negative effects of Kunlun's Breath.
But the Ka-Earth was too affected by the orichalque to accept any modification. The sage Gonggong found
no way to rid Ka-Earth of his infection, and Qi-Earth became the structural weakness of the Fei Sheng, the Qi
marked with an unalterable wound. In this he reminded the Malodred how hard the sufferings of Kunlun had
been, and how much the sufferings of Ka-ia herself had been more so.
The Fei Sheng ritual was thus instituted and the surviving Malodred decided, as the Silencing Silence began
to sow its seeds of amnesia, to send their missionaries from the East, performing the magic manipulations to
restore the stability of the " East magic.
But, although the Malodred did their best, the Fei Sheng ritual bathed some areas while leaving some others,
leaving the Apsaras and part of South Asia out of their magical influence.
The Malodred had found the means to survive, but because of the arrogance of the Kaim of the West, they
were no longer the Sons of the Ethers, just the Fallen, the Nephilim forgotten in the East, whose Qi,
transformed to To ensure their subsistence, were a bitter testimony of their forfeiture. Gradually the images
of the past, of their ancient grandeur, disappeared under the influence of Silence, leaving nothing but
profound melancholy and the feeling that the Fei Sheng was only a stain necessary to survive Their
forfeiture.

The escapees of Wuxin


The Fei Sheng ritual did not reach all the lands dominated by the Malodred. Some dangerous areas, such as
Manchuria held by Chiyou Assistants or border areas, could not be affected by the efforts of the Gonggong
disciples.
As a result, these regions suffered the throes of Chaos, that is to say magic waves alternating the effects of
the original Magic Fields and those of the Xin, Magic Fields modified by the Malodred. Very often, the
Malodred who could not benefit from the Fei Sheng had to fight ferociously against powerful Dragon Effects
born from the separation of their Ka-Air and Ka-Moon. Some of them succeeded in reintegrating them using
the first techniques of Dracachia, but Kunlun's Breath did much harm to most of those forgotten Fei
Sheng. Even today, Nephilim Subsistence diminished by these Ka-elements or one of them, and particularly
powerful Dragon Effects lurk in the areas bordering Fei Sheng. These are particularly sought after by
Dracoques, as these Dragon Effects have seized some of the diminished Malodred's Sapience .

From the Golden Age to the Xia Dynasty


One of the first builders of the Guangminggong, Huangdi, returned to his family with the secret of the survival
of Kunlun, whom he confessed only to the most powerful of his confreres, lest the intelligence should escape
and The emissaries of the Heavenly Wheel do not return from the West.
Recognizing his formidable power, since he had come into contact with the sleeping Primordial Dragon,
Shennong left him the power, making him the first of the Five Sovereigns. He became Huangdi, the Yellow
Emperor, in 2852 before the Incident Jesus and offered to men the first hierarchical structures and the first
bases of surgical medicine, which will become, with the discovery of the alchemy of metal, much later , The
pillar of acupuncture. Under his authority, the Shen formed the people of nascent China to the craft of arms:
the Chinese peoples then had ships, chariots, bows and metal weapons. Thanks to this new power, Huangdi
goes to war against the armies of Chiyou based in Manchuria, trampling the mountaineers serving their
corrupt masters of the Black Moon.
But Huangdi's reign was not solely devoted to war, for Huangdi summoned to him his fellow geomancers and
masters of wisdom, including Cang Jie, inventor of common writing, and Linglun, master of musical arts.
Subsequently, during his next four incarnations, including Yao and Shun, he had his stasis concealed in a
hidden tomb on the outskirts of Linfen, Shanxi. After giving birth to Feng Shui, Huangdi decided to withdraw
to devote himself to higher tasks, including the creation of a subtle Plan over the Yellow River.

696
The Rong people became the elect of the Shen, the most awakened of whom, Yu the Great, became the
new lord of China at the disappearance of Huangdi from power. It symbolically receives nine bronze tripod
cauldrons and the reins of power in -2205 before the Incident Jesus. His wise reign allows humans to
understand the basics of Feng Shui, to respect the strange minds that revolve around power and to develop
merchant concepts with the arrival of currency.
The succession of Yu the Great, assured by Yu Qi, announces a golden period, barely clouded by the lord's
struggles against the monstrosities of Chiyou, always bent over his mountains. Thanks to his riches, Yu Qi
endows the Chinese power with a sword forged by the Immortals, Kunwu, whose blows know how to cut
mortals like immortal monsters. It is in full confidence that the Shen donate to the members of the Xia
dynasty.
Nevertheless, Yu Qi's successor is a weak one, who is assassinated by a lord archer, Yi, who is himself
eliminated by his wife, Fufei, and his lover Zhou, from a people whose ideas are full of vengeance Against
the Kaim, but also impressed with admiration. The Han, influenced by the ideas of the Orchaks from the
West, supported the coup and removed the Shen from power.
Not understanding the ideals of the rebels, the Shen hesitate and react only belatedly. They open
negotiations, not wanting to shed blood unnecessarily. The Compact Secret of the Tao and Te is ratified with
a minimum of destruction, and the Shen assure the initiates a total sharing of knowledge. In exchange,
weapons are laid and peace is maintained. Zhou and Fufei are killed and Shao Kang, the worthy successor
of Yu the Great, is brought back to the throne in -2118 before the Incident Jesus. From now on, the lords,
coming from the agnatic dynasty of Xia, are surrounded by advisers Shen or Myste.
The apparent peace surprised the few travelers from the West, who were quickly led outside the Compact,
because of the Shen's feelings towards the West.

The dynastic inversion of the Shang


Tensions are exacerbated, however, as the Xia lords weaken themselves, indulging in laziness, supported by
power-hungry advisers or manipulative empresses. One of them, Meixi, affiliated with the Myste, completes
transforming the royalty of the Xia into a tyranny of debauchery. Jie Gui, initiate of the Shen, uses his
knowledge only to secure inhumane orgies, while the people are under tax. Taking advantage of the
manipulations of their emissary, the Mystes launched a revolt from Henan, under the direction of the most
malleable Tang.
After Tang's victory over Jie Gui's armies in Mingtiao, the Xia dynasty collapsed with the power of the Shen.
Protesting their innocence, the Mystos maintained the clauses of the Compact of the Tao and Te, but took it
in hand, thus imposing the Shang dynasty as early as 1766 before the Incident Jesus. Under the aegis of the
Mystes, rituals and the arts Including scapulomancy and the sculpture of bronze. Moreover, the Shang
established the first bases of a bureaucracy, which will no longer be reduced and which, on the contrary, will
not stop growing until the contemporary era. Finally, the Shen, having discovered the occult science of the
Yuan Yu to face the threats coming from abroad, give birth to the mystical domination of wuist shamans or
Wu Jen.
The Shang dynasty, more peaceful between the two forces that symbolized the Shen and the Myst, which
appears in the Shen agreement of the title of "Sovereign of Heaven" to the ruling dynasty, title defended
tooth and nail in spite of the times Of misery. Indeed, the borders of the Chinese kingdom were gradually cut
off by Mongolian attacks orchestrated by the Shashen, the Chinese Selenim from the north, attracted by the
human sacrifices sometimes required by the mysteries of the Septentrion. In the face of adversity, the
Compact wobbled again. The notorious incompetence of members of the Shang dynasty to defend the lands
of China was a good excuse for the Shen to try to dismiss the mystery advisers. Nevertheless, despite the
efforts of Wu Ding, who defended his land with the ardor of a lion towards -1324 before the Incident Jesus,
the Chinese territories gradually tightened on Yin, the capital of the Shang. But Zu Geng, his successor,
preferred to return to the bosom of the Myst, turning his back on the reinforcements coming from the western
Shanxi, pro-Shen. This marked the fall of the Shang Dynasty, but fortunately China did not fall into the hands
of the Shashen Mongol tribes. When the Zhou dynasty entered Yin, it was in ruins and Di Xin, the last of the
Shang, became paranoid following the manipulations of councilors from the Compact Secret, had committed
suicide by setting fire to his palace. The Mongol troops, exhausted by the last resistances of the Shang, were
quickly swept by Wen Wang, the Tianzi ( Son of Heaven ) elected Shen. Thus, in -1121 before the Incident
Jesus, the Shen regained control of the Compact Secret of Tao and Te.
Nevertheless, Yin's beauty was not forgotten and Huangdi found in her the inspiration she
needed. According to the precepts of Feng Shui, he imagined the most sumptuous of the Subtle Plans, the
Hsien King or Stay of the Gods, which he built with all his power on five pillars of energy erected on the five
Sacred Mountains of China, Taishan, Huashan , The Hengshan and Songshan, the main pillar that owed its
strength to the total sacrifice of Zhurong, one of the oldest Shen.

The Era of Indecision


When the Zhou of the west, or Xizhou, took power with their powerful cavalry, they thought they would bring
peace and stability, but their reign proved difficult to secure. The revolts were numerous, launched by agents
Shashen, mysteries or Shen opposed to the maintenance of the Compact. Nevertheless, Huangdi, the
Shen's grand master, lent his support to the Compact's supporters, and for some time China pacified,
extending into Shandong and Yangzi. Then, the mysteries shrilled the influence of the Shen under the fearful
Muwang, around -1000 before the Incident Jesus, deeply critical of the independent Rong peoples and yet
always allied with the Shen and power. The opposition of the Zhou radicalized itself from the fall of Liwang,
orchestrated by the mysteries in -827 before the Incident Jesus. His successors, Xuanwang and Youwang,

697
also opposed the Shen's influence until the Rong revolt, supported by Fuxi and Nuwa, brought down the
reign of the Western Zhou and their capital, Hao.
In return, the Dongzhou, Eastern Zhou from the steppes, took power by promising to support the Shen,
around -770 BC before the Incident. Nevertheless, if the reign of Pingwang, who settles his capital in
Luoyang, Henan, proceeds smoothly, his succession is ill-assured and the situation degenerates between
the signatories of the Compact of Tao and Te, opponents of the Compact and the Independentists of all
stripes. The Shen called this era "the era of indecision", but the lay people evoke "the Spring and Autumn"
and "the Warring States".
The Chinese kingdom extended while disintegrating from within. The vassals rebelled, the courtiers plotted,
until the annihilation of the state structures.
However, the Spring and the Autumn, between -722 and -481 before the Incident Jesus, brought to the men
of the East the awakening and the wisdom which is theirs still today: it was the time of Confucius, A faithful
servant of Huangdi, who became the Auguste de Jade, the undisputed leader of the Hsien King, but also of
Laozi and his Tao, and also Buddha, a strange person from India whose teachings were slowly established.
The doctrines taught at that time revolutionized the worldview of the Immortals as mortals. The peace of
mind invaded men as the kingdoms broke into each other: the Chu, Han, Lu, Qi, Song, Qin, Wei, Yan, Zhao
and Zhou disputed the kingdom Of China, each according to his arms. The kingdom of Yan in Hebei allied
itself with Manchuria and Korea, yielding to the advances of Shashen and the mysteries most hostile to the
Shen; The kingdom of Qin allied with the Shashen raiders of the steppes and the awake R + C living in
India; The Chu kingdom, in the hands of the mystics, tried to ally itself with Sichuan and Yunnan; The
kingdom of Qi, held by the Shen, opted for security and established a first rampart for the invasions, the wall
of Linzi, established around the capital of the kingdom. The Warring States saw blood, iron and ink mingle,
until the military events determined the Zhou's successor.

The two faces of the Xingshi


During the entire history of China, the Xingshi maintained the Fei Sheng, restored the nexus and plexus, and
protected the Omphalos from the various lusts and possible attempts at corruption by the Shashen and the
mysteries . Subsequently, the Xingshi also took over the administrative roles of the Hsien King, a particularly
busy task that forced them to abandon the Celestial Athanor for a large part. Only a few members of the
Xingshi remained among the men to carry out the maintenance of the Fei Sheng.
But during the Era of Indecision, the Xingshi was too weak to face the mysterious coups. He therefore
delegated from Hsien King an active group which took the name of Shin Tan (Spirits of Heaven) . The Shin
Tan became the intervention group of the Xingshi until about 1300, when the Shen of this group understood
that the future resided not in the customary administrative burden of the Xingshi but in the exemplary
discretion of the management of the Bailian Jiao Blanc) , R + C company hidden all over China.
Thus, the Shin Tan separated from the Xingshi and became a group of Shen ghosts. The Xingshi believed
that Shin Tan had lost sight of his ancestral goals by limiting himself to confronting minor societies in China,
but when the Abra-Melin ritual threatened to dissolve Fei Sheng, the arrival of unsuspected reinforcements
The Shin Tan continued to defend the Fei Sheng.
As soon as Fei Sheng was restored, the Shin Tan returned to the shadows and today faces the minor Arcana
in the most unusual areas, from street gangs to marketplaces.

From the shadow to the light


Son of Ying Zi Chuan, Ying Zheng took the reins of the most powerful kingdom of China and, with the help of
the Shashen of Mongolia, seized China in disorder. The kingdoms of Chu, Han, Zhao and Wei fell before the
mobilized power of the Shashen of Mongolia, supported by some tribes from the icy lands of the north, which
gave birth to the Khan. Little by little, the kingdoms collapsed, and in -211 before the Incident Jesus, Ying
Zheng, the Shashen champion, took the title of Qin Shihuangdi, the "First Emperor."
He at once imposed a centralized and uniform administration, particularly heavy and practical. His actions
were profoundly anti-Confucian, which placed him in direct opposition to the Shen of the Hsien King, of
whom Confucius was the Venerable Celestial of Tao and Virtue, that is to say one of the three great advisers
of The Auguste de Jade.He chastised his disciples of the Hundred Schools, burned the books he thought to
be harmful to his administration, and censured many of the heirs of Confucius, whence his nickname among
the Shen of "great evildoer."Nevertheless, the reign of Qin Shihuangdi brought positive points to the people
of China: division of territory, standardization of weights, measures and copper currency, reinforcement of
the Wall, multiplication of canals, extension of the country to the south, elevation Of bridges and tracing of
roads ...
But, because of his intransigence, Qin Shihuangdi offered himself too easily to the hatred of powers other
than the Shashen. The mysteries infiltrated the ranks of his courtiers, the Shen began to prowl around his
den of Chang'an.Nevertheless, no one knows who accelerated the death of the First Emperor, in -211 before
the Incident Jesus. What is known is that courtiers Shashen quickly pushed his eldest son to suicide to
privilege the rise to the throne of Qin Ershi Huangdi, the more malleable cadet.
This was a mistake because, faced with imposing taxation and arbitrary arrests, the Chinese people, led by
R + C agitators, began a powerful revolt that led several military leaders to battle once the last of the Qin
Assassinated, in -206 before the Incident Jesus.
In the most complete disorder, Liu Bang, a northern warlord, seized the throne in -2002 before the Incident
Jesus, defeating his main opponent, Xiang Yu. He was immediately proclaimed Gaozu ( Founding Father ) of
the Han and stands out from any ties with the Shen or the mysteries. Wounded in a fight against a rebel
prince, he died in-195 before the Incident Jesus, giving his wife the regency until the majority of his son, Wen

698
Di. She endeavored to keep the Compact's forces at bay, and then left young Wen Di, the Emperor
literate. The latter, powerfully supported by the R + C, continued the work of his mother, removing the Shen
and the mysteries from power by purging the organs of power and setting up competitions for the recruitment
of civil servants, The mysteries swarmed with corruption. It was an era of peace and the relaxation of penal
measures favored peace with the people despite frequent crowd movements. His work was continued by his
son Jing Di, then his grandson Wu Di, the warrior emperor.
The latter, worried by his father of the barbarian movements of the steppes, led by the Xiongnu (the Huns),
did his best to restore glory to China. Instituting Confucianism as a state religion in 136 BC before the
Incident Jesus and the mandarin examinations 11 years later, Wu Di was able to devote himself entirely to
border incidents without seeing his dynasty collapse as a result of internal corruption. The Chinese army
installed numerous commandies in Manchuria, Korea, Gansu, Tarim and Ferghana, while the workers
extended the Wall even further. Under the influence of Wu Di and its principal general, Huo Guang, China
then assumed a physiognomy that it will retain until the time of the Qing. Nevertheless, even discoveries in
the transport of goods, such as wheelbarrows, donkeys or multi-sail ships, fail to satisfy a people stunned by
military taxes.

The Great Wall Contract


The invasion of the Shashen under Qin Shihuangdi in -221 before the Incident Jesus terrified the Shen, for
whom the Black Moon remained a danger too evocative of the saurian influence on the world. Nevertheless,
they realized that if Chiyou and his family remained faithful to creatures buried in the depths of the earth, the
Shashen who followed Qin Shihuangdi were not adepts of the Primordials and sought above all to carve out
a part of themselves, Existence in China. A contract was therefore drafted to limit the influence of each on
both sides of the Great Wall. Qin Shihuangdi was to finish this construction, which would be a solid and
valuable border for the Shashen, as thousands of workers were sacrificed and offered food to the Shashen.
It was agreed that the Shen would regain power at the end of the Qin line, but the sudden death of Qin
Shihuangdi took them by surprise and the R + C was faster. But the Shen now had a safe border against the
incursions of the Shashen and their Mongol servants.

The islands of abundance


The Shen discovered during the various reversals of dynasties that isolating oneself could be a good solution
for who wanted to work his Qi without meddling in politics and fraternal confrontations.
The first to leave for the east and its isolated islands was Chang Hong, adviser to King Ling de Zhou, about -
544 before the Incident Jesus, who reached Japan and never returned. It was followed under the Yuan by
Song Wuji and Xian Mengao, who discovered the Philippines, and then by Xufu, personal magician of Qin
Shihuangdi, which allowed the expansion of the Black Moon in the Pacific islands. Finally, Gong Sunqing, a
close friend of the Auguste de Jade, the alchemist Li Shojun and the Chinese medium Luan Da, landed on
Formosa, the future Taiwan, which had been left to the local aborigines, the Gaoshan. They quickly became
unconditional servants of the Shen, until the arrival of exiles of Templar communism and R & C agents of
conquering Japan.

The Fall of the Compact


Even though Western observers today believe that the Compact of the Tao and the Te collapsed towards -
1200, the Shen and the signing myths hoped until the arrival of the Tang the recovery of the Compact. Yet
the end of the Han dynasty opened a period of tensions and conflicts such that the ideals of peace collapsed
in the chaos of civil wars.
The Three Kingdoms (Shu, Wei and Wu) met briefly under Cao Cao's son, Cao Cao's son, and then fell back
into the hands of the Shen for hardly more than a century under the cover of the dynasty Jin, established
sometimes in Chang'an, sometimes in Luoyang. But the invasions of the Xiongnu barbarians backed by the
Shashen and Tibetans pushed by the R + C were right for the Compact temporarily rehabilitated. In 302, the
Chinese empire broke out into sixteen kingdoms, then nine, until the reunification behind the Sui, around
589.
More and more often away from power, the Shen were less and less personally engaged around the throne,
leaving it to humans. Also, without accompaniment, the Sui were torn apart, Sui Yangdi even assassinating
his own father to inherit the throne. The country's coffers were emptied under unnecessary expense, the
people rose and the sovereign fleeing the jacqueries was assassinated by the soldiers who were to ensure
his safety in southern China.His legal successor immediately abandoned his throne and disappeared.
In 618, popular revolts, once again supported by the R + C, but also by some Shashen, led Li Yuan,
governor of Shanxi on the imperial throne of Chang'an. With the title of Gaozu of the Tang, Li Yuan instated
Buddhism in China as a whole, but it turned out to be too lukewarm according to the R + C. They pushed his
son Taizong into rebellion in 626 and the latter forced his father to abdicate. He later allied himself with some
Nephilim from Persia and defended the ideals of the Arcanum IV (the Emperor) and, assuring his power
thanks to the knowledge of the latter, took advantage of the respite to crush the Mongol and Korean revolts.
The only attachment to the Tang dynasty appeared in 690 with the regency of the Empress Wu, taken in
hand by the Shen, frightened by the intrusion of Nephilim into their territory. The evil memories of the Shen
were still so present that they could not tolerate the presence of the members of Arcanum IV on their
territory. In 15 years of excessive regency, Wu Zetian (Compliant with Heaven ) fought against the Arcanum
IV and the Buddhist influence. But the R + C regained power very quickly and made sure that nothing
escaped its control, even if lynching the wife of Xuanzong in 755 or to eliminate their allies Nephilim, taking
too much ascendency on the imperial throne , Under Daizong, around 770. Tantric Buddhism is temporarily

699
imposed, then the eunuchs regain power under Xianzong in 805, still conveying the ideals of the
mysteries. They decided to hunt the members of Arcane IV and to crush the end of the Tang dynasty
corrupted by the R + C. It falls to dust under Zhaozong, who is assassinated in 904 by the warlord Zhu Wen.
But the succession is difficult and the frequent changes of power enervate the people. In the end, a new civil
war broke out.

The Golden Horde


The civil war of the era of the "Five Dynasties and the Ten Kingdoms" saw the succession of many
ephemeral dynasties: Liang, Tang, Jin, Han, Zhou, Liao, Xixia ... It was in this chaotic context that some
Manushs entered China In search of a sanctuary for the Bohemians. The fighting they saw slowly pushed
them southward, where they eventually found what they were looking for, in the far distance of Cambodia.
The conflicts dragged on. Finally, Zhao Kuangyin seized the "Ten Kingdoms" gradually, thanks to the help of
the R + C, and proclaimed Taizu Song. He tightened the mandarin fleece and attacked Tonkin, which he
conquered without difficulty in 973. His less fortunate successors clashed with the Liao empire, then, under
the reign of the peaceful Renzong, Xixia. The tribute imposed by these dangerous adversaries was so heavy
that gold began to run out.Attempting to thwart this hemorrhage, Renzong tried to throw the paper money to
no avail. His sons and grandsons were no longer able to redress the bar, despite the important and
innovative tax reforms. Even the return to a conservative economy under Zhezhong in 1100 gave nothing,
and the Northern Song Dynasty collapsed under pressure from the Jin, who eventually deported the Huizong
and Qinzong emperors to Manchuria after the capture of the capital, Kaifeng.
The survivors of the Song dynasty fled to the south, losing all hope of covering their land, and had to pay a
heavy tribute to the Jin, under the cut of the mysteries, until the arrival of another catastrophe.
After several attacks since 1211, the Mongols led by the Khan, Shashen of Siberia, Began to seize the
northern lands of the Jin. Taking advantage of this windfall, the few agents of the Temple, who came under
Marcus Aurelius, informed their commanders of the possibility of finding a solid support for entering China. In
1224, a treaty of alliance between the masters of the Middle East and the future rulers of China was in
preparation, when European Nephilims, aware of the temple's actions, tried to interfere in the treaty. They
are keenly dismissed by the Khan and find no support in the Shen, a prey to chaos. Only an Arcane-sans-
nom (Arcane XIII) adopted from Venice succeeds in seducing the Grand Khan enough to make him
renounce the alliance: Marco Polo becomes the main link between the Selenim of the West and The
Shashen of the East.
Lizong, the emperor of the Southern Song, allied himself with the Mongol invaders, seen as liberators, but
the Song army was of minimal assistance to the armies of the children of Genghis Khan. In 1234, the
Mongols crossed the Wall and overthrew the Jin. From then on, the Mongols had access to the knowledge of
the Chinese world: paper money, printing, medicine, weapons of war, literature ...
Son of Tului, the third son of Genghis Khan, and brother of Möngke, the former khan of the Mongols, Qubilai
took power in 1260 and settled in Yangjing or Qaghanbaligh ( King's Town , future Peking) in 1264. Contrary
to his Brother, he soon emerged from the influences of the Shashen, whose Mongolian bases were too far
removed from him. Converting to Buddhism, he overthrew the last Song smoothly and founded the Yuan
Dynasty. Qubilai tried to keep himself at peace with all the occult powers involved, and formed his
descendants for the same purposes, leaving even the few emissaries of the Temple to greet the Franciscan
missionaries and the Cadi from Arabia.
But the situation escapes all control: each party thinks the other hidden behind the Yuan. Under Shundi,
between 1333 and 1368, famines and floods favored the return of popular uprisings, involving the R + C of
the Bailian Jiao (White Lotus ), a former myste cell reconquered, and the Templars of the Hong Bang ( Red
Turbans ) United to try to put a member of the Song dynasty back on the throne.
It is a failure, fomented by the Temple, which takes advantage of the concerns of the R + C for the
maintenance of the administrative structures to launch a new dynasty. In 1368, Zhu Yuanzhang, peasant of
Anhui and rebel leader, proclaimed Taizu of the Ming. The Mongols have already fled and the troops under
the Ming command are returning to Sichuan, Gansu, Yunnan, Korea and Central Asia.

From Chinese Temple to Hongminggong


When, in the sixteenth century, the new Western emissaries of the Temple arrived in China through the
Portuguese conquerors, they discovered a hostile world, although maneuvered by their agents. Indeed, the
Chinese Temple corresponds in its structure to the model implanted by Tubalcaan, but its doctrines are
sometimes different from those of the western commandies, until they confine them to heresy, according to
some observers. This was the reason for the arrival of Schall von Bell and Matteo Ricci, but their attempt to
standardize ran short: Schall was executed by the Qing and Matteo Ricci preferred to flee a Temple in
perdition. But the Chinese Temple, which for centuries had been hidden, to the extent that even the R & C
had only vaguely conscious of its existence, managed to safeguard itself from the influence of the new
dynasty and resumed its ancient structure, Less orthodox than that imposed by Matteo Ricci. It became the
Hongminggong, the Temple of the Red Light, and its alliances allowed it to be one of the most influential
secret societies in Chinese power today. Nevertheless, the Temple recognizes to this day no bail in Asia,
beyond that of Macao, recently lost. The Hongminggong is now, for the Westerners, only an unworthy child
unfortunately too strong to be chastised by conventional means.

700
Nephilim with very lively and deeply rooted traditions that deliver only a few of their Secrets. The mysterious
Shen of Asia develop their own approach to the Ka-elements and try to resist the decline of their culture.

1. A Shen can leave China and protect the Fei-Sheng, just as a Nephilim can walk in China leaving the
Magic Fields. Both are subject to the same restrictions, namely the impossibility of launching any sort in non-
existent elements (Air and Moon in China, Wood and Metal everywhere else).

2. I would add that the personality (or mood) of the metamorphosis may be modified by entering into a
system of different magic fields. Like an Air or Moon Kabbalah creature invoked in the Fei-Sheng (the brain
becomes capricious or even fatally turbulent), an Onirim or an Eolim would see his behavior affected by the
non-existence of his favorite Magic Field. Similarly for the Kilin and the Lung when they wander in the West.

3. Answers:
- yes the Shen have metamorphs (Guixian or Tutle = Water / Kilin or Unicorn = Wood / Fengshuang or
Phoenix = Fire / Lung or Dragon = Metal)
- not the Shen can not become Nephilim, but there is a legend reporting that Shangri-La Gomchen would
have become Nephilim
- yes the Shen have a Stase
- yes minor arcana are established in China (the four are present, more or less)
- yes one can walk without problem with rare earths or with its Stase

4. About Dragon Effects:


- for those related to the Wu (Wood), I would give them a serene, curious, inoffensive air, like the little white
beings of the forest in Princess Mononoke; There is also in Vietnamese mythology giant tortoises of fresh
water, capable of triggering floods and in order to steal wood (or who appreciate the Qi-Bois, who knows?)
- for those linked to Jin (Metal), I would make them solitary, cold, haughty, silent; The tengu, Japanese
mythology would be ideal (great humanoid with red face and nose-shaped beak, it can fly and make itself
invisible)
One can use quite a lot of creatures of the mythologies of Asia, especially of Japan which is very provided in
critters of all kinds and that one finds more easily on Internet.

Before the Fall, the Shen were named the Malodred. The ritual was performed after the Fall to calm Kun-Lun
following his Injury to the Orichalque.
From my point of view, the transformation is irreversible, given the time elapsed and the cultural differences
between the two. To change at this moment is to renounce oneself and one's past. I do not think any
nephilim or shen is capable of making such a sacrifice. (Already that the voluntary shift to the Black Moon is
frowned upon, then there

Malodred the Pentacle sublimated (fire, water, earth, wood, metal) residing in Asia.

Factions:

The Apsaras

Faction of Shen who joined Sara and who helps anchor the elementary areaaround Angkor by using
their magic . Tradition sees in them fairy spirits fulfilling the roles of sacred dancers near the lakes.

Apsaras are high in Subtle Plans lakes Angkor complex, raising the crystal lotus holders of Champs
Magic of Shen and reflecting the balance message and Celeste Wheel. Their domain is that of the ocean
carrying life, they are the guardians of access to the sanctuary of the Children of Phu.

701
The Wowakan (America)
Nephilim surprised by the arrival of white men and their secret societies who want Reconquer the sacred
land of their origins. As for the Wowakan, they support the Indians of the United States in their quest for civil
rights, having to compose thus with the Cha'we which do not allow them with difficulty to incarnate

Invisible Story

The Paths of Tears

In ancient times the Atlantis when Kaim chose to awaken the Ka-Sun men in the Golden Path , which he was
refused. They regarded the Earth as a divine and thinking entity, of which every being, every element, was
an inflexible expression. These Kaim regrouped in the Arkana - one occult group which inspired Akhenaten
to design the Major Arcana - the Custodians , worshipers of Ka-IA, Mother Earth. For them, the minupation of
humans was contrary to the principles of Nature and came to defy Ka-ia.
They saw their fear will confirm the failure of the project and Kaim in the Fall of Orichalka engulfing
the Atlantis . The Egg of Saturn bruised Ka-ia and imposed a slow mutation on her children, transforming
them into Nephilim, disincarnated spiritual beings. The angry Earth revolted and allowed the men to conduct
a revolt against those who had not respected it. Therefore, humans drove the Nephilim with their swords
of Orichalcum , under the leadership of Prometheus, the evil shaman. Then the Nephilim grouped
themselves into an elementary fraternity and repeated their errors. It was the Elemental Wars .
Part of Custodians chooses to withdraw from the world, to move away from their brothers forever
corrupted. So they set off far, towards lands that the Kaim had never explored. They thought they could
recreate a haven of peace and beg for Ka-ia's pardon.
And they found the Sacred Earth, the soul of Mother Earth.
The Nephilim discovered a virgin continent of all Wisdom, left the domination of Nature, enchanted by
powerful Plexus and Nexus . Wherever they looked, the Fallen felt the influence of Ka-ia. However, the
Americas had not escaped the [Fall> art581], and the [Orichalque> art147] was in some measure murdering
this unhappy sanctuary. In many a locus, the Saturnian metal had created immense galleries, which escaped
corrupt effluvia born and horribleeffects-Dragon . A community of Hydrim was the first to reach the shores of
the continent and sank deeper there to open up new territories, suitable for building a new civilization of
Nephilim. Unfortunately, this one was the victim of the powerful evils of the wells of [Orichalque> art147]:
madness took possession of her. Spellbound, the Hydrim gradually lost their magical essence and were
enslaved by a MétaDaïmon , Unktehi, Snake-Wyvern. Therefore, the [Daïmon> art199] became masters
of Champs Magic Water.

The Wowakan

Historically, these are ancient Kaim (part of the Ar-Ka-Na of the Custodians of Ka-ia) who refused the
Golden Path. After the fall of Orichalka and the beginning of the Elemental Wars, they fled to the known but
unexplored lands of the West. They discovered an enchanting region but already contaminated by
Orichalque.
The most powerful of them created a primitive alchemy ritual with the help of Atalante to purify the area. The
Orishalque and the entrances to Hades were then deactivated.
Over the centuries, they established a harmonious relationship with humans, incarnating in shamans and
men-medicines (I never know how to compound words). To better communicate they transform their
Metamorphs into Totems (see below). Unfortunately, on the other side of the Atlantic, the secret societies
developed, and about a century before Columbus, the ships of the Temple docked. The Templars began to
carve out an empire. The Wowakan were almost exterminated being few and not accustomed to this balance
of power with humans hostile hostile.
The Templar Magi break the ritual that screens the Orichalque to activate their weapons and take advantage
of the tremendous black metal deposits once again available.
The colonization of America and the conquest of the west are but a chronicle of the defeat of the wowakans
and their Amerindian allies. To preserve themselves the Wowakan modify their Metamorphs and develop the
Psychomorphs (see below).
In a final resistance, the Wowakan launched a new purification of America: the Ghost Dance.
Faced with the loss of their principal strength, the Templars developed the Litharges, elixirs conceived with
the Ka of the captured Wowakans and which sing the spells.

702
The Ghost Dance has deactivated the Orichalque but also "asleep" the Magic Fields. Wowakans must tap
into their internal resources to cast spells.
The twentieth century will bring the Temple to the pinnacle of its power, they control all the economic and
political machinery of the USA. Amerindians are parked on reserves and have no choice but to forget their
roots to get by.
Remains a few Wowakan who struggle and try to restore Amerindian pride through political or cultural
movements.

Technically, the Wowakans do not have a Metamorph, and externally they are indistinguishable from
humans. They are incarnated only in Indians. Their Psychomorph is characterized by five character traits
noted as Metamorphs (type: mysterious, impulsive). The higher the score, the more the Wowakan must
behave according to the trait. In parallel, the Totem represents a symbolic animal type Coyote or Eagle.
They do not have stasis, when their simulacres die, a jet of Ka is made if it is missed their Pentacles go back
in the World of the Spirits (an Archipelago) on a clumsy same thing with a series of tests to recover the Way
of the Archipelago.
As they cast a spell, the Totem appears briefly with special effects such as the howling of a bear for a
Nephilim with Grizzly Totem.
They are set in magic (same spells as the Nephilim but with cool names: Strength of the Grizzly, Eye of the
Eagle ...), not very gifted in Kabbalah and quite naughty in a derivative of Alchemy, Escarboucle (= Atalante )
Mainly.
To cast spells from one of the three SWs the Wowakan are subject to the Cha'we. At each missed spell cast
they suffer 5% (10% in case of clumsiness) of penalties on all their skills caused by the effort needed to cast
the spell.These maluses disappear from 5 to 5 for each hour passed without resorting to SO

The Totems correspond to real animals like the Coyote or the Deer. Each of them is placed under the
auspices of two elements sometimes opposed (Fire and Moon for the Coyote). So the Pyrims and the
Onirims can have the Coyote as Totem.
A Wowakan can sacrifice 1 pt of Ka to reveal his Totem and have great powers related to it (not specified in
the book).

Some ideas in bulk, with concepts derived from the symbolism of certain animals:

Bear: Earth (solidity) + Water (unpredictability, pugnacity)


Grizzly: Earth (guard) + Fire (strength, power)
Raven: Moon (stealth, death, fear) + Air (observation, reflection)
Bison: Earth (robust) + Air (quiet)
Beaver: Land (passion for work) + Water (community life, teamwork)
Eagle: Air (freedom) + Water (precision, speed)
Falcon: Air (Hunting) + Fire (War)
Fox: Moon (stealth) + Water (trick, reaction)
Wolf: Fire (cruelty) + Moon (cunning, initiation)
Puma: Fire (savagery) + Air (ignorance of fear)
Coyote: fire (bravery, dryness) + Moon (lie)
Horse: Fire (power, action) + Earth (solidity, friendship)
Serpent: Moon (lie) + Earth (renewal, transformation)
Tortoise: Earth (vitality, robustness) + Air (reflection, wisdom)
Fish: Water (rapidity) + Earth (vitality)
Owl or owl: Air (observation, reflection) + Fire (judgment)
Lynx: Water (mystery) + Earth (mirror of the soul)
Gull: Water (precision) + Fire (action)
Badger: Fire (aggressiveness, action) + Earth (constructive, interest for others)
Swing: Water (speed) + land (mastery)
Doe: Earth (stability) + Moon (love, fragility)
Ant: Earth (toughness) + Air (patience)
Whale: Water (mobility, sweetness) + Air (wisdom, knowledge)
Spider: Water (creativity) + Moon (mystery)

703
Worlds of Nephilim
704
The Occult World
The Earth is originally the creation of 6 magic fields originating from the stars that surround it and each of its
elements has a symbolic:

The Sun: The Life


The Fire that comes from Mars: action, passion, violence, creation
The Water coming from Mercury: adaptation, seeing social situations
The Earth that comes from Venus: the principle of rebirth, fertility or degeneration
The Air that comes from Jupiter: thought, meditation
The Moon: lies, deceit, seduction and dreams.

In these times, the Earth was magical: each living being, each mineral and element was defined by one of
the 6 Ka-elements.
Then a magical species arrived at the Consciousness: the Saurians. These beings composed only of Ka-
Lune built immense cathedral forests where they spent their time dreaming, being "carried" by the magical
fields of the Moon.
Then came Mu, who was to become the Prophet of the Saurians, who advocated the exclusivity of the Moon
on Earth.
Mu decided to build an Artefact that would allow him to realize his will. Thus was born the Black Moon.
Unfortunately or fortunately, at the same time, a new magic species was born: the Kaïms, composed of 5
elements (Fire, Air, Water, Moon, Earth).
They noticed the gravity of the situation. If the Black Moon existed, the magical fields other than the Black
Moon would disappear and them with them.

I am not a human, I never was. I am an elementary spirit several times secular, born in the telluric fields that
presided over the Creation. In the night of time, I was a Kaim, born of the fields emanating from Mercury,
Mars, Jupiter, Venus and the Moon, telluric currents that then traversed the Earth, Graal at the confluence of
astral energies. I was a pure spirit, made up of Ka. The union of the five magical songs (Water, Fire, Air,
Earth and Moon) then constituted a perfect Pentacle.

And I awoke to consciousness. The Moon dominated my Pentacle, I am an Onirim. It is the dominant Ka that
determines the nature of a Nephilim. If the Fire dominates, it will be a Pyrim, if the Air dominates, an Eolime,
if the earth dominates, a Faery. The Hydrim being the Kaim whose Pentacle is dominated by water. The
conjunction which has presided over our birth conditions our deep depths. But these five elements that
constitute our being are not the only Ka-elements that bathe the Earth.

The KA-Sun, emanating from the Ethers of the Sun, is the prerogative of animals, and more particularly of
man, even though it is the condition of perfection towards which we have always been inclined. It sublimates
all the other Ka-elements and since the dawn of time, we seek to master it and integrate it into our Pentacle,
our being

The Kaims were not the first conscious beings to master a Ka-element. The first were the Saurians, gigantic
reptiles who manipulated the elementary fields of the Moon by perverting them.

Uniting their powers, they gave birth to a new star, double cursed of the lunar star. The Earth was then
bathed in Black Ka-Lune, which absorbed and destroyed the elementary fields emanating from other planets
to establish the Saurian domination of the World. When we came to conspiracy, we fiercely fought the
Saurians who then threatened our birth integrity. Since then the Saurians have disappeared but the Black
Moon is still present, with a difuse and larvae in the elementary fields.

705
The last ka-élement, the Orichalque, the element of Saturn, the Cursed. We will have the opportunity to
come back again, for our greatest misfortune ...

* The Kaïms Cycle


This time is distant, and yet some Nephilim or Selenim still have wonderful memories inscribed in their
pentacle and their nucleus. At that time the Kaïms, who were at that time only energies sailing in the magic
fields, decided to change state. For this they modeled their physical bodies and took the form of what human
beings would later call sylphs, satyrs, elves and other fantastic creatures.
The Kaïms thus transformed became more and more powerful, they controlled perfectly the Ka elements of
their pentacle; But they still did not control the most powerful, the magical field of the Sun whose ka element
slept in humans.

The Kaïms, to prevent their dissolution, tracked down and killed all the Saurians, then destroyed the Black
Moon. Since that day, the Moon is very badly seen among the Kaïms, because hidden in the shadow of the
Moon, there are traces of Black Moon.
After this war, the Kaïms organized themselves and built a continent: Atlantis.

Mythical continent for some, Eden for others, Atlantis has shed a lot of ink. We Fallen, most of us lost the
memory of that golden age of hope. Most of our brothers participated in this great project. We wanted to
study and develop the Ka-Sun which constituted the soul of the frail human, to integrate it to our Pentacle in
order to sublimate it and make us reach perfection. We baptized this project of hope the Golden Path.

But it was a failure. The causes of this failure are undoubtedly multiple but two facts have irrevocably acted
as a catalyst: the betrayal of Prometheus, and the fall of Orichalka, the accursed meteorite fallen from Saturn
and whose emanations had the capacity to destroy the Ka-elements Which constituted our Pentacle.

Thanks to her and to the teachings of Prometheus, a Kaim who took affection for humans began to introduce
them to the secrets of the world. He raised the veil that covered Atlantis and concealed from men the true
drawings of the Kaïms. He revealed their nature and they became aware of the immense potentialities
offered by their Ka-Sun. And the men rebelled against us from the blades of Orichalque wrought by the
Sapience dispensed by Prometheus and his disciples. It was the end of the Golden Age, the Flood ...

* The Golden Path


The Kaïms devised a grand project and decided to use these beings with immense potential to exploit the
traces of the solar fields sleeping in them. For this they created a continent, Atlantis, on which they raised
humans and began to study them in their capital of Atlantys. They sought to develop this magical potential,
but some did not support the way humans were treated as mere envelopes. One of them, Prometheus
decided to reveal the truth and all the science of Kaïms to humans.
But destiny avenged the slavery of men. At the moment when Prometheus led his revolt against Atlantis, a
meteorite from Saturn fell into the heart of Atlantys, devastating in its path all that the Kaïms had built and
bringing with it from a new magic destructor of other fields: Ori- Chal-Ka, the orichalca.
Humans thanks to the teachings of Prometheus were able to forge the metals in which Ori-Chal-Ka
concentrated in formidable weapons, swords capable of gnawing the very essence of the Kaïms. Just as his
masters were fleeing, Atlantis collapsed into oblivion from the depths of the oceans.

They developed their knowledge of the magic fields there.


Then came another species: the Man.

706
Man is the only species that has Ka-Sun.
The Kaïms began to regroup and study them in order to integrate this magic field into their Pentacles.
Despite the fact that they have a conscience, Men were treated like animals.
Some Kaïms rebelled against this state of affairs, and began to teach the men, the most famous
is Prometheus.
A meteorite coming from the star of Saturn crashed on Atlantis, but even more so, the meteorite was
composed of a new Magic Field: the Orichalque, Annihilate the Elements of the Kaïms.

And we knew the Fall ... Many human myths make mention of it. .. And many are my brothers who fell under
the sharp blades of the initiated humans. We were hounded, and we knew the bite of the Orishalque, which
made us lose our status as Kaim. We became Fallen, Nephilm, vulnerable, forced to incarnate in a human
(called Simulacrum) to ensure our survival, subjected to a stasis, a sort of magical prision in which we were
locked up and enslaved ...

Some of us, to survive and fight men, have sacrificed their Pentacles to the Black Moon, insensitive to
Orichalca ... They are cut off forever from the Golden Path. They have become Curses, Selenim, whom
human myths have identified with vampires and ghosts ...

In the United States during the Golden Path, we became loners ... The suspicion settled and fear penetrated
into our Pentacle ... Fear of men but also of our own brothers who had given men the power to rebel against
us ... We were slowly forgetting our ancient knowledge, the memory of Atlantis also faded, as did the High
Enochian, our first language, which allowed us to clay the magic fields at our convenience.

* The Elemental Wars


The Humans began to disperse the Kaïms with their arms in Orichalque. But they noticed that those beings
who had made them their slaves for years could be reborn indefinitely magic fields.
Those who had the most benefit from Prometheus's courses succeeded in creating magical objects capable
of enclosing the Kaïms: The Stases.
The humans ready to beat him were organized into what would later become the Secret Societies. The
Kaïms victims of these battles became Nephilim, name meaning Fallen in Enocheen, the niger of the Kaïms.
The war could begin, and it still lasts.

Prometheus then armed the men of Orishalque swords who avenged themselves, exterminating all Kaim on
their way.
The Kaïms, under the influence of Orichalque, lost much of their power and were incapable of remaining in a
durable physical form, had the choice to incarnate in a human, a simulacrum in order to survive: they
became Nephilim.
The men did not stop there, some Nephilims and Kaïms survivants decided to make the ultimate sacrifice:
they succumbed to the Black Moon and became Selenims.
Indeed, the Black Moon is the only element able to effectively resist Orichalque.
After the Fall, the Nephilims spread throughout the world, but as time passed, they accused each other of it
and grouped themselves according to their elementary affinities to confront each other. The Selenims were
also part of the game.
This period is called: the Elemental Wars.
Nephilim confront each other and insiders Men Prometheus are structured to form the Mysteries.

Fueled by humans, the hatreds and suspicions that sealed the Fallen led to an unprecedented war. Fraternal
War where the Fallen have seen them regroup by elements domainant and to tear each other for the

707
possession of a territory rich in telluric energy. We disappeared from the surface of the earth and the most
reasonable among us laid down their arms and decided to draw up pacts uniting the Nephilim to the new
masters of the Earth.

But the Elemental Wars did not end today to divide us ... The compromises succeeded until the elaboration
of the Great Compromise which sealed the unity between men and Nephilim for nearly two millennia on the
fertile lands that went Become the Empire of Egypt. The Nephilims could freely become incarnated in men in
exchange for their teaching. One of them became Pharaoh, a living and sovereign god of the lands of
Egypt. But at the death of his simulacrum, he had to be locked up in a tomb, imprisoned in his body using
complicated rituals compiled in the Book of the Dead.

* Compact Secrets
At the dawn of Egyptian civilization, Humans and Nephilims made a contract. The Humans would furnish
bodies of incarnation to some of them, the Pharaohs and in exchange, the exclusively human clergy ran the
affairs on an equal footing with the Immortals.
This compromise lasted for more than 2000 years, but when Akhenaton was chosen to accede to the throne,
he decided that it had lasted long enough. He created 22 Magic Blades from his prophetic dreams, destined
to show his Brothers the Ways of the Agartha, and which became the 22 Major Arcana.
Thanks to or because of it, the Great Compromises took purpose, and the Immortals had to hide again.

After the Elemental Wars, the Immortals, tired of fighting, decide to make an agreement with the Mysteries,
they form Compacts in every region of the world, these agreements define globally an exchange between the
Immortals: the Immortals have life saved and Are not chased in exchange for their knowledge, the Immortals
then being deified.
Of course, these agreements were more to the benefit of the human initiates than the Immortals.
This period is called: the Compact Secrets.
The end of this era is fairly abruptly after the reign of Akhenaten, Egypt.
He freed himself from the Mysteries by creating the Cult of Aten and built his palace away from them to carry
out his project.
Akhenaten realized that the Nephilim had lost a reason to live, gave them a new one: the Agartha or how to
integrate the Ka-Sun into their Pentacles.
After a quest, most definitely THE most important in history, He made 22 Major Arcana (like the Tarot), each
of his 22 Arcana being a path to the Agartha, enlightenment for the Nephilim.
Meanwhile, dissension in the ranks of the Mysteries was a new insider faction appeared: the Templars.
A confrontation between the Templars and a Mysteries-Nephilims alliance marked the end of the Compacts
Secrets.
Then comes the time of the retreat, now the Immortals withdraw from the front of the stage to dedicate
themselves to their quest for the Agartha.
It is an era of clearing, of discoveries.

But we were subjected to the yoke of humans and one of us broke the Great Compromise, attracting by the
same the wrath of human initiatic societies. He delivered the ancient Pharaohs from their prison. He was
finally defeated and probably put to death. His name was Akhenaton. And before disappearing, he laid the
foundations of a new Golden Path, or rather of 22 Golden Paths. After long occult quests, he forged 22
blades or Arcannes Majeures which contain a path, a path leading to the Aggartha, integration of the Ka
Soleil into the Pentacle ... These 22 blades would become 22 families where Would find the Nephilim sharing
the same vision of the world ...

708
* The Hermetic
This period is thus baptized because each Immortal had to return to the underground. The Arcana Minor took
an increasingly important place in the world and their means of action were strengthened.
This rise in power of those who called themselves the enemies of the Immortals led to a war.

Jesus, following a mystical quest, discovered Kabbalah for the Nephilim and offered a new way of looking at
them.
It is the time of Hermetism.

* The Secret Wars


The occult world remained hidden from the eyes of the profane, but this did not prevent it from being in a
state of turmoil. From all sides hidden, hidden confilts raged. Nothing was visible, and when an incident
occurred, it was made up so that it looked "normal".
This atmosphere created a feeling of oppression among many Immortals who left the old Europe and the
Mediterranean basin.

Comes the Secret Wars.


Different occult factions clash. Between Immortals and Humans. Between Humans. Between Immortals.
In 1000, 5 Nephilim offer their brothers Occult Science of Alchemy.
In 1314, Chute des Templiers, following an alliance between Mysteries and Immortals of different Major
Arcana.

* The New Worlds


The discovery of his new worlds was made at the same time by humans and immortals. Not that they went
hand in hand, but the conjunctions pushed them there at the same time.
The Immortals have discovered cousins, settled in different regions of the world, and Arcana Miners new
enemies.

The Immortals are no longer satisfied with the Mediterranean basin and the Old Europe and go to discover
(or rediscover the world).

* The revelation
The centuries have succeeded one another; men, for the most part, have forgotten the Nephilim. But a
minority does not forget, these are the Minor Arcana: The Baton (Templars), The Denier (The Synarchy), The
Cup (the Rose + Cross), The Sword (the Mysteries).
Today the Nephilims survive as best they can in a world that seems to have passed them, the Selenim
isolate themselves in their kingdoms, and the Bohemians keep Traditions deemed obsolete by the Ar-Kaïms.
The Wars of the Apocalypse are preparing, and each protagonist shifts his weapons.We have finished a
cycle, and a new one is preparing. And like many cycles, it starts with a war.

Our century (well, the 21th century)


After a magical manipulation of some human initiates, all the magic fields on earth are upset and new
immortals appear: the Ar-kaïms, who seem completely disoriented in this world.
Some prophesy that the Apocalypse is near ...

709
The invisible World
The Nephilim are among us

Planets and stars emit radiations called “Magical Fields”. The fields presents on Earth are

Sun: Sun
Mercury: Water
Venus: Earth
Moon: Moon
Mars: Fire
Jupiter: Air
Saturn: Orichalculm

Each element is associated to minerals and gems. The Green Lion posits that tectonics and geological
upheavals were the manifestation of a struggle between the different elements until life appeared and with it
the first civilization: The Saurian

The Saurian were the dinosaurs. Yes in this game all dinosaurs were sentient and lived in cathedral-forests
while preying on each other. They worshipped the moon and established Mesoamerican styled temples in
her honor. They were indolent, preferring to live in oneiric realms of their own devising rather than exercising
power in the material world.

All changed with the coming of Mü

Mü was your traditional Lucifer-expy (first of many in this universe), he chafed under the dictates of his elders
and had visions of a new aster in the heavens. A Black Moon enabling magic the world has never seen
before. He rallied the younger Saurian and basically transformed his society in your cliché Evil Theocracy.
Soon the Black Moon rose (no the game never explains how dinosaurs conjured an entire moon out of
nothing) and magical fields begin to wither and die as a new elements intruded on their precarious balance.

And then the Kaïm awake. Elemental creatures composed of the very stuff of magic they created magical
superweapons (no timeline was ever given for the Saurian War so it’s the reader guess if that took decades,
centuries or millenias) and destroyed the Black Moon whose pieces crashed on earth, most of them in the
Yucatan. The Saurian were mostly destroyed by that cataclysm, the Kaïm killed every last survivor save Mü
who escaped them and the world was at peace.

The Spiritual Cycle just begun and the Kaïm were the dominant species on the planet.
First, one thing I forgot that will be important: Even if the Black Moon was destroyed, its fragments and the
magical field fused with the Moon field. Consequence: The Kaïms cannot dream and fear the Moon part of
them.

Now let’s return to Sybil and his master. The Green Lion just explained the corruption of the Moon field

“That’s why the Moon field is so ill-considered by us! Within it lies the evil power that is the Black Moon field
and the potential to send the imprudent dabbler in the cursed lands of madness. However in these forlorn
times, were the Kaïm pure spirits, or were they matter and spirits mixed together?

-This is an apt question for the wounded Fallen that you are. At the beginning of the spiritual cycle, you can’t
pose the question that way. All on earth was matter, spirit and magic. From the magical fields all matter
sprang and was shaped. Occult correspondences were perfect and each Kaïm was the reflection of these
correspondences, a living link between the macrocosms and the microcosms. The famous esoteric axiom
“As Above As Below” is an imperfect rendition of the True Kaïm Nature…”

The Green Lion then explain the Kaïm nature which is in summary:

The Kaïm were elemental beings born in a place where all five elemental magical fields congregated.

When a Kaïm was born he chose one of her elements, a branch of her Pentacle, to be the main goal and
object of her quest of understanding. This element became her dominant element. And other elements
aligned themselves to this elements.

So a Fire Kaïm is neutral to Air and Earth and opposite to Moon and Water.

So there are five kinds of Kaïms/Nephilim

The Pyrims are the Fire Kaïm: They are idealistic, passionate and violent. They are Choleric
The Eolim are the Air Kaïm: They are intellectual, mystical, and flighty. They are Phlegmatic.

710
The Hydrim are the Water Kaïm: They are diplomatic, adaptable and curious. They are Sanguine
The Onirim are the Moon Kaïm: They are charismatic, cunning and mad. They are Lunatics.
The Faerim are the Earth Kaïm, They are shy, protector and sensual: They are Melancholic

All Kaïms chose a Metamorph, an appearance which reflected their progression on the path to
understanding. At the beginning they were Basaltic and elemental : So a Faerim could become a giant tree
while a Pyrim was a lava golem. Then they became Symbolic and more refined: The Angel; The Phoenix;
The Medusa; The Satyr; The Siren...

Basaltic Nephilim are heirs to the first Kaïm, they are still emulating lava and inferno, lead and gold. The
others Nephilim think them brutish, a reminder of more barbaric times.

Symbolic Nephilim are heirs to the Golden Path. They don't see the physical sides of the elements but their
symbolic side. Fire purifies, fire is pure and renews itself so I am a Phoenix. Nature is savage, boutinful and
ecstatic, so I am a Satyr.

Astrological Nephilim are not Nephilim at all, they are Ar-Kaïm and they are fully developped in 3rd edition.
Basically they are awakened humans containing all Ka. However some characters like Lancelot, Gallaad or
Gwener were possibly Ar-Kaïm even in 2nd edition

Return to history and for the first part it is not terribly interesting. The Kaïm were ermits each seeking the
secrets of the universe on her own. They became a society and instituate the Tutorate of the Four Elements.
Where they ruthlessly persecuted the Onirims.

So let's me get this straight. The protagonist splat in a non-horror game first attempt to unified society was a
racist regime based on the persecution of a full 5th of its population.

Anyway Morpheus a mighty Onirim (later retconned as the mightiest among them and living on his own on
the actual Moon) defeated the Four Tutors in epic magical combats, forcing them to sleep. This disaster
forced the Kaïm to rethink their society and separate into different groups based on occult interests.
After the disaster of the Tutorate, The Kaïm decided to form different societies dedicated to magical
ressearch. They were developped in 3rd edition but in 2nd the only one really important was Gaïa's
Custodians

You see each of the early Kaïm societies or Ar-Ka-NA (Ka Arches) was based on magical oaths binding their
members. One faction of Kaïm member of Gaïa Custodians decided to take this to a whole new level and
began to fuse with one another (or to eat one another according to some sourcebooks)

The result was The Drakons terrifying beings who are more powerful than any individual Kaïms, in the
modern day they are worshipped as gods by some humans and Nephilim. NEarly all of Kaïm society united
against these monsters and they were defeated. However they were only asleep and fixed in certain
territories, not dead. The Kaïm decided to avoid new Drakons they needed to concentrate their society on a
single goal : The integration of the Sun-ka in their Pentacles. Fortunately a peculiar species of monkeys
showed great potential in that matter and a breeding population was gathered in the island-continent of
Atlantis.

And so begun the Golden Path the series of nightmarish experiments who should have led to the awakening
of human potential and the harnessing of said potential by the Immortals.
The Golden Path was a time of unspeakable horror and wonder. For each Kaïm like Del later named Pelagos
tried to elevate their charges by love and wisdow, there was ten which were content to butcher their charges
searching to submit them to more and more stimuli. In a way that worked: The Kaïm managed to get a
breeding population of enhanced humans with high Sun-Ka and an affinity to magic. Even the most horrible
experiment the fusion-a-la-Tziminsce of two coupling humans and the incarnation of a Kaïm in the wretched
creature produced a being of unparalleled power Ram, future master of the Cup Arcanum.

However each tyranny breeds its rebels. One of the first Kaïm Prometheus heard the cries of mankind. While
he had his own human servants on his gardens in Madagascar, he respected none of the many Atlantean
laws concerning secrecy. He and his disciples the Titans visited Atlantys and initiated many humans in magic
and sorcery, metaphorically offering them both Divine Fire and Apple of Knowledge. Legends said that
Prometheus entreated the rulers of Atlantys to free humanity and renounce their grip on the other Kaïm, in
vain.

According to Prometheus’ disciples, a week after that fateful meeting, a meteor striked the central plaza of
Atlantys in the event called The Fall.
Seriously more I read, more I am surprised we are so few to run Nephilim as a pure horror game. I mean all
elements of White Wolf' history syndrome are there namely: We were mighty and were dicks, now we are
weak and still dicks.

711
Since the dawn of time, certain humans are possessed by immortals, the Nephilim, who must incarnate in
order to survive. These magical creatures have lost a part of their power since the fall of Atlantis and they are
hunted down by human secret societies.

In search of their lost esoteric knowledge, the Nephilim hide and work in the greatest secrecy.

The most famous of the Immortals, composed of 5 Magic Fields (Fire, Air, Water, Moon and Earth) organized
according to a pentacle, one of the elements of which is dominant. We must see the Nephilim as a spirit
incarnate in a human being. He is multi-millennial and incarnated in a human being at certain times of history
and enters, he sleeps in a magical prison, a "stasis".

A Nephilim has a Pentacle composed of the 5 Ka-elements (Fire, Air, Water, Moon, Earth), which represents
its essence arranged according to a cardinal law.

A Ka is his Ka-Dominant = he represents his way of thinking, his vision of things, in short he shapes his
personality according to the symbolism described in a previous post.
Two other Ka are called favorable and unfavorable neutral: favorable neutral gives preference to certain
choices.
Finally, the other two are called major opposite and minor opposite. The major opposite represents what the
Nephilim detests.

Let us take an example (classic):


A nephilim of the Fire (or Pyrim) has the Fire in Ka-dominant (normal, you will say).He favors action. Its
neutral neutral is Air, so it's someone who likes to think, maybe he likes to turn to creation (Fire-Air mix). Its
major opposite is the Moon. So he hates lying and prefers the truth.

The Nephilim must incarnate in a simulacrum following the Fall (a sword of Orichalque in the tronche, that
does not do good). Previously, they had enough power to make their ethereal form appear tangible.

The Nephilims possess Metamorphoses which appear on their simulacrum, the more it increases in power,
the more they become visible (which is not very practical in some cases). These metamorphoses are the
result of their form as Kaim.

Let's go back to the previous example:


The Nephilim of Fire has as a metamorphosis the Solimond (incarnation of war and violence).
These metamorphoses are: face: blazing hair; Hands: black claws; Voice: crackling;Odor: sulfur; Skin:
burning.

Nephilim Handicaps:
Khaïba: Ka harmful transformation that leads to madness.
Narcosis: state of the Nephilim when he was forced to leave her idol and can not return to his stasis or
another sham. The Nephilim melts in nature. This corresponds to a deep coma.
Cursed: contaminated by the Black Moon, it can lead to a transformation in Selenim.
Stasis: following the Orishalque, the Nephilim are obliged to incarnate in bodies, but when there is none, they
are locked in a magical prison, a stasis where they are dormant.
Last thing, the Nephilim are extremely sensitve to Orichalcum. This is one of the few things that can kill them.

712
The Nephilim
The Immortals
Immortals can identify them with a particular mode of vision, vision Ka . Their eyes roll upward, their bodies
shaken spasm .... and they can see the Magic Fields , related items, and all that is invisible to mortal eyes.
Each immortal category has a special shape, perfectly visible in Ka-vision, whatever their borrowing body,
or simulacrum .

A Nephilim
A Nephilim (of the Hebrew nephel, fallen) is a magical creature.Formed by a particular arrangement of magic
fields, they have a consciousness. They were formerly called Kaim, before the fall of the Meteor, which
greatly reduced their powers, and compelled them to incarnate themselves in a human body, the
simulacrum. They are also threatened by various problems, including the Khaiba. The Nephilim evolve little
by little towards an ideal of their personality, often represented by a mythical being. Through their practice of
the occult sciences, the Nephilim try to reach the Agartha.
The Nephilims are the Fallen Kaïms. All that remains of them an assembly of five Ka-elements key: Earth,
Air, Fire, Water and Moon, organisations a pentacle.
The dominant element (Ka-dominant) is the most visible. It allows to divide the Nephilim into five categories:
Pyrims (Ka-Feu), Hydrims (Ka-Eau), Eolims (Ka-Air), Faërims (Ka-Terre) and Onirims (Ka-Lune).
Moreover, the habitus , or best known spells are engraved in the pentacle.
The Nephilim expresses its nature by slightly changing the appearance of its sham , according to its Ka-
dominant and personality. These are the metamorphoses , which symbolically recall his appearance as
Kaim.Metamorphoses often resemble the mythical creatures of human legends.
The Nephilim can practice three main occult sciences:
- The Magic
- The Kabbalah
- The Alchemy

Given the age of their existence and their love of convoluted situations, the Nephilims had plenty of time
during the centuries to organize themselves into secret societies: the Major Arcana. This allows them to
oppose the secret organizations of initiated humans, who often see very badly those beings who can take
possession of their bodies.

A Eolim
A Nephilim having for Ka dominating the Air, associated with Knowledge and Knowledge. The Eolim are
blood. There are metamorphs like the Sylph, the Angel, the Efreet and the Zephyr. Air is also associated with
intellectual creation and abstraction.

A Faerim
A Nephilim having for Ka dominating the Earth, associated with the Body and Nature. The Faerim are
melancholy. There are metamorphs like Elf, Satyr, Dryad and Mandrake. Earth is also associated with
healing and conservation.

A Hydrim
A Nephilim having for Ka dominating Water, associated with Adaptation and Integration. The Hydrim are
blood. There are metamorphs like the Triton, the Undin, the Naiad and the Mermaid. Water is also
associated with technology and the passage of time.

A Onirim
A Nephilim having for Ka dominating the Moon, associated with the Soul, madness and change. They are
often changing, even unpredictable. Often very little liked by the other Nephilim. Among the metamorphosis
of the Onirim, one finds almost only Snakes. We also find sporadically very rare things, including the group of
Ophidians (Chimera, Medusa).

A Pyrim
A Nephilim having for Ka dominating the Fire, associated with fire and violence. The Pyrim are angry. There
are metamorphs like the Cyclops, the Demon, the Jinn and the Phoenix. Fire is also associated with passion
and creative fury.

The Selenim
Also called the Cursed, the Selenim are Nephilim who sacrificed their Ka-elements to use only the Black Ka-
Moon. They are likened to vampires and other undead legends. The primary motivation for this
transformation was to resist Orichalca. They do not change simulacra, and live several centuries. They
survive through human emotions by transforming the Ka-Sun into a black Ka-Moon, during an operation
called Satisfaction.

713
The Selenims are cursed Nephilims, who have lost their Ka-earth, Ka-air, Ka-Feu, Ka-water, during the
painful ritual of Lilith, which consists in cutting the branches of their pentacles with an orichalic blade.
All they have left is the Ka-Moon, which changes into the Black Ka-Moon and shrinks into a Black Moon
Core.
Dark and gothic in appearance, they are unable to change simulacra, and lose their ability to see the Magic
Fields Water, Earth, Air, Fire and Moon in Vision Ka. On the other hand, they distinguish perfectly the Black
Moon Fields, which are invisible to the Nephilim. They have the possibility to build kingdoms , where they can
take refuge, and reign supreme. In addition, they hear the Pavane, or Song of the Dead ...
Their Core of the Black Moon always threatens to disintegrate under the force of Entropy, which devours
them little by little. To regenerate it, they must draw Ka-Sun from humans (via their emotions: the Selenims
are emotional vampires), which they transform into a black ka-moon and integrate into their nucleus.
The Selenims can practice three occult sciences:
- The Anamorphic
- The Necromantic
- The Conjuration

The Ar-Kaim
Immortal recently appeared, and which carries a heart mingling potentially all Ka-Elements (including the Ka-
Ka-Orichalcum and Black Moon), instead of the usual pentacle. They are also called "Revealed". They are
related to the zodiac.
The Ar-Kaïms are newly revealed immortals. Recently, they have neither a pentacle nor a nucleus, but a
heart in which all the Ka-Elements, including the Black Ka-Moon and the Ka-Orishalque, mingle.
They can not change their simulacra but with difficulty, and must choose for their new host only members of
their family. They can practice Talents drawing in their heart that they must charge regularly, practicing an
activity with an analogy with their Ka-Elements (eg go swimming for the Ka-Water, or fight for the Ka-Fire ).

The Kaim
The Kaim are the ancient form of the Nephilim, before the Orichalque came to pollute the magic fields. Since
then, they have lost their faculties and are greatly handicapped. See also for the Kaim the opinion of the
Arcane XVII.

The Saurians
The Saurians are a race of Moon creatures predating the Nephilim, who wanted to create a star that would
make the moon fields predominant.

Sapience Nephilim
The Metamorph
The metamorph is an ideal towards which the Nephilim tends. Their names have often given rise to
legendary beings. They are not these legendary beings for all that: a phoenix is not a bird of fire, but presents
similar traits.The metamorphosis refers to the physical and emotional metamorphosis that transforms the
simulacrum. Thus the aforementioned phoenix will see his skin become red-brick, and his nails become
black as claws. Other angels include the Angel, the Nymph, the Mermaid.
That will be quick as I will post the chinese portraits (series of I you were X (weapon, art piece, mythological
creature) in other post. Why I do that? Because there are 20 Metamorphosises in the corebook and it's just
an esthetic choice.Let me explain. You remember when I said that the Kaïm took forms refleting their
understanding of the elements. This is the Metamorph and it didn't disappeared when the Nephilim took
human bodies.
Indeed the more you are mighty, the more your inhuman nature shows. In the Second Edition each trait is
noted from 0 to 20. 0 you are normal, 20 everyone knows you're a monster. They are regrouped by
elements:
Fire : Phoenix, Cyclops, Djinn, Salamander
Water: Triton, Siren, Naiad, Ondine
Air : Sylph, Efreet, Angel, Zephir
Earth: Mandragora, Sphinx, Satyr, Elf
Moon: Serpent, Medusa, Chimera, Mirage

714
The simulacrum
The Nephilim, when they are not in Stasis, must incarnate in a human body (except in the case of Arcane
XVIII): this body which they occupy is called the simulacrum. The human mind is repulsed and no longer has
control of the body or consciousness of being. The Nephilim has access to all the past knowledge of the
simulacrum. In case of serious awkwardness, or endangering the life of the overly large simulacrum, the
phenomenon of Shadow occurs. Some Nephilim cooperate with their simulacrum (like the members of the
Arcane XII).
The Simulacrum is how Nephilim name their borrowed body. That tells you all on how they view them. While
they are forbidden to destroy them, mainly as a matter of secrecy and because suicidal rituals are marked by
the Black Moon, the Chariot Arcanum wants to "enhance" them. Ah and some other Arcanas mutilate the
Simulacras of their members to enhance their magical powers.
Like it is said, a Nephilim can "steal" the knowledge or the skills of her Simulacrum but it carries a risk. The
Nephilim can lose control of her body as the human mind reassert itself. That's called Shouit or the
Shadow and it's a major quirk of the Hanged Man Arcanum

The stasis
Forged by the first human initiates to enslave the Nephilim, Stasis is both a prison and a receptacle in which
the Nephilim can draw Ka-elements to practice the occult sciences. But this operation is not without risk! The
more it draws in its stasis and more a Nephilim is likely to reintegrate it to the death of its simulacrum ...
It is his most precious possession. If the Stasis is destroyed, the Nephilim disperses into the magic
fields. The Nephilim can at any time know the geographical location of its stasis. Placed in a Nexus or a
Plexus, the Stasis can be recharged.
The Stasis is the object your Nephilim reside when not in possesion of a human body. If your stasis is
destroyed, your die, your elements dispersing themselves in the ether. Fortunately it is way more solid than a
normal object. The stasis can also contain Elements Ka and serve of an emergency energy reserve. When a
human touches a Stasis with the Nephilim inside, he is possesed.

The stellar
The Stellar is a manifestation of the adoption by a Major Arcane of a Nephilim. It appears in vision-Ka on the
pentacle of the Nephilim as a distinctive sign, and allows to certify the belonging of a Nephilim to an arcane.

The vision-Ka
It is a magical act by which the Nephilim suppresses the ordinary senses of his simulacrum, replacing them
with his (otherwise inactive) vision of the magic fields. Because of the incarnation in a simulacrum, it is trying
for the Nephilim. During this action, the body may take uncontrolled tremors and the eyes revolve (we see
only the white). In this state, the Nephilim can speak the Englishman.

The Enochéen
This is the language of the Nephilim. It is a language rich in nuances, which is conveyed by the magic
fields. To speak, it is necessary to be able to vibrate these different fields. The writing of the enochéen is a
way of retranscribing the method to make the magic fields vibrate; It is by pronunciation that one really
produces an effect. The transcribed language resembles Hebrew, the Egyptian (whose hieroglyphics are a
first representation) and Basque.

The khaiba
The khaiba is a disease of the Nephilim. When they push too far their reckless use of magic fields, they risk
undergoing a dragon-effect transformation. This can be translated as: dwarfism, gigantism, etherization,
dissolution in magical fields ...

The Mnemos
The mnemos is the name of the separation of the pentacle from a nephilim and its simulacrum. It is a painful
test, which occurs in two cases:
When the simulacrum falls into a coma (or dies more directly);
When the stasis of the Nephilim is emptied.

The Narcosis
The narcosis is a state in which the Nephilim may be plunged if he has left his simulacrum, and does not
reintegrate his stasis, he finds himself without simulacrum. It becomes unconscious, and its energy is
transcribed in the form of phenomena associated with its dominant Ka: wildfires, apparitions, transformed
nature, source, microclimate.

The shadow
Phenomenon by which a Nephilim loses control of the body of his simulacrum, the human personality taking
over. The Nephilim of Arcane XII know how to control this phenomenon in order to provoke it and to stop it
voluntarily.

715
The Ka
Ka
Ka is the word that designates magical fields, fields that escape human perception. One theory says that the
Ka is emitted by the Sun, and reflected differently by each of the celestial bodies of the Solar System. This
gives a different character to each of these tints of Ka. The unreflected Ka of the Sun is called the Ka-Sun,
and it is the most powerful of all. The Ka reflected by the Moon for example, is called Ka-Moon, and is
associated with soul and spirit. The magic fields are sometimes knotted in plexus or nexus. Besides the Ka-
Sun, there are five main types of Ka:
The Ka-Earth , reflected by Venus. It is present in nature and affects plant and animal development.
The Ka-Fire , reflected by Mars. It is present in phenomena of spontaneous ignition, of lightning, or also
provokes violent emotions.
The Ka-Air , reflected by Jupiter. It is present in sales and storms.
The Ka-Water , reflected by Jupiter. It is present in gushing springs, ice and sea.
The Ka-Moon , reflected by the Moon. It is present mainly in lunar rays and influences behavior by making
it erratic.
The Ka in these five forms is the essence of the Nephilim. They consist of the five magic fields without Ka-
Sun.Humans and some animals possess Ka-Sun, but do not know how to use it. The Ka reflected by Saturn
is special and is called the Orichalque. There is also a variant of the Ka-Moon called Ka-Moon Black.

The five magic fields


The magical essence of the Nephilim is organized according to a pentacle that brings together the five
elements: Earth, Fire, Air, Water and Moon. Each element, associated with a particular symbolism, produces
a magical energy that allows the Nephilim to practice the occult sciences (sorcery, kabbalah and
alchemy). These elemental forces bathe our land and generate magical fields that are subject to real invisible
tides. These energy variations, related to astrology and the charge of each place, are a crucial factor for
Nephilim Magic.

The Ka-Sun
The Ka-Sun is the magical field that is inside humans and animals. It represents the will to act. Diffracted by
the planets of the Solar System, it forms the different types of Ka.

The Black Elements


For each Ka-Element there exists a shadow-aspect, opposed to its energies not in effect (like Fire and Water
Ka) but in its very essence. Having a relationship with natural Ka like antimatter and matter, or light and
darkness, these are the Black Elemental forces.
Orichalka (or Black Sun - Ka) is one of these. It brings the influence of Saturn - which is in opposition to
Solar-Ka - to the inner Solar System.
Black elemental energy has been observed for other elements as well - most important is Black Moon Ka,
which the Selenim have adopted as their only source of power (having voluntarily stripped themselves of all
their other Ka-elements).

The Black Moon


A very ancient race of creatures living in the magical Moon fields, preceding the Nephilim on Earth, called the
Saurians, reached a sufficient level in knowledge of the magic fields to create an additional celestial body
that would dispense even more powerful Ka-Moon. This operation was put in check by the nascent Nephilim,
and the celestial body did not live by day. Since then, the Ka-Moon is mingled with an additional magical
field, which mostly provides anguish and fear, the color of which is very deep black. This particular magical
field is what gives life to the Selenim.

The Orichalque
Orichalque is the Ka associated with the planet Saturn. It has the particular property of entering into a strong
reaction with the Ka-Feu, the Ka-Air, the Ka-Earth, the Ka-Moon and the Ka-Water in a destructive process,
which explains its name 'Enochéen ORI-CHAL-KA (which perverts / destroys the Ka). The first contribution
was the fall of a meteorite composed of this metal, which resembles lead. It is widely used by secret societies
to fight against the Nephilim. It should be noted that the Selenim are insensitive to the bite of Orichalque.
Orichalcum is a magical field hostile to the others (but less hostile as time went on until Ar-Kaïm can have
Orichalcum in addition to other Ka without problems). Orichalcum the metal is what arrives when:
a) You find a fragment of the original meteor (thirtenn holy Blades like the Spear of Longinus or the Sword of
Charlemagne or Excalibur are said to be forged in that sort of metal)
b) You awaken the Orichalcum present in all metals to obtain a Nephilim-killing blade.
In the latter case the Orichalcum function like anti-matter, it destroys itself when it comes in contact with Ka
so the Minor Arcana use their reserves rather sparingly.
The most frightening aspect of Magical field Orichalcum is the Daïmon, a magical creature fully composed of
Orichalcum. The mightiest among them can kill several Nephilim before exhausting their energy. The Sword
Arcanum highest members are often possessed by these beings.

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Initiation
The Agartha
The Agartha is a state of enlightenment which allows the Nephilim to regain all the powers of the Kaims, to
free themselves from the obligation to have a simulacrum. It is an indescribable ecstasy. The attainment of
the Agartha is made by the study of the magic phenomena, notably through the knowledge of Occult
Sciences. The fruitful exchanges with Nephilim of the same Arcane can greatly help the progression.

The Akasha
The akasha is a subtle plane. These are magical places that are the only difference between human
geography and the geography of the Nephilim. The methods to achieve them often differ. In fact, there are no
rules specific to all Akashas.Some coexist with physical matter, some correspond to physical places. They
usually represent a certain expression of magic fields. The worlds from which the creatures of Kabbalah are
derived can be considered akashas. The purpose of Arcane X is to map these mystical places.
The Akasha are the materializations of human dreams. Thanks to the Ka-Sun of these latter, their dreams
can materialize in the form of "parallel worlds", accessible only to the immortals.
Indeed, paradoxically, humans can not consciously act on the Akasha, unless they are exceptionally gifted.
The Akasha are thus a privileged ground for the occult wars between Immortals, and sometimes human.
The Akasha are generally related to human history, or its legends. Immortals can enter it if they are able to
find the entrance, often concealed or invisible. Is a Subtle Plan.

The Anti-Terres
The Anti-Terres are the obscure side of the Akasha. In them are all human fears, nightmares and
phobias.They are feared by the Nephilims, but certain human secret societies, as well as the beings of Ka
Lune Noire and Orichalque, are perfectly at ease there. Is a Subtle Plan.

The Eidos
The World of Ideas, born of human intelligence. No life is possible there.

The Kingdoms
Creation of a Selenim or a Nephilim. The aspect of the kingdoms is more controlled, better defined than that
of the Subtle Plans, since they are created in full knowledge of the facts, and not in the course of dreamlike
delirium.

The Apocalypse
The Apocalypse is a period of great change. For some, it has a pejorative connotation, for others it is a
renaissance. This period of great turmoil is foreseen by some for the beginning of the era of Aquarius, on
January 1, 2001.

The Invisible Story


Invisible history is history as it can be explained by adding to the present world the knowledge of occult
phenomena. The author of this glossary has chosen to use this term to designate the history of the Nephilim
in the course of time.

Elementary Wars
Elementary wars are a rather dark part of the history of the Nephilim. Assembled by Ka-Element, the
Nephilim struggled to assert their supremacy.

A Nexus
A nexus is a particular plexus, where the magic currents all intersect in a particular way. They can be very
brief (a few minutes) or very long, even permanent. They may also vary in intensity, but are generally more
powerful than simple plexuses. One can do things in a Nexus, such as changing dominant Ka, metamorphic
or even attending the birth of a Nephilim.

A Plexus
A plexus is a place where magic currents intersect in a particular way. A plexus is relative to an
element. When the five elements form a plexus, this is called a nexus. It is then very common to see dragon
effects, and it is possible to use directly the energy of the magic fields. They can be very brief (a few minutes)
or very long, even permanent. They may also vary in intensity.

The Golden Path


The Golden Path was a great project aimed at cultivating the Ka-Sun of the Humans so as to allow the
Nephilim to master them. This project took place on a continent now disappeared, the Altantide, destroyed by
the fall of a meteor coming from Saturn.

A Dragon Effect

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The dragon effects are animated manifestations of a semblance of life of the magic fields, temporary
manifestations without constructive goal. It is the fauna of the Ka fields. They are often born on Plexus or
Nexus, but can be generated by other effects (eg, bad manipulation of magic fields).

The Occult Sciences


The occult sciences are all the knowledge that allows the Nephilim to understand the magic fields of Ka, to
manipulate them and to obtain effects that do not conform to the classical physical laws. Often highly
symbolic, they use the power of the Spirit and magic fields to interact with the world. There are three of them:
sorcery, kabbalah and alchemy. The Nephilim practiced magic in three ways.

The Sorcery
Sorcery is the raw manipulation of magical fields by launching spells. This occult science is known to all
Nephilim because it is what they developed at the time of their birth, but today they have difficulties to master
it as well as before because of the necessity of s Incarnate in humans. Sorcery is the oldest, the most
archaic magic. It makes it possible to produce simply and almost without constraints instant effects (care,
levitation ...). Art to create a magical effect by manipulating the magic fields. The Magi are more of the artists
of the Magic Fields.

The Kabbalah
This occult science was developed by Solomon and others at the beginning of the Christian era. A kabbalist
considers magical fields to be the reflections of distant worlds, inhabited by creatures that can be invoked
and bound by a contract. Kabbalah appeared later and requires a more or less complex pentacle. It allows to
invoke thinking creatures that can serve the kabbalist without limit of duration (invocation of magic warrior,
spy, armor ...). Invocation of critters, we must convince or force it to act. It sounds more like a relationship,
Kabbalah is a mystical quest in search of a lurking God in the Magic Fields. The Kabbalists are believers.

The Alchemy
One of the three occult sciences. This science appeared late (in the eleventh century) and draws its power
from the magical energy included in matter. The alchemist awakens this magic included in the Alchemical
Substances (powders, vapors, liqueurs, metals, amber) and thus obtains effects very quickly. Alchemy is the
most recent of the occult sciences. It involves the use of powders and other magical substances.Without
these ingredients produced in his laboratory, a kind of double of himself, the alchemist can not use his
alchemical formulas (formula of calcination, dematerialization, confusion ...). Scientific approach magical
fields. Everything was made of magic fields before the Fall, alchemists trying to awaken the magical
elements in the material through a laboratory. The Alchemists are scientists.

The Major Arcana


The major arcana are a distribution in 22 philosophical ways, traced by Akhenaton, which correspond to
different conceptions and all complementary to the life of the Nephilim. They correspond to the 22 assets of
the Symbolic Tarot. I wrote a talk on the various philosophies. For the Nephilims, it is the Major Arcana that
represent both a path to Agartha and a more or less political organization. The Nephilims who are part of a
Major Arcana are called Adopted, the others of the Ophelins. The Adopts carry in their Pentacle, the mark of
their belonging to their Major Arcana, a stellar. Here they are:

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The Mat
individualists often uncontrollable, these Nephilim seek to assert themselves as leaders of humanity. The Mat
represents enlightened, who try to spiritually elevate all humanity and the united Nephilim community. They
are mystics much more than occultists. They do not have very developed structures.

I The Bateleur
Adopted these devote their occult activity to share their Wisdom with humans (sapiens Wisdom comes from
the Latin, meaning sapientis both wisdom and knowledge). Disciples of Prometheus, they believe that this
rapprochement is the only guarantee of survival in a world increasingly controlled by the Minor Arcana. The
Bateleur represents the spiritual heirs of the Golden Path. They try to spiritually elevate humans. They are
often misread by Nephilim who fear they will not control the revelations they make to humans.

II The Papacy
these Nephilim trying to gather as much information hidden. Their Herméthèques (libraries of occult works)
are the richest treasures often dearly taken over by the secret societies. They are the guardians of the occult
sciences. They try to amass the most knowledge, on the most possible things going back to the occult
domain. They are organized in hermetic, real wells of occult knowledge, which discretely integrate in
museums or libraries.

III The Empress


the human soul is the chosen field of these Agreed.According to them, knowing the emotions and feelings of
human beings is the best way to control them. The goal of the Nephilim of this arcane, close to the Golden
Path, is to study human emotions, to analyze them and to control them. The Nephilim of the Imperatrice like
to merge into the trades of the spectacle.

IV The Emperor
these Nephilim seek power equipment. Acting on the ground of many societies, they seek to thwart the plans
by seizing the reins of financial, military, political and media powers. These Nephilim take pleasure in the
exoteric power, and the exercise of it on human beings. The Emperor has immense resources, amassed
over the centuries, ready to attack the secret societies from the economic point of view. There are many
judges, businessmen and diplomats.

V The Pope
formerly, these Nephilim manifested themselves as gods. Nowadays, they prefer to influence existing
religions to better remodel them, or to organize worship in remote areas. These Nephilim like to pretend to be
Gods among humans. In this they continue the Golden Path as it was before the fall of the meteor. This
arcana was especially active in Greek civilization.

VI The Lover
Major Arcana brings this nostalgic Nephilim of last times they cultivate the mind. They like to affect an
appearance in accordance with the object of their nostalgia. The Nephilim of the Lover are nostalgic for an
era, which they seek to reconstitute or evoke. They are often romantic. They are organized by affinities of
eras in the course of Amor.

VII The Chariot


Adopted these are reputable technicians. Adapting quickly to an era, they exploit the discoveries to use them
to their advantage.According to them, everything is a tool that must be perfected, including their
simulacrum. Nephilim du Chariot is seeking in technology and science the union between humans and
Nephilim. They cultivate the relationship between the body of their simulacrum and themselves, which has
forced them to take an interest in technology as a whole. They are often embodied in scientists.

VIII Justice
Nephilim were, too, need laws to curb their initiatives.Arcanum 8 ensures that the Nephilims do not make the
same mistakes as in the past. The purpose of the Nephilim of this arcane is to watch the other Nephilim and
to watch over the balance of the Cosmic Scale. They punish acts reprehensible to the whole Nephilim
community, like the murders between Nephilim. They are mostly Pyrim.

IX The Hermit
these Adopted avoid contact with the company, both human and Nephilim. They pursue challenging
introspective quests. These Nephilim prefer to withdraw from the world and live alone. They think they find in
contemplation and recollection the way to the Agartha. They are very lonely.

X The Wheel of Fortune


these Nephilim studying the evolution of magic fields. Skilled cartographers, they are attentive to the subtle
changes in the influence of the Ethers on our world. They are the magic field technicians. They are trying to
map and predict their evolution for a long time. They like to stay for a long time within the same region, for
which they are responsible.

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XI The Force
these Nephilim have developed a strict ethics.According to them, instinct must be banished to give place only
to the mind sharpened like the blade. Their virtue is exalted by the hunt for dragon effects. The Nephilim of
the Force are those who want a Ka as pure as possible. They believe that the Ka must be cleansed to reach
the Agartha. They chase those who voluntarily put themselves in a state of khaiba, as well as all the
perversions of the Nephilim such as the Selenim and the dragon effects.

XII The Hanged Man


these Nephilim after a difficult ethical understood by their brothers. According to them, the Nephilim must
fade in favor of his simulacrum, placing himself in permanent Shadow. Nephilim du Pendu think that the
development of the simulacrum is more important for them in the long term. They usually stay in Shadow all
the time. All the hanged have their peculiarities and their own reasons for being so.

XIII The Unnamed Arcane


little known Nephilim, this Arcanum is composed solely of Selenims. Only link with the Cursed Curses, this
Arcane suffers from many prejudices in these actions. This is the Arcane of the Selenim. Akhenaten has
reserved a place for them in his 22 blades, but is not known to the rest of the Nephilim.

XIV The Temperance


join temperance is a priesthood to relieve pain and suffering of other immortals. Healing scholars, these
Nephilims know rituals to heal magical wounds. They are the doctors of the Nephilim. They know how to cure
the khaiba, the narcosis, the wounds of Orishalque and even the Selenim. They are often incarnated in
doctors, and are organized in shelters.

XV The Devil
this Major Arcana consists only of Khaïbas (Khaïba is the degeneration of the Pentacle), to form a real court
of miracles chaotic and perverse. Judged dangerous - and rightly so - by other Nephilims, they are unstable
and aggressive. These Nephilim think that the khaiba is the ultimate stage, the ultimate communion with the
magic fields. They try to become khaiba to unite with nature in the form of dragon effects.

XVI The House of God


these Nephilim think that Sapience must be held at all costs away from humans. They do not hesitate to
resort to violence to recover what they believe to be their legitimate property. The House-God considers itself
to be the guardians against the humans of the occult sciences. They are known to amass as many occult
objects as we do not know what they become. They are the ones who struggle most openly against secret
societies. They are in open opposition with the Bateleur.

XVII The Star


Adopted as these, the Nephilim have an extraterrestrial origin. Their quest thus passes through the search
for proofs of civilizations to the forgotten secrets and by the attempt of contacts with these mysterious
ancestors. The Nephilim of the Star are persuaded that the Nephilim were created by extraterrestrials. They
have been waiting for the return of the creators, watching the sky ...

XVIII The Moon


rather than choose a human simulacrum Adopted choose these animals simulacra. According to them,
cohabitation with the human is corrupting and cuts the Nephilim from its natural roots. The Nephilim of the
Moon chose a different path. They are embodied in animals in order to be closer to the Ka-elements. They
are generally ignored by other Nephilim.

XIX The Sun


these Nephilim have not abandoned the Golden Trail (it was the study of Ka-Sun at the time of Atlantis) and
devote their quest to study the Ka-Soleil in The purpose of his mastery. Their goal is the integration of the
Ka-Sun without using the simulacrum. The Ka-Sun in all its forms is the object of the study of the Nephilim of
the Sun. They are usually mystics or scientists.

XX The Judgment
these Nephilim are cynical and fatalistic who think that Agartha is vain. Heralds of an inevitable apocalypse,
they mock the efforts of their brothers or profess an enjoyment of the present moment. These Nephilim are
all cynical and abused Nephilim. They expect more than all the others the Apocalypse and think that the
Nephilim will not be ready to face it. They tend to frequent the lower levels of human society.

XXI The World


this Arcanum represents the fulfillment of the quest. Many believe that by finding the World, they will find the
Agartha. There is no known Nephilim of this mysterious arcana. They have never been revealed. A rumor
pretends that it would be the arcane of the Nephilim Agarthiens.

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The Minor Arcana
Most humans are unaware that the universe they live in is not what they believe. They do not see the truths
hidden behind mysterious historical events or unexplained facts. But some humans have discovered the
occult side of the world and know that magic and immortals exist. Some of these initiates were able to
choose to help the Nephilim. Others try to fight them or even to appropriate their powers. Clustered into
secret societies, these Templars, Mysteries or other Rose + Cross have all their occult objectives and
powers.

The secret societies fighting against the Nephilim have also organized themselves into circles of competence
and have been symbolically associated with maps of the Symbolic Tarot. The figures represent the dominant
secret societies, the minor cards of other affiliated companies.

The Stick
The secret societies of the Stick are the Templar and Affiliated Societies. These are very hierarchical
societies, according to the Grades of Black, White or Red Coat. The Temple was founded by Tubalcaan at
the time of Akhenaten. A great part was lost in the fifteenth century. Their attitude towards the Nephilim is
elimination or torture, in any case very often violent. On the contrary, their aim is not at all about the
Nephilim, but is a domination of the world according to what they call the Great Plan, which is supposed to
end in the Apocalypse. The order of the Temple represents a collection of secret societies that chase the
Nephilim. They are grouped in the Minor Arcanum of the Staff. They are well organized. Secret society of
chivalry very violent against the Nephilim, who wants to realize a Great Plan.

The Cup
The secret societies of the Cup are the societies of Rosicrucian influence, the first traces of which date back
to ancient Egypt. The goal of these societies is to achieve personal enlightenment. For these reasons, they
happen to collaborate with the Nephilim. Secret society developing psychic techniques for the awakening of
the Ka-Sun. Its members are real manipulators (you will see very rarely).

The Coin
The minor arcane of the Coin is interested in the development of the human being, independently of the
Nephilim. They seek to establish their power over technology and influence. They inherit old Masonic
societies.The Synarchs are counted in this arcane. The Synarchs are a human society which appeared in the
eighteenth century, but which has developed rapidly.They could master technology, financial networks, and
seem to benefit from great individual spiritual development. They are not aggressive against the
Nephilim. Modern secret society seeking material power through technoscience and global conspiracies.

The Sword
The secret societies of the Sword, also called the Mysteries, are the principal adversaries of the
Nephilim. They are the spiritual descendants of humans initiated by Prometheus, and are those who know
best about the use of Orichalca. They were the first builders of stasis, and have a special connection with
everything concerning Orichalque including the dragon effects of Orichalque, the terrible Daimons. Their
attitude towards the Nephilim is rather to trap them to discover their secrets. Their purpose is
mysterious. Historically, the Mysteries are the various initiatory societies of antiquity. First secret human
societies, heirs of Prometheus and having reigned during Antiquity.

Periods of Incarnation
Certain historical periods have seen many Nephilim reincarnate without knowing the causes with exactness.

All have been marked by great occult quests whose repercussions are still felt today and which are often
deeply marked by the exoteric history of men.

You who want to understand the ins and outs of our world, know the secret mechanisms and understand the
esoteric struggles that tear it apart, you will have to look at this past that you believed for ever. Know that the
past is dead only if death has passed ...

The scholars divide the invisible history into five major periods. The dates framing his periods are subject to
caution because not everyone takes the same events to mark the beginning and the end. It is true of the
Invisible History as of the history of men ...

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The Elemental Wars [-8000 to -5000]

The Neolithic Peoples


The memory of the Kaims was lost in the vapors of Orichalca, which polluted the magic fields and destroyed
the wisdom of the Kaims. After the Fall, the struggle against the Promethean Glaives and the Elemental
Wars, some Fallen laid the foundations of the civilizations to come, where human beings and Nephilim could
perhaps cohabit. In the ruins of the magical world of Kaim emerged the first legends stemming from
sometimes distorted rumors: the existence of the Agartha, the sacrifice of the Selenim, the survivors Kaïms
of Hyperborea ... The Golden Age of the Kaim was gone. There was that of esotericism.

The Compact Secrets

The Danu Thuata


Ireland, Erin la Verte, became after the fall a sanctuary, cleared of the Promethean Glaivees by the action of
the Formers (a group of Selenim) and where the telluric forces were concentrated. There, a group of
Nephilim, the Danuan Thuata laid the foundations for a new compromise linking them to humans. Erin
became a new sanctuary where the seekers of Hyperborea flocked. But forgetful of history, the Nephilim
drove out the Selenim. Then began a fratricidal war that saw the emergence of the magical kingdom of Tir-
Na-Nog'th. But the Selenims, accompanied by Orichalque's creature, swept over Erin. They were finally
defeated and when the Celts disembarked, a millennium later, a new agreement was reached. To men the
earth, to the Nephilim the Sidh, the subtle Plans.

Egypt of Akhenaten
Akhenaten shattered Invisible History and marked the invisible world forever. His reign was a turbulent
period, agitated by the betrayal of Horemheb who rallied the Mystes and by the revolt fomented by
Tubalcaan, the future founder of the Baton. The Nephilim did not follow Akhenaten, not understanding why
he threw down a thousand-year compromise. Only a handful of Defeated allied themselves with the
enigmatic Bohemians to assist and protect him during his esoteric quests which would lead to the creation of
the 22 Major Blades or Arcana which are all the way that lead to the Agartha.

The Hermetic

The Troy war


This legendary battle told by Homer is only the exoteric reflection of a fratricidal and bloody struggle that tore
the immortals. The Nephilim had laid the foundations of a great civilization which reigned over the
Mediterranean basin of which the Trojan war had begun the decline. A group of Fallen gathered around the
figure of Aphrodite removed Helen, a disciple of Hermes the Trimegist and stole the Blade of the Pope,
thinking to obtain power. The nascent Arcanes became involved in this war, and the Nephilim rallied on
either side, as did the Mystes of the East, the West (who rallied the Podarcides), and the Septentrion (who
rallied the Atrides ). This war marked the end of Aïon's compact.

Babylon
The beginning of the reign of Nebuchadnezzar marked the beginning of a compromise similar to that of
Ai'on.Behind the cults often hid an Arcane or a Brotherhood of Nephilim. Thus, the cult of Mardouk, tutelary
god of the city, hid an alliance between Nephilim and Jewish Kabbalists led by Mir-Ka-El, first disciple of
Melkisedek.Its searches are progressing with great pace and the sanctuary of Babylon lasts until its
withdrawal from the world. Then came intestine struggles, opposing Myst, Nephilim, and Selenim. The city
will not survive the death of the Great King.

Alexander The Great


A child with a promising Ka-Sun, Alexander was initiated at the age of thirteen by Nephilim to exalt his Ka-
Sun. They spawned a monster, eager for conquests, terrestrial and magical. During his reign Major Arcana
and Minor sometimes worked together for the good of the people. But Alexander rebelled against his
mentors and developed a fierce hatred towards the Pope as Major Arcana. His armies reduced to ashes the
Philosophical Demeures which sheltered the Blades. The Arcana were united against the Golden Tyrant. His
reign was marked by the realization of great works of his fall marked the end of the compromise that bound
Arcana Major and Minor.

Carthage
Carthage was the crucible of an alliance between Selenim and Nephilim. Under the tutelage of Baal, Prince
of the Arcane without Name, Adopted by Temperance and Cursed worked together to uncover the secrets of
the Black Moon and to help the Selenim in their search for the Agartha. But this alliance was regarded as a
threat by the Eastern Mysts, and the Sword, rallied by a Nephilim conspiracy known as the Son of the Blue
Moon, fell upon Carthage, which was nothing but smoldering ruins.

722
The War of the Gauls
The Stick and the Sword are fighting to death in the wings of the Roman power. But the shadow of the eagle
extends over the world and the Nephilim must choose between flight and fierce struggle. The Sanctuaries fall
one after another and the Major Arcana retreat from these murderous struggles. Only Egypt, where the
Maison-Dieu works, seems to be able to slow down Roman expansion. The fall of the Celtic sanctuary marks
the end of the Compromises ...

The Incident Jesus


The story of this Nephilim is that of a creature escaping from its parents. On the occasion of an exceptional
astral conjunction, certain Arcanne Majeures attempted an experiment to create a human / Nephilim
hybrid.Experience was the success that we know and Jesus, since that was his name, illuminated the
secular world and occult of its immense sapience. He discovered the Tree of Life and cleared the Kabbalah,
making human and Nephilim benefit from his knowledge and wisdom. The Nephilim society then worked for
its loss, seconded by the Temple which had conquered the Mysteries and wanted to permanently establish
its temporal and spiritual power. He was handed over to the secret societies and put to death. But his words
and his discoveries were to mark forever the occult world and the profane world.

The Secret Wars

The Arthuriades
Thus the initiates name the epic of King Arthur and the Knights of the Round Table. Before their invasion by
the Roman troops, the islands of Brittany, particularly rich in magic currents, were the seat of the Sanctuary
of the Sunset, a compromise uniting men and Nephilim. Arthur, revealed by Merlin, Prince of Arcanne XI,
awakened the ancestral forces of his kingdom and brought him closer to the Akashic archipelagos. The
Pendragon, seconded by a brotherhood of Nephilim had to confront initiated and profane enemies. His
Kingdom and his work remain forever anchored in the Akashas.

The Albigeoise Cruise


During this dark period, the Temple was seen to establish its hegemonic power over the Kingdom of
France.Nothing seems to stop his ascent and the culmination of the Great Plan. Yet the Bateleur worked to
stem this long ascent by laying the foundations for a new compromise between men and Fallen in Occitan
lands. The nobles of Aquitaine and Languedoc, eager for spirituality and spirituality, embraced this new
faith. But the arm of the Temple fell with the violence which is known on the fortresses and towns of
Albigensia. Massacres and bonfires succeed each other, and Catharism dies at Monségur. But a tenacious
legend would like that a small group would have fled with the Cathar treasure, in which some would see the
Grail ...

The Fall of the Temple


The Order of the Templars, the exoteric facade of the Arcanne Minor of the Baton, was at its apogee and
served the drawings of the Grand Master of the Temple, of which Jacques de Molay was only the
puppet.Philip IV the Fair, advised by the Nephilim incarnated in William of Nogaret, caused the solid edifice
to collapse, and the Templars dispersed to Europe to escape the King's justice. But they prepared their
vengeance by founding the Inquisition and fomenting political conspiracies aimed at destroying the Kingdom
of France.

The hundred years war


The Templars, desirous of taking revenge on France and Philip IV the Fair, who hindered the Great Plan,
hatched England from political conspiracies which culminated in the Hundred Years War. The Kingdom of
France owed its survival only to Nephilim, grouped around Joan of Arc (an Eolime), and Gilles de Rai (some
of whom murmured that it would be a powerful Selenim), who both ended up crushed in The machinery of
the Temple.

The Fall of Granada


Granada, the last Muslim kingdom of Spain where Jews, Christians and Muslims lived with respect for each
other, was for some time a haven of peace for the Nephilim. The efforts of several Major Arcannes in the
Seven Triumphant Virtues, a workshop made up of Nephilim, extended his authority over the region.
But the Temple, although enfeebled, was already working to reconquer its power. The Order of Malta, which
controlled a part of the Inquisition, worked to bring down this two-and-a-half centuries-old Kingdom in 1492.

The Italian Renaissance


The Italian Renaissance marks the renewal of the influence of the Major and Minor Arcana on the secular
world. If the Mystes remain discrete but influence the illustrious men in the dark, the Temple and the Denier
seek to establish their influence on the Church as Alchemy takes its rise ... In this occult crucible arts,
philosophy and mysticism will develop.

The sling

723
A child of the remarkable Ka-Sun, the heir to the crown was initiated by the Sun. But the project failed and
the King fell under the combined influence of the Mysteries and the Devil. The gypsies came out of the
shadows, but their court of miracles, where Esmeralda was evolving, was swept by the Temple, one of the
five members of the Glorious Alliage, the founders of Alchemy.
The epoch saw the great ones of this world turn to the occultism. The Minor Arcana took advantage of it to
assert their hold on human society and the Major Arcana to extend their influence ...

The French Revolution


This period is dominated by human conspiracies. The majority of the Nephilims were here more attentive
than actors in this great upheaval which lives the crown of France. The Denier is the Arcanne Minor which
emerges grows from this troubled period while the Temple disappears in the person of the King its main
ally. However, some Major Arcannes were very active during this period. This is the case of the Papacy who
initiated the project of the Encyclpopédie and the Etoile led by the Chevalier d'Eon.

The Victorian Apogee


Victorian England is aware of its power. The Mysteries and the Temple work in the lowlands of London and
among the English population. Jack the Ripper roams in Whitechapel, perfect incarnation of the vices of the
city.But it was Aleister Crowley, a prominent member of the Hermetic Order of Golden Dawn who was the
inevitable actor of this end of the century. A member of the Roses + Cross, he claimed to have reached the
Agartha and embarked on quests whose consequences were a great upheaval in the magical fields. Many
Nephilim worked against Crowley, even going so far as to arm the Staff against him. This was the end of the
Golden Dawn, but the disturbances caused by Crowley would engender the Great Awakening, the massive
awakening of the Nephilim in the next century

The revelation

The Black Years


By gaining power, Hitler tipped Europe and the occult into the turmoil of history ... Berlin became the crucible
of esoteric research and manipulation. In the shadow of Hitler gravitated many initiatory societies such as the
Germanic Confraternity of Zagreus (manipulated by the Sword), the New Order of the Temple, the Society of
the Vril (the Cup), part of the Arcane V (The Pope), some adopted of the Devil and the Selenims ...
The Third Reich multiplied the occult offensives by attacking the Jews, the gypsies, using energy and
resources in the search for the Hollow Earth, the Kingdom of Thule, the Grail, the Ark of the Alliance ...
Various occult factions , Beginning with the Synarchy and many Nephilim, believed that they could
manipulate the Brotherhood of Thule, an esoteric group initiated by the Temple and pulling the strings of the
Nazi regime before fiercely opposing it. The Bohemians raised the veil of mystery which surrounded them,
enabling Nephilims to join them to fight at their side against the Reich. The Temperance, the Hanged and the
God House activated all their means to fight against the Thule Bruderschaft. Nobody emerged unscathed
from this dark period.

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The Kabbalah
The Summoning Worlds: Creation

In the beginning was Ain, nothing, then came Ain Soph, the unbounded space. Finally came Ain Soph
Aur, the infinite light,which expanded to fill Ain Soph, but contracted to give existence to Kether, life and the
spirit of the light. Thus was Kether born from nothing. But Kether carried within itself the two infinities, Ain
the infinitely small, which expanded by contracting its heart, and Ain Soph Aur, the infinitely large that
aspired to fill the unbounded space of Ain Soph. The heart of Kether could contract no further, and thus
Kether expanded as had Ain Soph Aur before, to fill Ain Soph. However, to expand it was required to
emanate new principals to fill this void and produce Malkuth, the physical world, which is but an aspect of
Kether.
But Kether alone could not generate Malkuth. Thus Kether emanated Chokmah, the male principle, then
Binah, the female principle. Chokmah contained the spirit of Malkuth, which could be channelled through
Binah to form Malkuth. One can see this in Ain, Ain Soph and Ain Soph Aur: Ain, nothing, could not extend,
only Ain Soph contained the possibility of extension, realised and focused by Ain Soph Aur. Thus, Kether
cannot in itself extend, Chokmah contains the spirit of this expansion, but it is only through Binah that
creation is realised.
Malkuth appeared then, but its nature was too crude, it required refinement and it fell away. The shock of its
fall created Chesed and Geburah, but they were cut off from their parents Chokmah and Binah by the
Abyss (Abyssal zone) called Daath which was formed by the ‘hole’ left by the fall of Malkuth. This new
couple, Chesed and Geburah formed Tiphereth in their turn.
Then from Tiphereth was formed Netzach and Hod, they in turn formed Yesod, the foundation of Malkuth.
Finally Malkuth was fulfilled, the kingdom, and material world, which could expand and fill Ain Soph. Thus
the Universe had been born, by the will ofthe one.

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The Tree of Life
The Creation of the Universe

In the beginning was Ain, nothingness. Then came the Ain Soph, infinite space, without limit. And finally the
Ain Soph Aur, the infinite light, which first fills the Ain Soph, then contracted, giving rise to life, the very
essence of light:Kether . Thus Kether was born of nothingness. But Kether carried within himself the two
infinites, the infinitely small of the Ain, which she tended to attain by contracting her heart, and the infinitely
great of the Ain Soph Aur, which in her aspired to fill the space Without limit of the Ain Soph. If Kether'sheart
could contract, his unity forbade him to spread too much, for Kether is above all a point, the center where Ain
Soph Aur has regrouped.

For more information on this phase of removal and refilling

De Kether had therefore to emanate Malkut , which would be the physical world capable of filling the Ain
Soph. Malkut is only one aspect of Kether . ButMalkut could not be engendered
by Kether alone. From Kether first emanatedChokmah , the masculine principle, then Binah , the feminine
principle.Chokmah contained the essence of Malkut , but this energy had to be channeled
through Binah . This can be compared to the Ain, the Ain Soph and the Ain Soph Aur: the Ain, nothing could
not extend, only the Ain Soph contained the possibility of extension, concretized by the Ain Soph
Aur. Thus,Kether can not extend alone, Chokmah contains the essence of this expansion, but it is only
through Binah that creation can be concretized.

Malkut then appeared, but this apparition was too brutal, and required new stages. The shock of this delayed
birth was, however, violent, and the newly created couple, Chesed and Geburah, were cut off from their
parentsHokmah and Binah by an Abyss called Daath . This new couple could then create Tipheret , of
which Malkut was to be issued. The cycle of creation was completed, but Malkut still had to be
formed. From Tipheret was formed a new couple, Netzah and Hod, who in turn formed Yesod , the
foundation ofMalkut . Finally came Malkut , the kingdom, material, which could fill the Ain Soph. Thus the
Universe was born, by the sole will of the One.

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Horizontal and Vertical Subdivisions of the Tree of Life

Considering this vertical subdivision more closely, we find that the central column, the royal column, consists
of four Sephiroth : Kether (the Crown, uniting Hochmah and Binah ), Tiphereth (Beauty,
uniting Hesed and Gebourah), Yesod The foundation, uniting Netsah and Hod ) and Malkuth (the Kingdom
receiving all Sephirotic emanations). Placed under the domination of Kether , this column balances,
harmonizes and reconciles all the oppositions present in creation. It is the Central Pillar which, because of its
position, corresponds in a certain way to the Axis Mundi of the ancients, that stable and immobile axis
around which the creation is organized.

In Christendom, Axis Mundi was very early assimilated to the vertical axis of the cross, highlighting the
quality of stability and immobility characterizing the axis of the world. Also, the position and stability of this
axis have made the central column a living symbol of the divine presence within the created world. In this
sense, it represents the creative principle itself structuring the universe incessantly. This column symbolizes
the divine power that animates the universe and in which everything has "life, movement and being".

As for the right-hand column, it is formed of


the following three Sephiroths :Hochmah (Wisdom), Hesed (Grace) and Netsah (Victory). Placed under the
domination of Hochmah , she embodies the masculine and active pole of creation. It is called the "Pillar of
Mercy" since it contains within itself life and mercy. For the Freemasons, it corresponds to the column of
Yakin.

As for the left column, it is formed of the following three Sephiroths : Binah(Intelligence), Gebourah (Rigor)
and Hod (Glory). Placed under the domination of Binah , she embodies the feminine and passive pole of
creation. It is sometimes referred to as the "Pillar of Rigor" since it embodies all forms of judgment and
rigor. It corresponds to the Freemasons at the column of Boaz, the "House of the Force".

Thus, the columns of left and right represent the two polarities at the origin of everything. They also evoke
the two columns that Hiram Abiff erected in front of the vestibule of the Temple of Solomon .

Concerning the polarity of the columns, it is also interesting to point out that a Sephirah , belonging to one
side of the Tree of Life , can not transmit its proper quality to the lower Sephirah which is in the same column
Without passing through the Sephirah which is opposed to it and complementary, according to the original
outline of the Flashing Flash. So if Hochmah(wisdom) transfers her power to Hesed (the Grace) located just
below her, she must pass through Binah (Intelligence). Similarly, when Binah (Intelligence) transmits his light
to Gebourah (Rigor), it must first pass through Hesed .

To this subdivision of the tree are also added several horizontal subdivisions highlighting different ontological
dimensions specific to the Sephiroth . Thus, a traditional subdivision reveals the Tree of Life as a
superposition consisting of three triads projecting into the tenth and last Sephirah , Malkuth .

The first triad or "supreme triad" is obviously composed of Sephiroth Kether(Crown), Hochmah (Wisdom)
and Binah (Intelligence). This first triad corresponds to the essential and ontological principles of creation. At
the level of the microcosm, it symbolizes the spiritual dimension of man.

The second triad is composed of Sephiroth Hesed (Grace) and Gebourah(Rigor) and Tiphereth (Beauty). It
corresponds to the cosmological principles of creation. At the level of the microcosm, it symbolizes the higher
self.

The third triad is composed of the Sephiroth Netsah (Victory), Hod (glory) and Yesod (the Foundation). It
corresponds to the cosmic powers and the creative act. At the level of the microcosm, it essentially
symbolizes the personal ego.

Finally, the Sephirah Malkuth (the Kingdom) corresponds to the divine Immanence, that is, to the presence of
God in the bosom of all things. On the level of the microcosm, it evokes the bodily dimension perfectly united
to the spirit.

To this first horizontal subdivision is added a second subdivision very important for the kabbalists. It consists
in dividing the Sephiroth into three categories:
- the first is formed of the three upper Sephiroths: Kether (the Crown),Hochmah (Wisdom)
and Binah (Intelligence). It constitutes what the Kabbalists call the Macroproscope.
- the second division comprises the following six Sephiroths : Hesed (Grace)

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and Gebourah (Rigor), Tiphereth (Beauty), Netsah (Victory), Hod (glory) andYesod (the Foundation). It then
forms the Microprosope.
Finally, the last division consists exclusively of the tenth Sephirah Malkuth (the Kingdom) and constitutes
what the Kabbalists call the Shekinah.

The Macroprosope
The first three Sephiroth Kether (the Crown), Hochmah (Wisdom) and Binah(Intelligence) form what the
Kabbalists call the Great Face or Macroproscope (Alrich Anpin). Sometimes it is also called "the Longanime".
They are symbolized by the three letters Aleph, Yod and Noun which form the word Ain: non-being. In this
sense, the Macroproscope represents the hidden face, the primordial force preceding the six days of
creation. Within this supreme triad, Kether (the Crown) embodies the undifferentiated form
of Hochmah(Wisdom) and Binah (Intelligence). It reveals the Mysteries of the Great Face to itself: it
corresponds to the "Ancient of the Ancients" or the "Ancients of Days".

The Microprosope
The six following Sephiroth, Hesed (Grace)
and Gebourah (Rigor), Tiphereth(Beauty), Netsah (Victory), Hod (the glory) and Yesod (the Foundation) form
the Small Face or Microprosope ). Sometimes it is also called "the Impatient".The Microprosope reveals the
mysteries and lights of the Macroproscope, enclosed within it. These Sephiroth thus represent the revealed
face of God, the six days and the creation. As a synthesis of all Sephirotic emanations,Tiphereth (Beauty)
embodies in itself the mysteries of the Little Face: it corresponds to the "King" or the "Son".

Let us add that the alliance of the Little Face and the Great Face forms the world of unity (the Yichud),
symbolizing the ideal union of being and nonbeing.

The Shekinah
Finally, the tenth Sephirah , Malkuth (the Kingdom), forms in itself a third subdivision of the Tree of Life . It is
the Shekinah, that is, the divine presence and immanence. It is sometimes called the "Wife", the "Bride" or
the "Bride" of the King. It represents the seventh day, that of the Sabbath. In the Song of Songs, a couple of
lovers evokes the relationship that God (the King) maintains with the Shekinah (His presence in all things).

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Sephiroth, Olanim and the Pillars
The word Sephirah (plural Sephiroth) indicates in Hebrew a "numerical emanation". What is this? It is the
idea of something generated by another thing, and in a certain order. Thus, as one has just seen it, the
Creation of the Universe consisted of the successive emanation of ten Sephiroth, from Kether, the spark of
divine life, to arrive finally at at Malkuth, the material world.

Sephiroth are thus, in the order of involution: Kether, Chokmah, Binah, Chesed, Geburah, Tiphereth,
Netzach, Hod, Yesod and Malkuth. This order is known as "involution" because it is in the universe was
created. The opposite order, or order of evolution,
is that which the kabbalist will have to follow to join again with the original power, the spark of divine life
which sleeps in each one of us and which leads to Agartha.
However, one never should lose sight of the fact that each one of these Sephiroth contains a piece of all the
others: On the one hand, the heritage of those located "upstream", and on the other hand, energy necessary
to generate those which are "downstream".
Let us now look at outline structure of the Tree of Life. The emanations of the ten Sephiroth are thus
positioned that one can gather them in coherent sets. The grouping that one can make are as follows:
Initially: Kether, Chokmah and Binah,
Second: Chesed, Geburah and Tiphereth
Third: Netzach, Hod, and Yesod
Finally: Malkuth.

One can thus observes four "groups" of Sephiroth, which one calls Worlds or Olanim (singular Olam):

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Olam of Atziluth, The world of the emanation, the World of Arch Angels
Principal Sephiroth: Kether, Chokmah and Binah.
Colour: The white of the radiation (colour also associated Kether).
Elemental Correspondence: Fire
Typical Creatures Ka levels:28 and higher.
Tarot Suit:The Wand
This Olam is closest to the divine light of the Single one. Thus, the creatures of Atziluth are by far most
powerful and most dangerous. Atziluth is the world of divine, of the spark of original divine life, Agartha.
However, as pointed out earlier, each Sephirah is present in all the others. Thus, Aztiluth is not only present
in Kether, Chokmah and Binah, but in the seven other Sephiroth also. However, this "piece" of Atziluth, is
tinted by the dominant Sephirah in which lies, but it still invokes the principle of the original emanation of
Sephiroth, their roles in the creation of the universe and the will of the Single one.
The summoner can Invoke from this world the kings and queens of the magic fields. They are proud beings
and some are like gods in their stature. It is the most dangerous world for the summoner, for those Invoked
often try to escape and bring the Nephilim back with them into their world, as servants. The summoner must
make pacts with theses magic entities to earn their services.

Olam of Briah, The world of creation, World of angels and Demons.


Principal Sephiroth: Chesed, Geburah and Tipheret.
Colour: The blue of the sky.
Elemental Correspondence: Air
Typical Creatures Ka levels:22 to 28
Tarot Suit:The Sword.
It is the Olam that really initiated the creation of the
universe after the separation of Daath. The creatures of this
Olam if they are less powerful than those of Atziluth are still of great capacity and intelligence, usually with
complete autonomy. In this world are great powers that govern parts of the magic fields. Angels are classified
in a hierarchy related to each field, but a single archangel dominates each elemental all hierarchy.

Olam of Yetzirah, the formative world, Uat, The astral world


Principal Sephiroth: Netzach, Hod and Yesod,
Colour: The purple, union of the blue of Briah and the red of Assiah.
Elemental Correspondence: Water
Typical Creatures Ka levels:15 to 21
Tarot Suit:The Cup
It is Olam that was the focus for the formation of Malkuth, which is directly emanates from it. The creatures
of Yetzirah are less powerful than those of Atziluthand Briha others, and are generally the executors of the
will of higher entities. In general they constitute the "choruses angelica", made of angels of moderate power.
Yetzirah is the world of emotion, of the psyche, intermediary between the Sky and the Earth. Yetzirah evokes
the formation of the world, the ultimate stage before the formation of the Earth, and thus each Sephirah is
associated, in Yetzirah, with a planet of our universe.

Olam of Assiah, the world of the action, the Material World


Principal Sephiroth: Malkuth
Colour: The Red of blood, the red of the earth.
Elemental Correspondence: Earth
Typical Creatures Ka levels:1 to 14
Tarot Suit:The Pentacle
The creatures of this Olam are weakest, and are generally servants. They are easily invoked and controlled,
but their power is
limited. It is the world of Fairies, Korrigans, Leprechauns, and primary elementals

Certain kabbalists make the following regrouping:


Kether for Atziluth;
Chokmah and Binah for Briah;
Chesed, Geburah, Tipheret, Netzach, Hod and Yesod for Yetzirah
Malkuthfor Assiah.

This way of gathering Sephiroth is neither better nor worse than that presented here, because it should well
be realised that the limits are not rigid. The significant one is to remember this idea: Atziluth, the world of the
emanation, generated Briah, the world of creation, by a rupture (that this rupture is the rupture of Daath or
the division of Kether in two principles masculine and female). Briah then could give rise to Yetzirah, a
world where Malkuth could be formed, only Sephirah of Assiah, the material world. In addition, as it later
will be seen, only the six Sephiroth of Chesed with Yesod have well established planetary
correspondences. That justifies this original regrouping, which places in Yetzirah, the world of the planetary
correspondences, the six Sephiroth in question.

What it is not easy to comprehend is the priority in this regrouping by worlds, as each world is present in
each Sephirah and conversely each Sephirah is present in each world. Thus, a creature of Cabal will belong

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to Sephirah on the one hand, and a world on the other hand, the two things having only little
correspondence. This possible correspondence lies in the fact that there are on average more creatures of
Atziluth in Kether, Chokmah and Binah than in other Sephiroth for example. But this is absolutely not
a general information. Let us take for example Adonaï, the Premier Master of Creation, Great Emerald Grail
It is of course a creature of Malkuth, and yet it is also a creature of Atziluth.

Let us come now to a second regrouping . If one looks again at the history of the creation of the universe,
one realises that certain Sephirothare gathered by couples. Thus one can note the presence of the
Chokmah-Binah couple, which generated the Chesed-Geburah couple, and finally the Netzach-Hod couple,
resulting from Tiphereth. And each time, in each couple, one will be able to
note the presence of a male, positive principle, carrying the seed, active ingredient, and the presence of a
female principle, which makes it possible to grow the seed.

Sephiroth are thus classified; those that are associated the male principle, and those that are associated the
female principle. Lastly, a third group gathers Sephiroth which, balance between the two and do not form
part of such a couple. These three groups are called the pillars or columns, in reference to the pillars of the
temple of Solomon:

Yachin, The pillar of the mercy,


Placed on the right, is called Yachin. It comprises Sephiroth carrying seed, of the male, positive aspect of
creation, namely Chokmah, Chesed and Netzach. It is associated the Asian yang, with all that insufflates
the life and leads to its development. Marked Hebraic letter Yod (the first of the word Yachin), it is often
represented like a column white in colour. It is called also sometimes pillar of the Force, in opposition to the
Form, as creative Force.

Boaz, The pillar of the Severity


Placed on the left, is called Boaz. It comprises Sephiroth receptacles of the seed, Sephiroth tinted of the
female, negative aspect of creation, in the sense that they tend to restrict this creation: Binah, Geburah and
Hod. It is associated the Asian yin, with all that contains, reabsorbs and confines the life in order to better
control it. Marked Hebraic letter Beth (the first of the word Boaz), it is often represented like a column black
in colour. It is called also sometimes pillar of severity, or even pillar of the Form, in opposition to the Force,
as Form which moulds the energies that from comes the Force from Yachin.

The pillar of balance,


This pillar comprises Sephiroth which are have a balanced union of the two principles, namely Malkuth (our
world), Yesod (the door towards the higher spheres), Tiphereth, (the divine child of Chesed and Geburah),
and finally Kether, Sephirah of the illumination,

These Sephiroth are perfectly balanced between the two principles from which they were generated.

The Tree of Life thus has a geometric structure where these groupings are visible. Four circles, accounting
for the four Olanim, intersect each other, while remaining centred on a vertical axis, surrounded by two other
axis, these three segments representing the three pillars.

The Worlds
Lastly, a further kabbalistic structure can be established if one pays attention to moods of the creatures found
outside of Assiah. It is difficult to recognise the world of origin of an entity and requires a great
understanding of the Mysteries of the occult science. Thus only Kabbalistes having reached the second circle
of initiation, that of the Pentacles, can claim to recognise all subtleties that this implies. Indeed, the Tree of
Life is present in all the magic fields, all the intermingled elements. If one observes in vision-Ka a
particular aspect of a given magic field, one will note that it has certain characteristics (its colour) which
shows that it belongs to a particular element, but also a kind of "behaviour" which distinguishes it from the
others aspects. This is very difficult to distinguish, and the kabbalists had to wait not less than one
millennium after the diffusion of the Cabal (Due in part to the Jesus incident) for a rigorous classification to be
established. Each "aspect" of magic field thus belongs to one among five categories of "humours". These
moods and motivations correspond to what is usually called the Worlds of Cabal, in which live the creatures
that are called upon by the summoning and rituals of the kabbalist. Each World contains the Tree of Life in its
entirety, and it has a mood that all creatures of the World are bound to and follow closely. These worlds are:

Sohar, the Perfect World.


Sohar is a world of structure, codes, and ethics, where respect is to be observed. The creatures of this world
are very fastidious in their principles, which has consequences upon a Kabbalist who concentrates upon this
world. Its study is ritually repetitive and rigorously codified, and thus those who study this world are regarded
as the most religious of Kabbalists, holding to thousand-year-old traditions but whose direction remains
obscure.

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Zakaï, the Pure World,
Zakaï is a world where the nature of the universe is expressed in its greatest purity. Thus, the creatures of
this world are often very close to the elements, and Kabbalist which follow the ways of this world are often
attached to the safeguarding of this elementary purity, endangered since the Fall and the corruption of the
Orichalka. They are aware of this danger, and fight with honour to restore the integrity of the magic fields.

Pachad, the World of the Apocalypse.


Pachad is a world where the magic fields are perpetually subjected to the cycle of the change. The places
which Pachad conceals are often places of a great beauty, but this beauty is ever temporary, and often
fades from such places leaving the most sordid decrepitude, dissolution, and rot, until again these fertile
places re-appear from the blighted landscapes. The creatures of this world are often the workers of the cycle
of renewal, and Kabbalists of Pachad are often of changing mood, difficult to encompass. They work in
sympathy with the cycles of the nature, which are ascending cycles, such as creative, or of downward cycles,
destroying.

Meborack,the World of Balance.


Meborack is a world where all is only harmony, subtle learnedly proportioned nuances. In Meborack,
everything is finely balanced, it is this that gives the landscapes of this world its startling beauty. The
creatures of this world are always concerned with balance, and the same can be said of the Kabbalists of
Meborack who research the balance of the central pillar of the Tree of Life. It is those which seek to restore
in a thing to harmony, synonymous with perfection.

Aresh, the World of the Adversity.


Aresh is a world where all is conflict and fury. The five elements are devoted to this war which started at the
beginnings of times, and all the creatures of Aresh, to a degree, are intended for the combat. In the same
way, Kabbalists of Aresh are in general frightening combatants, who seek in this way to go beyond of
oneself by overcoming adversity. Their goal is not just the destruction of the adversary but also the
progression through tests, both physical as spiritual.

It is clear to see how the Tree of Life is organised. The double structure of Sephiroth, distributed on three
pillars, and the Worlds (Sohar, Zakaï, Pachad, Meborack and Aresh), are added to the structure of the
Olanim, present in each one of the Sephiroth, but dominant in some of them (dependant on whatever
grouping one chose to adopt). A creature of Cabal will thus be determined by all these characteristics at the
same time: The Sephirah of which it comes, the world of which it comes, Olam to which it belongs,
and of course, its Ka-element, when it is mono-elemental.

The 10 Sephiroth
First of the thirty-two ways towards wisdom, emanations numerical of Single, the sephiroth expresses the
various stages of creation of our world such as wanted the Single one. It is only by including/understanding,
with wrong way, the significance and the major symbolic system of these various successive stages that
Kabbaliste will be able to touch with ultimate comprehension, that from the Single one.

We will describe each sephirah one after the other, while starting with Kether to finish by Malkuth, by
adopting each time the same format of description: initially the Hebraic name of the sephirah, then the idea
which it chairs, finally the divine names associated the sephirah, divine names which are also the names of
the entity reigning on the sephirah (invocations of these terrible entities are compiled in Zohar). We will then
mention, for each sephirah, the name of the archangel who takes care on Kabbalistes in this sephirah.
These archangels, ten, are all of the creatures of the olam of Briah and depend on the sephirah Tipheret,
the central sephirah of the Tree of Life. They are the lieutenants through the Tree of Life of the entity reigning
on Tipheret. Each one of them has more particularly in responsibility of take care on such or such sephirah.
After the name of the archangel the name of the choruses angelica will be indicated, in other words the
generic name which one often gives to the angels (creatures of Yetzirah) of this sephirah. The canonical
colour of the sephirah will be also mentioned, as well as the corresponding command of the Torah.
The planet associated in Yetzirah, the planetary world, will be also quoted, before a short description of the
sephirah.

Kether: the Crown


Torah: You will have no other Gods
Name: Ehieh (I am)
Astrology: universe, Sphere of the Primum Mobile, Pluto
Colour: White
Archangel : Metatron
Angels: Chaoyt-ha Kadesh
Magical Images: White Briliance
Tarot Cards: The 4 Aces
Angelic Hierarchy of Pseudo-Dionysus:Seraphim
Muse: --Mark of Cadency : Label

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Theosophic Equivalent: logoic Plane
Kether is the ultimate sephirah, of which comprehension is the goal of the whole kabbalistic search. The
creatures of Kether are the emanations closest to Single , they are the emperors of the various worlds of
Cabal (Aresh, Sohar, Zakaï, Meborack, Pachad), the most powerful creatures of Atziluth and the most
powerful princes of the Tree of Life.

Chokmah: Wisdom
Torah: You will make no graven image
Divine Name : Iah, Iod Tetragrammaton, YHVH (Lord)
Astrology: stars, zodiac, Uranus
Colour: Grey
Archangel : Raziel (Ratziel)
Angels: Ofanim/Auphanim
Magical Images: Bearded Patriarch
Tarot Cards: The 4 Twos
Angelic Hierarchy of Pseudo-Dionysus:Cherubim
Muse: Urania (astronomy)
Mark of Cadency : Cresent
Theosophic Equivalent: logoic Plane
Chokmah is the sephirah first of the pillar of the mercy, sometimes called pillar of wisdom by identification. It
is pure, creative energy but chaotic, the grandfather who generates but can devour his children. It incarnates
the most paramount aspect of the column of the mercy, pure energy. Kabbaliste that arrives in Chokmah
included/understood the principles that governed the creation of the universe, it has the energy and the
wisdom of the two pillars necessary to any creation.

Binah: the Intelligence


Torah: You will not take my name in vain
Divine Name: Ieve, YHVH Elohim (Lord God)
Astrology: the solar system, the axis mundi, Neptune
Colour: black
Archangel : Tzafkiel
Angels: Aralim
Magical Images: Celestial Queen
Tarot Cards: The 4 Threes
Angelic Hierarchy of Pseudo-Dionysus:Thrones
Muse: Melpomene (Tragedy)
Mark of Cadency : Molet
Theosophic Equivalent: logoic Plane
Binah is the sephirah first of the pillar of the severity, sometimes called pillar of the intelligence by
identification. It is the matrix, the feeder grandmother, that which channels energy to give the life, but can
also absorb it. Like Chokmah, it incarnates the most paramount aspect of its column, that of the severity, the
pure form. Kabbaliste that arrives in Binah includes/understands how the universe could be formed and, for
this reason, Binah is also the sephirah of the intimate comprehension of the paramount mechanisms of any
thing. It is often improperly associated Saturn, which is the planet associated with the wound, the test and the
difficulty present right before Binah and right after Chesed: the pit of Daath. Indeed, Binah is the first
sephirah of the olam of Atziluth, the olam of the last circle of Cabal, the circle of the Keys. Its comprehension
is thus made more difficult by the initiatory jump that represents Daath.

Chesed: the Mercy


Torah: You will honour your father and your mother
Divine Name:El
Astrology: Jupiter
Colour: blue
Archangel : Tzadkiel
Angels: Chashmalim
Magical Images: An Enthroned Priest-King
Tarot Cards: The 4 Fours
Angelic Hierarchy of Pseudo-Dionysus: Dominations
Muse: Clio (History)
Mark of Cadency : Martlet
Theosophic Equivalent:Monadic Plane
Virtue: Obedience.
Chesed is the central sephirah of the pillar of the mercy, of which it bears the name. Less paramount and
primitive that Chokmah, Chesed is the father who gives the life. Mercy, it incarnates the reasoning creative
powers, he is the king, the magician, the priest, the power right and generous.

Geburah: the Severity


Torah: Thou shall not kill
Divine Name: Elohim Gibor (Almighty God)

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Astrology: Mars
Colour: Red
Archangel : Kamaël
Angels: Seraphim
Magical Images: Armed Warrior King
Tarot Cards: The 4 Fives
Angelic Hierarchy of Pseudo-Dionysus:Virtues
Muse: Calliope (Epic and heroic poetry)
Mark of Cadency : Annulet
Theosophic Equivalent: Atmic Plane
Virtue:AUN that is pronounced “ON” and signifies: Strength, Valour, Virility.
Geburah is the central sephirah pillar of the severity, of which it bears the name. Less paramount and
primitive than Binah, Geburah is the mother who works within life, educates it. Often forces, it incarnate the
powers which form the body and the spirit, the war and the military severity.

Tiphereth: the Beauty


Torah: You will honour the Sabbath
Divine Name: Eloah, YHVH Eloah Va Daath (Lord God of Knowledge)
Astrology: Sun
Colour: yellow, gold
Archangel : Raphaël
Angels: Malakim
Magical Images: A Divine Child solar king, sacrificed god.
Tarot Cards: The 4 Sixes
Angelic Hierarchy of Pseudo-Dionysus:Powers
Muse: Polyhymnia (Hymns and sacred music)
Mark of Cadency : Fleur-de-lis
Theosophic Equivalent: Buddhic Plane
Virtue:Devotion to God’s Work
Tiphereth is the sephirah located at the centre of the Tree of Life. Except notable for Malkuth, it is connected
by ways to all the others sephiroth. It is the first sephirah of the olam of Briah, the sephirah-crossroads
from which Kabbaliste encounters definitely more difficulties of being directed in the Tree. It is starting from
Tiphereth that it apprehends the major levels of the worlds of Cabal. Associated the light, its symbolic system
is that of the convergence of magic energies, of the crossroads, and much of creatures which live Tiphereth
fill the role of guides. In particular, lieutenants of Eolah Va Daath, the entity which reigns on Tiphereth, are
the Archangels of Tiphereth, the ten archangels who guide Kabbaliste through the Tree of Life.

Netzach: the Victor


Torah: Thou shall not steal
Divine Name : Tétragrammaton Sabaoth, YHVH Sabaoth (Lord of Hosts)
Astrology: Venus
Colour: green
Archangel : Ariel/Haniel
Angels: Elohim
Magical Images: A Naked Amazon
Tarot Cards: The 4 Sevens
Angelic Hierarchy of Pseudo-Dionysus:Principalities
Muse: Trepsichore (Dancing and choral music)
Mark of Cadency : Rose
Theosophic Equivalent:Mental/Astral Plane
Virtue:??
Netzach, the sephirah located at the foot of the pillar of the mercy, evokes the most concrete aspects of this
mercy. It is the sephirah comfort , it is also the donneuse one of life. Associated to the feeder divinities, it is
also the cure and many are the creatures of Netzach able to look after the body and the spirit.

Hod: Splendour
Torah: Thou shall not bear false witness
Divine Name: Elohim Tzabaoth (God of Hosts)
Astrology: Mercury
Colour: orange
Archangel : Michael
Angels: Beni Elohim
Magical Images: A Hermaphrodite.
Tarot Cards: The 4 Eights
Angelic Hierarchy of Pseudo-Dionysus:Archangels
Muse: Euterpe (Music and lyric poetry)
Mark of Cadency : Cross moline
Theosophic Equivalent:Mental/Astral Plane
Virtue:Veracity and Truth

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Hod, the sephirah located at the foot of the pillar of the severity, evokes the most concrete aspects of this
severity. In fact, it is of intellectual severity, analysis and theoretical comprehension. This sephirah , often
associated the comprehension of the magic Fields, is often brought closer divinities such as Mercury,
Hermès and Thoth, of the divinities who propose intellect.

Yesod: the Foundation


Torah: Thou shall commit adultery
Divine Name: Shaddaï, Shaddaï el Shaï (All mighty Living God)
Astrology: The Moon
Colour: purple
Archangel : Gabriel
Angels: Kerubim
Magical Images: An Ithyphallic Youth
Tarot Cards: The 4 Nines
Angelic Hierarchy of Pseudo-Dionysus:Angels
Muse: Erato (Love poetry)
Mark of Cadency : Double quatrefoil
Theosophic Equivalent: Etheric/Physical Plane
Virtue:Chastity, Independence
Yesod is the sephirah located at the foot of the pillar of balance. It is almost the realisation of our physical
world, an outline which remained only at the stage of the idea. Sephirah of the illusion and the emotions,
Yesod is the first sephirah of the olam of Yetzirah, the first true difficulty that Kabbaliste encounters on the
way of its search. It will have to start by learning how to see beyond appearances. Such is the teaching of

Yesod, the sephirah of illusions.


Malkuth: the Kingdom
Torah: Thou shall not Covert
Divine Name: Adonaï, Adonaï ha-Eretz (Lord of the Earth)
Astrology: Earth
Colour: brown, amber
Archangel : Sandolphan
Angels: Ashim
Magical Images: A veiled maiden.
Tarot Cards: The 4 Tens
Angelic Hierarchy of Pseudo-Dionysus:Saints
Muse: Thalia (Comedy and pastoral poetry)
Mark of Cadency : --Theosophic Equivalent: Etheric/Physical Plane
Virtue: Discrimination
Malkuth is the kingdom, the sephirah nearest to our physical world. It is only the olam of Assiah and, for this
reason, easiest to interpret for initial Kabbaliste. The landscapes of the universes of Malkuth, as the
creatures that populate this sephirah, are closest to what one can contemplate in our physical world.
Malkuth very often comprises universes which are the exact copy, the counterpart in the magic Fields of
worlds located in our physical universe.

Daath: Knowledge and the Abyss, the non-seraph


Astrology: Saturn
Colour: Emptiness, Dark Purple, near black
Arch-demon: Choronzon
Magical Images: Janus, God of Door-ways
Tarot Cards: The Devil?
Daath is a non-sephirah and was formed when Malkuth initially fell away. It forms a gateway high within the
Tree of Life to the Qlippoth, the Tree of Death.
It is through Daath that the'negative' summonings are called. These are entities that are formed from
corrupted or impure elements , they tend to be horrific, ‘insane’, or spiritually regressive creatures.
The first entities are tied to the power of Orichalka.
The second group consists of entities of the impure elements, Black Moon Ka, Black Fire Ka, etc. these
entities suffer from entropy in the ‘positive’ universe and quickly disperse.
The final group, the corrupted elements, twisted by Khaiba and Chaos. Some are spontaneous occurrences
of khaiba-based elementals or "Beasts", commonly believed by the Strength Arcanum to spring from
Abaddon, Drakaon or the Gate of the Dragon. Others are Chaos summonings, employed by the Devil
Arcanum (such as " Tuhat, the Mad Ape of Chaos" - a Khaiba based entity).

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The Forces at work in Creation
The One, the Creator, the God’s head sits at the pinnacle at Kether. The quest of Argatha is the seeking of
understanding and wisdom, the evolution of the spirit and its eventual comprehension and acceptance of its
oneness and part of the divine, to rise from Malkuth and journey towards the Godhead that emanates from
Kether. Opposing this rise to the one, are the forces of Khaiba, the many who deny understanding and
wisdom, they exist for the moment and causality, ignoring the spiritual, tied inexorably to the material. These
forces sit out side the tree of life, tainted and dispersed, they are the Qlippoth. These instinctual energies
permeate the tree of death seeking headway into the sphere of Malkuth, seeking to rise up and engulf it.
Upon the tree Daath and the lesser veils of the abyss are gateways to the realms of the Qlippoth that lies
below Malkuth, here the emanations of the one can not reach, here the empty shadows of Khaiba rule.

Qlippoth: The inverted Tree of life


Kingdom of Shells, known as the Qlippoth or Kelippot. This Infernal kingdom is also known as Hell, though
what is intended is not exactly the same as the popular conception of the place of torment. Qlippoth means
"shells" and consist of debris left over from an influx of divine force too strong for the lower planes or
sephiroth to withstand. The shells are considered as realms containing demons or evil spirits as
a negative reflection of the Tree of Life. The Qlippoth is divided into the Seven Abysses that are said to lie
below Malkuth. They are known as Gehenna, Death's Shadow, Death's Gate, Mire of Mud, Pit of Corruption,
Place of Destruction, and Sheol. The qlippoth is an inversion of the Tree of Life, so the realms
corresponding to the Supernals lie furthest from Earth. The qlippoth is said to consist of impure and twisted
elements, Black Ka elements; tohu (impure earth), bohu (impure water), darkness, etc.

Ghenna: the Garbage Dump


Associated sephirah: Malkuth & Yesod
Qlippothic Name: Lilith (Queen of Night) & Gamaliel("Obscene One")
Vice: Lust and Greed

Tzel-Maveth: the Shadow of Death


Associated sephirah: Hod
Qlippothic Name: Samael("Poison of God", “Falsity”)
Vice: Falsity

Shaare-Maveth: the Gate of Death


Associated sephirah: Netzach
Qlippothic Name: Oreb Zaraq (Ravens of Dispersion)
Vice: Theft

Tit ha-Yeven: the mire of mud, Clay of Death


Associated sephirah: Tiphareth
Qlippothic Name: Thagirion ("Litigation", “The Hagglers”)
Vice: Death

Bar Shachath: the Pit of Corruption


Associated sephirah: Geburah
Qlippothic Name: Golachab ("Flaming Ones", “The Arsonists”)
Vice: Loss of respect

Abbadon: the Pit bottomless pit, Place of Destruction.


Associated sephirah: Chesed
Qlippothic Name: Gasheklah (“The Smiters”)
Vice: Lack of Discipline

Sheol: the Grave, Depths of the Earth, The Deepest Hell.


Associated sephirah: Binah, Chokmah, & Kether
Qlippothic Name: Satariel ("Hiding", “The Concealers”), Ghagiel ("Hinder", “The Hinderers”), and Thaumiel
("Twins", “Contending Heads”)
Vice: ??

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Changes from Traditional Kabbalah
Binah is no longer linked to Saturn
Kether gains Pluto
Daath gains Saturn, loses Pluto
Chokmah gains Uranus
Michael and Raphael are ‘swapped’ as Archangel of their seraphs & Elements.

The name of the Dweller in the Abyss is Choronzon, but he is not really an individual. The Abyss is empty of
being; it is filled with all possible forms, each equally inane, each therefore evil in the only true sense of the
word - that is, meaningless but malignant, in so far as it craves to become real. These forms swirl
senselessly into haphazard heaps like dust devils, and each chance aggregation asserts itself to be an
individual and shrieks 'I am I! ', though aware all the time that its elements have no true bond; so that the
slightest disturbance dissipates the delusion just as a horseman, meeting a dust devil, brings it in showers of
sand to the earth.

The Satariel or Concealers have the traditional image of a giant, horned demon's head hidden beneath a
heavy veil. In reflected form, they represent the view that ultimate reality is nothingness, or that nothing
actually exists: the standpoint of nihilism. In their pure form, they represent the decision to embrace the unity
of the Supernals by rejecting all that lies below the Abyss.

The Augiel or Hinderers are given the form of distorted giants entangled in the coils of serpents. In reflected
form, they stand for the idea that all that exists is precisely the flurry of experiences that the Cabala labels
the World of Assiah, and that nothing beyond the realm of experience has any reality at all: the standpoint of
relativism. In their pure form they stand for the decision to reject the unity of the Supernals in favour of the
diversity of the realms below the Abyss.

The Thaumiel or Twins have the traditional image of twin heads borne on the wings of bats. They have no
bodies, it is said, because they always seek to unite themselves with other beings and forces. In their
reflected form, they symbolise the belief that the only thing that exists is oneself. The standpoint of solipsism.
In their pure form they symbolise the decision to see the conscious self as equal to, or containing, the
Supernal Unity itself.

Seven Palaces of Briah

Hekel Qadosh Qadeshim, Holy of Holies


Corresponding Sephirah: Supernals

Hekel Ahabah, Palace of Love


Corresponding Sephirah: Chesed

Hekel Zakuth, Palace of the Purified


Corresponding Sephirah: Geburah

Hekel Ratzon, Palace of Joy


Corresponding Sephirah: Tipareth

Hekel Etzem Sehmaim, Essence of the Heavens


Corresponding Sephirah: Netzach

Hekel Thushiah, Palace of Abundance of Wisdom


Corresponding Sephirah: Hod

Hekel Garen ha-Saphir, Court of Sapphire


Corresponding Sephirah: Yesod & Malkuth

Seven Heavens of Yetzirah


The Araboth Plains, 7th Heaven. Presided over by Enoch
Corresponding Sephirah: Supernals

Makon, Established Place, 6th Heaven, Presided over by Moses


Corresponding Sephirah: Chesed

Maon, the Refuge, 5th Heaven, Presided over by Abraham


Corresponding Sephirah: Geburah

Zebul, Habitation, 4thHeaven, Presided over by Michael


Corresponding Sephirah: Tipareth

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Shahakim, Clouds, 3rd Heaven, Presided over by Jacob
Corresponding Sephirah: Netzach

Rakiyah, the Firmament, 2nd Heaven, Presided over by Elijah


Corresponding Sephirah: Hod

Vilon, veil of Heavens, 1st Heaven, Presided over by Joseph


Corresponding Sephirah: Yesod & Malkuth

Crisis points on the Tree.


The first is the Valley of the Shadow of Death. This occurs on the Path of Tav just above Malkuth. This is
the 32nd Path and is attributed to the planet Saturn. One may think of this as the pain of being fired from the
Bow of Qesheth. On this path one leaves the mass mind and his or her accustomed cohort and forms
associations with a new group of spiritual seekers. A form of death is experienced here, but this is death to
the old way of life.

The second crisis is the Lesser Dark Night of the Soul . This occurs on the Path of Samech where it is
crossed by the Path of Peh. Mars is the associated malefic for this crisis, which has been called a crossing
of the Gulf. This experience is the rending of the Veil of Paroketh. The veil referred to is, in this context, the
illusion that the personality is the true Self. This illusion must be shattered as the personality consciousness
yields to the individuality consciousness. This is also a form of death, the death of the personality. This
experience is depicted by the Blasted Tower (Key 16) which shows personal selfhood forever overthrown by
a glimpse of illuminated consciousness.

The third crisis the Greater Dark Night of the Soul. From the experience of the Lesser Dark Night, one can
infer that this is the transition from the individuality consciousness to the divine consciousness. This occurs in
the desert of Path 13 and is associated with crossing the Abyss. We may attribute the abyss at Daath to the
planet Pluto, and hence this experience is an experience of Pluto. This is the crisis of great dissolution, the
final experience of death, comparable to the Lake of Fire.

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The Sephiroth

The Sephiroth

The word Sephirah (plural Sephiroth) designates in Hebrew a "digital emanation". What is it ? It is the idea of
something engendered by something else, and in a certain order. Thus, as we have just seen, the Creation
of the Universe consisted in the successive emanation of ten Sephiroth, from Kether, the spark of divine life,
to arrive at Malkut , the material world. The Sephiroth are, in order of
involution: Kether , Chokmah , Binah , Chesed ,Geburah , Tipheret , Netzah , Hod , Yesod and Malkut . This
order is called "involution" because it is the one in which the universe was created. The reverse order, or
order of evolution, is the one that the kabbalist must borrow in order to be able to reconnect with the original
power, the spark of divine life that sleeps in each of us and leads to the Agartha. But be careful, one must
never lose sight of the fact that each of these Sephiroth contains a parcel of all the others: on the one hand,
the inheritance of those situated "upstream", and on the other hand, the energy necessary for Generate
those that are "downstream".

To the number of 10, the Sephiroth are the ten principles, the ten stages of the kabbalistic quest. They are
considered emanations of the Unknowable, the infinite par excellence.

They each carry Hebrew names that give us a key to access their understanding.

The Ten Sephiroth

• Kether: Crown
• Chokmah: Wisdom
• Binah: Intelligence
• Chesed: Mercy
• Geburah: Rigor
• Tiffet: Balance
• Netzah: Victory
• Hod: Beauty
• Yesod: Foundation
• Malkut: Kingdom

Malkut

Sephirah of the material world, She is the receptacle of all influences. Malkuth embodies the ultimate stage
of form, dense and palpable, unable to exist more concretely. It is our universe, our planet, our body and all
animate and inanimate things that surround us. Malkuth is the Kingdom of imagined forms finally
realized. Malkuth is also the place where the links between force and form degrade and break, the threshold
where one "renders the soul", where what can not be assimilated becomes dejection. The challenge of man
is undoubtedly to be able one day to master the myriad of energies and influences that are agitating in his
kingdom. Associated with the mother-goddesses of the earth like Demeter and Céres. Graceful and
generous goddesses but also of great dignity, because participating in this mystery that the Kabbalist
tradition expresses with these words: "Malkut sits on the throne of Binah". Its inhabitants are sometimes a
little frustrated and unmanageable because they are associated with primary forces, elementary.

Yesod

Sphere of emotion, it is for the Kabbalist the place par excellence of the emotions, the feeling of the
conjunction between the instinct and the spirit. Yesod-Foundation is the first great door to the whole Tree of
Life, to the astral world that symbolizes the magic fields. She conceives the shapes mold, sculpts them,
ensures their integrity. It shapes the river of life from Netza'h in the complex structures elaborated by
Hod. She selects images resulting from the union of these two principles to keep only the sketches pure and
balanced. These images, these plans, these architectures, will become matter in Malkuth.Thus Yesod is the
foundation of all things incarnating. As a union of two principles, it is pleasure and enjoyment. Associated
with the moon, it is the Sephirah of the illusions and makes it possible to invoke spectral creatures, difficult to
define and which deceive the understanding. These invocations are regarded as ghosts, batting spirits or
specters by humans. The Nephilim know that they love to play tricks on their summoners.

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Hod

Sephirah of the understanding, the spirit of computation and understanding. Here, the analytic aspect of the
mind is set in motion.Hod is associated with formalisms, logic, formal systems, and rationalism. It is Glory
because it expresses the recognition of knowledge mastered, codified and delivered to all. Hod dissects the
impulses of Netza'h, analyzes and opposes, dismisses and argues.The flow of Netza'h, channeled by Hod,
generates a bulimia of knowledge, a versatility, an extreme inventiveness through which the Nephilm
displays structured ideas and winged inspiration. He who seeks to know everything, who "devours"
information, is often found in the sphere of Hod. Under the influence of this Sephirah, man tries to
understand an object by analyzing it. Hod is the receptacle of frozen knowledge (books), in this sense it is
the guardian of the secrets, knowledge and memory of the world. He can, through the mastery of this
Sephirah, come to a better understanding of the world around him. The creatures invoked are deemed to be
helpful and autonomous in their movements.

Netzah

It is the Sephirah of occult intelligence, the union of the intellect and the faith; As well as emotions, feelings
and more generally impulses, attempts at immediate comprehension. The creatures invoked act directly on
the emotions buried in each of us, they can bring to the surface of the mind instants of intense joy or extreme
pains.Netza'h is mystical enthusiasm, confidence and enthusiasm. Netza'h is Victory because it is goal
reached, suitability. It nourishes the attempts at understanding in which one tries to resonate with the object
that one seeks to understand. The Nephilim reaching this circle of initiation emphasize empathy and are
often listening to others. They like to wear turquoise.

Tipheret

Tipheret is located in the middle of the initialistic journey of the Kabbalist towards the Agartha. Mediating
intelligence and union of influences. It is beauty, harmony of forms and ideas. It is a point of equilibrium but
also a crossroads: the place where transmutation of energies is possible. In this sense it is associated with
sacrifice (renouncing an acquired to achieve a greater state of consciousness). After having mastered
matter, illusion, reason and emotion, the Nephilim ventures into the hidden knowledge that gives power. It is
the sphere of the Sun, transmutations and metamorphoses, besides The sun that consumes itself
permanently to shine is the symbol most used This Sephirah marks the rupture and asks the Nephilim much
effort to recover Cause. It contains rather magical creatures that interest the Nephilim himself. Kabbalists
arriving at this level like to wear pale golden yellow or pale green yellow.

Geburah

It is the sphere of Mars, the Warrior King in general, divine justice and strength. The inflexible steel, the
scarlet as well as everything that evokes the austerity, the simplicity and the rigorous discipline of the
Spartans are to be compared to this sephirah.It goes against Chesed's cohesion process. It is force because
it disperses, war because it opposes, chaos because it destroys. It is courageous because it tests the
creations of Chesed. She is often associated with the principle of Evil and with Satan, the Adversary, "the
one who sows discord". This does not mean that Geburah is "evil" (see qualities of the Sephiroth). Order and
chaos are two essential principles for the equilibrium of the world. From this point of view, it is not surprising
that mathematics and modern physics also echo it. Geburah explores the brute strength of magic fields. The
energies used are powerful and violent, they are often used for destruction.The creatures invoked are angry,
dangerous and difficult to handle. The Nephilim developing the end of this circle become violent, aggressive,
active, overflowing with energy. They like to wear red hot and amber.

Chesed

Sphere of Jupiter, she is the Sephirah of the merciful and peaceful king, priest and legislator. This Sephira
encompasses cohesive intelligence and state-receptacle of all powers.The forms made possible by Binah
are maintained and fueled by Chesed. By these, the Kabbalists associate with their invocatory works the
divine powers of paternity and heaven: Zeus or his brother Poseidon or the Etruscan Tinia. This sphere
channels wild energies. It is associated with principles of order, synthesis and assimilation. In terms of
attitude, it is compassion and magnanimity.The Nephilim manages to control magical powers and use them
to dominate. He then becomes a magician-king. For the other Nephilim, he holds the external signs of the
occult powers. The Nephilim reaching this Sephirah symbolically take a scepter and the color blue.

Binah

The 3rd Sephirah densifies and concentrates the flow of Chokmah. Binah is associated with the feminine
principle. She is the Mother in all her ambiguity: she who gives life, that is, who shapes the first impulse to

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give it form, but also that which gives death, the eater of Sex, swallowing the dead: Any limitation of the
divine being doomed to destruction. This restriction of Chokmah in Binah marks the birth of Time. Sephirah
of intelligence, lucidity, vision, represents infinite Contemplation and Understanding, which already induces a
certain duality: we understand something (which was then foreign to us) while we are wise Synthesis,
union).Perhaps this is one of the Sephiroth's most difficult to apprehend. The creatures of this Sephirah have
a very extensive intelligence and knowledge in many fields. They are precious allies of the Nephilim.

Chokmah

It is the Sephirah of wisdom. Eternal grandfather, protector but also devourer of his children, this sphere is
the sephirah of the ancient and archetypal Revelation. The top becomes the underside and what is at the top
goes down. The second Sephirah is expansion, a surge in which everything exists in an undifferentiated
way. It is movement: the animating point becomes line and acquires the first dimension. Chokmah represents
the first impetus, the inexorable flow, the concept-father which potentially contains all the others, the
masculine principle. It is Wisdom in the sense that it embodies the ultimate state before total fusion with God
(cosmic consciousness).

The Nephilim who enters Chokmah is close to the Agartha. The creatures that are found in Chokmah are
either of immense power or constitute gates for the fulfillment of the Nephilim.

Kether

First of the Sephiroth, Kether is associated with the One, the creative principle, eternal and unknowable
God. It embodies the divine spark itself. This "incarnation" is devoid of form, even mental, and can be
understood, according to the Kabbalah, only by making one with it, by becoming a god. It is the crown, the
ultimate goal of all Nephilim. Very few kabbalists want to talk about it so much the creatures associated with
this sphere are close to the Demiurge. The entities there are usually the kings of the kabbalah worlds. Only a
Nephilim who has reached the level of mastery can invoke the creatures of that sephirah which is that of the
Temple of Inner Wisdom.

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The Daath case
Daath is considered a non-sephira, it is not represented in the Tree of Life, it is an invisible sephira.
It is called "knowledge".

It is the place where consciousness is made during our realization. This place contains everything that has
happened to us since the origin of the world in good and evil. It is in the axis of the middle pillar where kether
and thiphereth are. And is also located between Binah (intelligence) and Hochmah (Wisdom), at the place of
the throat probably because it is there that we pronounce the Word. She is said to be the child
of BINAH andHOCHMAH .

Any transformation of man in his ascension emits a flow of form through the sephiroths and is necessarily
passed through daath in the vertical axis, just as by Malkut - Yesod - Tipheret - Kether

Daath would be the place of conscious realization of our experiences of lives. It is also the place where is
reflected and contained the memory of the world and therefore the compilation of the Six lower sephiroths.

Indeed, the world was created in 6 days on the seventh day God rested. The lower Sephiroths are therefore
6 in number (Yesod -Hod- Netsah-Tiphereth - Hesed -Gebourah) the 7th being Malkut (the kingdom) the
place where things take shape, reality. This is why Daath resonates with the Malkut sephirah. It is by Daath
that we become aware of the crystallization in Malkut , as the realization of our individual. But it is also
contained what our obscure consciousness, and our work qliphots extration of these peels are prostitutes of
the tree. All the Sephirotic energies passed by Daath, which will give us the knowledge of the conscious
realization of our experiences both good and bad. This non sephira would also be stored where our little
deaths, the sum of all our previous incarnations and probably karma. Daath is the total consciousness of the
whole, from the beginning, since for some kabbalists it is the original matter, the primordial matter on which,
at the beginning of the world, God has passed his breath to fertilize it. It is because it is the substance of
Creation that matter is capable of containing memory. And the mind awakens this memory by touching the
matter as the breath of the wind makes the strings of an eolian harp vibrate."

To venture into Daath is not advisable, for one must be really ready, as evil and good are contained in it in a
tension and an extreme concentration since the beginning of Creation. Wanting to meditate or awaken daath
intentionally can create a significant psychological imbalance, because we would not be able to assimilate
everything we could see, let alone understand it, because the awareness that takes place at this level Is not
peculiar to the intellect or to our mental reasoning, but is equivalent to consciousness at the end of our
accomplishment and realization when we have finally succeeded in uniting the spark of sephirots and
qliphots.

743
The Dark Sephiroth
The Sephiroth can be deformed because they no longer belong to Atziluth's Olam. Each evil Sephirah is
incarnated in the form of an Archidemon for Briah, Demonic Legions for Yetsirah and planets mischievous for
Assiah.

The Archidemons bear principles contrary to those conveyed by the Archangels Rectors of Order, opposing
or distorting the creative forces present in Briah.They also have demonic legions that work directly unlike
angelic choirs.

Sephiroth Sephiroth dark Archidemons

Kether Gehenomoth (The Valley of Death) Belzebudd (the Old God)

Hochmah Gehenoum (the Valley of the Oblivion) Python (the Serpent)

Binah Gehenne (the Valley of the Sleep) Belial (the Rebel)

Hessed Ozlomoth (The Doors of Death) Asmodeus (the Executor)

Geburah Irasthum (the Shadow of Death) Merimim (the Demon of the South)

Tipheret Bershoat (the Well of the Abyss) Satan (the Opponent)

Netzah Tit Aïsoun (Ordure or Mud) Abaddon (the Exterminator)

Hod Abron (the Perdition) Astaroth (Spy)

Yesod Sheol (the Pit) Mammon (the Cupidity)

Malkut Aretz (the World) Behemoth (the Beast)

Belzebudd : It governs the Legion of the False Gods and its main function is to awaken and to stimulate the
forces of the Death leading to the establishment of a vacuum and a nihilation of being. Belzebudd also
arouses in man the development of a morbid madness leading him to concretize all sorts of works of
destruction and annihilation. Thus, the genocides are inspired by this Archidemon. Similarly, the
development of nuclear weapons is a direct responsibility of Belzebudd.

Python : It governs the Legion of Minds and its main function is to sink the universe into disorder and chaos,
making it unsuitable for the development of life. Python also arouses in man all kinds of mortiferous impulses
inciting him to dissociate himself from the realities of the spirit in order to give pre-eminence to the claims of
his ego. He awakens in him all illusions leading him to turn away from the truth.

Belial : It governs the Legion of the Vases of Iniquity and its function consists essentially in ensuring the
supremacy of the forces of crystallization and obscuration within the creation. Belial also arouses in man all
sorts of mortiferous impulses inciting him to turn away from his true origin and consequently to refuse to
assume its responsibilities. Finally, it arouses the morbid obstinacy to revel in a state of mediocrity and
blindness.

Asmodée : it governs the Legion of the Avengers of Crimes and its main function is to ensure the supremacy
of the forces of denaturation within the creation. Asmodeus also arouses in man all sorts of mortiferous
impulses inciting him to squander the forces of life which animate him by cultivating an adulterous
relationship (that is to say, established outside the authority of the " Spirit) with matter.

Meririm : It governs the Legion of the Prestigiators and its main function is to ensure the supremacy of the
forces of inertia and destruction within the creation. Meririm also arouses in the home all sorts of mortiferous
impulses inciting him to give up and not to pursue the path leading to the fulfillment of his true destiny: to
unite with divine realities.

744
Satan : It governs the Legion of the Powers of the Air and its main function is to ensure the supremacy of the
forces of dissociation and the disintegration of unity within creation. Satan also arouses in man all kinds of
mortiferous impulses inciting him to appropriate or subjugate the divine power (that of the spirit) for purely
egocentric ends.

Astaroth : It governs the Legion of Accusers and Executives and its main function is to ensure the
supremacy of the forces of ignorance within creation. Astaroth also arouses in man all sorts of mortiferous
impulses inciting him to cultivate a purely mechanical interpretation of existence where every dimension
transcending reason is systematically evacuated.

Mammon : It governs the Legion of Tenters and Watchmen and its main function is to ensure the supremacy
of the forces of deformation within creation. Mammon also arouses in man all kinds of mortiferous impulses
that incite him to make a purely external image of the world around him, this perception leading him to idolize
the appearance to the detriment of the essence, The quantity to the detriment of the quality and finally having
it to the detriment of being.

Behemoth : It governs the Legion of the Damned Souls and its main function is to infuse, within the creation,
a tendency to disorder favoring a return to chaos. It thus embodies the principle of entropy, that is to say a
process of disorganization or destruction contrary to any form of life and by which a reality returns to the
primordial chaos. In this respect, aging is perhaps the best example of the hold exercised by the
Beast. Behemoth also arouses in man all sorts of mortiferous impulses inciting him to establish ugliness and
death within creation.

The Legions act to divert man from the divine spheres: they thus pursue the work of the ancient serpent by
which man fell, disassociating himself from the divine will. Their action is therefore opposed to that of the
angelic choirs which they openly combat.

Sephiroth Sephiroth dark Demonic Legions

Gehenomoth
Kether False Gods (the Thamael)
(The Valley of the Dead)

Gehenoum
Hochmah Spirits of Lie (the Chaygidel)
(The Valley of the Oblivion)

Gehenne
Binah Vases of Iniquity (the Satoriel)
(The Valley of the Sleep)

Ozlomoth
Hessed Avengers of Crimes (the Ganichiloth)
(The Gates of Death)

Irasthoum
Geburah Prestigiators (the Galab)
(the shadow of death)

Bershoat
Tipheret Powers of the Air (the Tagarinim)
(The Well of the Abyss)

Tit Aïsoun Furies sowing machines from Maux


Netzah
(Ordure or Mud) (The Harab Seraphel)

Hod Abron (the Perdition) Accusers and Executors (Samael)

Yesod Sheol (the Pit) Tentators and Watchers (the Gamaliel)

Malkut Aretz (the World) Damned Souls (the Reshaïm)

745
The Legions

Les Thamaël : Tradition attributes to these dark beings the function of opposing the appearance of any form
of life within creation. Moreover, their action at the level of human consciousness mainly arouses the
development of various forms of religious fanaticism and ideological persecution.

The Chaïgadel : Tradition attributes to these dark beings the function of nourishing the divisive and divisive
forces under the influence of which the various forms of life are brought to disorganization and
chaos. Moreover, these evil beings deceive men with all sorts of illusions and artifices (pseudo-prophecies,
false miracles, ...), thus inciting them to rebel against those who govern them (religious or monarchical
authority).

The Satoriel : Tradition attributes to these dark beings the function of obscuring the deep essence of each
thing by making their destiny hidden or diverted. Moreover, these evil beings arouse in man an existential
anguish causing him to obstinately refuse to assume his destiny.

The Ganichiloth : Tradition attributes to these dark beings the function of inciting creatures to place
themselves outside the divine and cosmic laws, thus triggering cataclysms and multiple
catastrophes. Moreover, evil beings endeavor to defeat all that man can undertake of good, good or good,
thus hindering the moral and material evolution of the world.

The Galab : Tradition attributes to these dark beings the function of nourishing the negative forces of
involution. In this sense, these evil beings arouse in man a strong opposition to any attempt to undertake an
initiatory and spiritual step, awakening fear or laziness and causing the neophyte to find himself in a state of
torpor or inertia.

The Taganirim : Tradition attributes to these tenebrous beings the function of hindering by all possible
means the fulfillment of the divine will. In this sense, these evil beings help to disconnect the individual from
his true values, gradually placing him in a state of bondage to the outside world.

The Harab Seraphel : Tradition attributes to these dark beings the function of destroying harmony and being
at the origin of the multiple forms of desolation, discord and ruin. Moreover, these evil beings lead man to no
longer know how to look with the eyes of the heart, becoming little by little a prisoner of his instinctual
impulses. He is then led to corrupt all the realities with which he comes into contact.

The Samael : Tradition attributes to these dark beings the function of establishing false relations between the
divine spheres and the material plane.Moreover, these evil beings lead man to place his intellect under the
yoke of the instinctual and self-centered impulses of the personal self, thus leading him to apprehend the
world under the exclusive gaze of his own ego.

The Gamaliel : Tradition attributes to these dark beings the function of perverting and distorting the spiritual
principles during their incarnation on the material plane. Moreover, these evil beings lead man to construct a
vision of the real, gradually causing him to disconnect from the world around him.

The Reschaim : Tradition attributes to these tenebrous beings the function of misleading men by inspiring
them with works contrary to the interests of the spirit. They are the supreme instructors of schools of black
magic, actively contributing to the development of the power of the ego and a certain worship of the
superman.

In Assiah, each Sephiroth can also undergo a deformation and then appears in the form of an evil planet.

Sephiroth Sephiroth dark Mysterious planets

Gehenomoth
Kether The spiral form (Reshit Hagalgalim)
(The Valley of the Dead)

Gehenoum
Hochmah Uranus (Masloth)
(The Valley of the Oblivion)

Gehenne
Binah Saturn (Sabbathai)
(The Valley of the Sleep)

746
Sephiroth Sephiroth dark Mysterious planets

Ozlomoth
Hessed Jupiter (Zedek)
(The Gates of Death)

Irasthoum
Geburah Mars (Madim)
(the shadow of death)

Bershoat
Tipheret Sun (Schemeah)
(The Well of the Abyss)

Tit Aïsoun
Netzah Venus (Noga)
(Ordure or Mud)

Hod Abron (the Perdition) Mercury (Cokhab)

Yesod Sheol (the Pit) Moon (Levanah)

Malkut Aretz (the World) Earth (Holomessodoth)

747
The Olams: The Kingdoms
The Four Kingdoms (or Olams)

Let us now turn to a sketch of the structure of the Tree of Life. As has been seen, the emanation of the Ten
Sephiroth has been made so that they can be grouped together into coherent
sets. Kether , Hokmah andBinah , the three original Sephirahs, separated from the seven others by Daath,
the Abyss or Abyss, because of the fall of Malkut . Then,Chesed , Geburah and their "child" Tipheret, the
three really creative Sephiroth. FinallyNetzah , Hod and Yesod , which allowed the formation of Malkut . We
thus observe four "groups" of Sephiroth , which have been called Worlds or Olanim (singular Olam):

- Olam Ha'Assiah : it is the material world, of the action where the weakest creatures live, the servants. It
only includes Malkut , the final sephirah. They are very easy to invoke and control and their power is
limited. It is the world of Little Peoples, fairies, elves, little devils, primary elementals and other fariboles. Its
associated color is red, red blood, red earth. Assiah is also sometimes put in correspondence with the
element Earth, the earth of our planet and our material world, and therefore in the tarot with the Miner
Arcanum of the Denier.

- Olam Ha'Yetzirah : the world of formation, groups Netzah, Hod and Yesod. It is the Olam who saw the
concretization of the formation of Malkut , which is directly emanated from it. It is the astral world where
magical creatures of medium importance live, constituting the "angelic choirs". They are the executors of the
higher powers. Yetzirah evokes the formation of the world, the final stage before the formation of the Earth,
and therefore each Sephirah is associated, in Yetzirah, with a planet of our universe, the Earth being of
course posterior to the other celestial bodies and therefore corresponding to Malkut . Yetzirah is the world of
emotion, of the psyche, intermediate between Heaven and Earth. The color associated with it is therefore
violet, union of Briah blue and Assiah red. We also sometimes put Yetzirah in correspondence with the
element Water, the water of the spring, which nourishes the world and which flows from the higher spheres,
and therefore in the tarot with the Arcana Minor of the Cup. Inside each magic field, they are quite
similar. The Kabbalist finds it difficult to distinguish them and their generic name is enough to invoke
them. They are called angelic or evil choirs, as the case may be. They are more autonomous than the Assiah
people and stay longer in our daily reality. They are commanded by the creatures of the upper Kabbalist
world.

- Olam Ha'Briah : the world of creation, groups together Chesed , Geburahand Tipheret . It is the Olam who
actually initiated the creation of the universe, after the separation of Daath. It is the world of archangels and
prince-demons. Briah is the world of spirit, of intellectual elevation, and the color that is associated with it is
the blue of heaven. We also sometimes put Briah in correspondence with the element Air, the air of spiritual
elevation, and thus in the tarot with the Minor Arcanum of the Sword. In this Olam there are great powers that
govern several parts of each magic field. The angels are classified in a hierarchy specific to each field, but all
the hierarchies are dominated by a single archangel. These angels have a complete autonomy, a fully usable
intelligence and they are difficult to control.

- Olam Ha'Atziluth : the world of emanation, groups Kether , Hokmah andBinah . It is the Olam that is
closest to the divine essence of the One. Thus, Atziluth's creatures are by far the most powerful and
dangerous. Atziluth is the world of the divine, the spark of divine original life, the Agartha.However, as noted
above, each Sephirah is present in all the others. Thus, Aztiluth is not only present
in Kether , Hokmah and Binah , but in the other seven Sephiroth also. This "plot" of Atziluth, if it is
nevertheless tinted by the dominant Sephirah in which it is found, will always evoke this principle of the
original emanation of the Sephiroth, their roles in the creation of the universe and the will Of the One. The
color associated with Atziluth is the white of the radiation (color also associated with Kether ). We also
sometimes put Atziluth in correspondence with the element Fire, the primordial fire, and therefore in the tarot
with the Minor Arcanum of the Staff.

It is the world of the dominant. The kabbalist can invoke the kings and queens of certain parts of the magic
fields. They are proud and some almost like divinities. This Olam is the most dangerous for the Kabbalist
because often his invocation will seek to escape and bring the nephilim back into the magic fields as a
servant. It is often necessary to make pacts with these magical entities. The angels of the world of Briah
usually form their court.

748
749
Pillars
Let us now turn to a second grouping that can be carried out. If we take the history of the creation of the
universe, we realize that some Sephiroth are grouped by couples. Thus we can note the presence of the
couple Hokmah -Binah , who spawned the couple Chesed - Geburah , and finally the coupleNetzah - Hod ,
from Tipheret . And each time, in each couple, we can note the presence of a masculine principle, positive,
carrying the seed, the active principle, and the presence of a feminine principle, which makes it possible to
passively concretize this seed, destroying by The couple's raison d'être.

The Sephiroth are thus classed on the one hand those which are associated with the masculine principle, on
the other hand those associated with the feminine principle. Finally, a third group brings together the
Sephiroth who, in balance between the two, are not part of such a couple. These three groups are called
pillars or columns, in reference to the pillars of the temple of Solomon:

* The pillar of mercy , placed on the right, is called Yachin. It features the Sephiroth bearers of seed, the
male aspect, positive of creation, namely Hokmah , Chesed and Netzah . It is associated with the Asian
yang, with all that breathes life and pushes for its development.Marked with the Hebrew letter Yod (the first of
the word Yachin), it is often depicted as a white column. It is also sometimes referred to as the pillar of the
Force, as opposed to Form, as a creative force.

* The pillar of rigor , placed on the left, is called Boaz. It includes the Sephiroth receptacles of the seed, the
Sephiroth tinted with the feminine aspect, negative of creation, in the sense that they tend to restrict this
creation: Binah , Geburah and Hod . It is associated with the Asian yin, with everything that contains, resorbs
and confines life in order to better control it. Marked with the Hebrew letter Beth (the first word of the word
Boaz), it is often depicted as a column of black color. It is also sometimes called the pillar of severity, or even
the pillar of Form, as opposed to Force, as the form of the mold in which the Force of Yachin is inscribed.

* The pillar of balance , the central pillar, is that to which the Kabbalist must tend in fine. This pillar
comprises the Sephiroths, which are marked by a balanced union between the two principles,
namely Malkut , our world, Yesod, the door to the higher spheres, Tipheret , the divine child
of Chesed andGeburah , and finally Kether , The Sephirah of enlightenment, a perfect balance between
these two principles which it has itself engendered.

It is also interesting to point out that a Sephirah, belonging to one side of the Tree of Life , can not transmit its
proper quality to the lower Sephirah which is in the same column without passing through the Sephirah which
is Opposite and complementary, in accordance with the original course of lightning flash.So if Hockmah
(wisdom) transfers her power to Hessed (Goodness) beneath her, she must pass through Binah
(Intelligence); Similarly, when Binah (Intelligence) transmits his light to Geburah (Rigor), it must first pass
through Hessed (Goodness). This shows us how the balance of forces is an essential reality in the Tree of
Life

The Tree of Life thus presents a geometric structure where these groupings can be visible. Four circles,
representing the four Olanims, intersect with each other, while remaining centered on a vertical axis,
surrounded by two other axes, these three segments representing the three pillars.

750
Masters of the Sephiroth / Emperors / Archangels

The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters
and this results in obtaining experience points related to The Sapience. It would be a shame to deprive
yourself of the innocent joys of the discovery of Great Secrets other than during a game.

Players, the following groups together some hypotheses on the Kabbalah that I have been able to formulate
in recent years. This information is derived from the NEPHILIM Range and reinterpreted in order to compact
and synthesize the data into a summary sheet for the Maîtres de jeu who, like me, need to know the ins and
outs of the universe, even if they never Players had to learn anything about it.

The Masters of the Sephiroth

According to the classification of the Zohar, we know the 10 creatures governing the 10 Sephiroth.

List of Creatures Invocations of Zohar

Sephirah Creature

Malkut Adonai, the Raw Materials of Creation, Great Grail of Emerald, Master of Malkut

Yesod Shaddai, Emperor of Yesod

Hod Elohim Sabaoth, Imperator of Hod

Netzah YHVH Sabaoth, Archon of Netzah

Tipheret Eloha, the one who influences by the order of Malachim

Gebourah Elohim Gibor, Tyrant of Gebourah

Chesed El, King of Chesed

Binah Ieve, Binah Metarex

Hockmah Iah, Iod Tetragrammaton

Kether Ehieh

Mystery hovers over Eloha, the governor of Tipheret

IEVE the Metarex Binah previously Heh , a Peregrine Entremonde of which tried to create a creature from
scratch. His conscience was projected in the newly created body Eidos where he was enlightened by
Cornerstone and finally landed in a non-time location: the Sephirah Binah (the curses).

751
The Emperors of the Worlds of Kabbalah

Sephirah Creature

Hakamiah, the one who erects the universe, Glorified in all things, the one who gives the
Sohar
victory

Zakai Eloath Daath, the Mystery of the 5 Wounds, the Skull, the King Fisherman

Méborack Nyamalat, the Understanding, the Guardian of the Cosmic Scale

Aresh Emblem of the Delta, the Supreme Warrior

Pachad The Beggar King, the one awaiting the Apocalypse

Loess Pavane

What links can we find with these Emperors?


After trying Figures of Glorious Alloy , Archangels (4 males / 1 female strange coincidence), and many
others, I turned to another direction: the origin. For in Nephilim, the question of Origin is preponderant,
especially because it is often covered by a veil of forgetfulness or mystery.

We know that the first to be explored (and not a creature invoked) a World Kabbalah is Jesus, who
visited Sohar

For Zakai , the Arthuriades + the Book of MJ (the Grail Quest) inform us: Arimathéos was the first to do this
quest. He went to Glastonbury and was to find a place called Tournoyante Island (Celestial Jerusalem) to
hide the Grail.It is known that the Grail ended up in a March of Zakai where the Citadel of Karbonek, itself
connected to the Earth Lustrale, was also a march of Zakai.We know that Joséphé explored the Lustrale
Earth. It is also mentioned that Alan the Rich Fisher was the first to explore Zakai from the studies of a group
of Nephilim (Arthuriades, P138), contradicted by LdM III p.221 (Arimathéos would be the first visitor of Zakaï)
.

Arimathéos, at the end of his quest realized that he was the first bearer of the Grail and could contemplate
this one. He became Agarthian and Aggarthian / Crowned. He then took the name of King Fisherman. (Let
us recall in passing that he took this name in relation to Alan nicknamed the rich fisherman). Note also that
Eloath Daath also took the name of king fisherman by Egart for Arimathéos.

Again according to the Arthuriades p.138, an Adopted Force would have discovered that Alan was an
emanation of the Pure World (thus, it can be deduced that Pellam would also be one), and that any form of
wound on the " One would affect the other or its origin, Zakai. So I prefer the hypothesis that Arimathéos was
the first explorer of Zakai and that Alan was just the guardian of a Kabbalah march, since of the same nature
as that which he had to protect. It can even be assimilated to an Akashic Chimera.

For Meborack, we know that Helen of Troy (and Hermes) discovered this new World during the terrible War
between Atrides and Podarcides. (I recall that a version exists with Edylpraana, a Nephilim, which would
have helped Hermes and Helen).

For Pachad, we know that it was visited by Judas Iscariot, Adopted of the House-God, directed by Jesus
himself.
An unofficial version mentions a visit of King John (I-Han) in the year 50.

Aresh was visited in Granada via the Alhambra.

Hypothesis: During the first exploration of each World, the visitor who traveled through the 10 Sephiroth (or
just one) left an imprint (or even more, the identity of the quest of the World in question) that crystallized as
an Akashic Chimera and Sat in Kether.

752
So ,
Jesus imprinted in Sohar the contemplative aspect and the perfection of the union of the two human races-
Nephilim which transcend itself.
Arimathéos printed in Zakaï the suffering of the quest for the Grail and the epic of his Company. The Pure
World must also possibly conceal the double origin of the Grail (Reflection of the Primordial Grail Stained and
Emerald of Sapience of Prometheus / Sapience of Jesus recovered on the Cross, two beings punished)
Helene printed in Méborack the fragile equilibrium of Compacts such as those of Aion and the West, the
coexistence of peoples.
Judas Iscariot printed in Pachad the wishes of Jesus and his own aspirations (fears?)

5 Archangels related Tipheret

Sandolphan, Countess of Cardinal Points, Mistress of the Rose of the Winds, Princess of Ashim,
Tipheret Pentarch of Tipheret

Ariel, Prince freed from the island of forgetfulness, Pentarch of Tipheret

Raphael, Prince crucified on the Tree of Life, Pentarch of Tipheret

Gabriel, Prince of the Kerubim, Master of Illusion, Pentarch of Tipheret

Michael, Prince of the Crystal Mind, Tilfiridian Ivory Tower, Pentarch of Tipheret

We know that Babylon Mir-Ka-El , a disciple of Melchizedek recovered the Ark of the Covenant and has
disappeared.
Since the Apocalypse Chronicles, if players have gone through and are Adoptedthe world , they know the
identity of 7 Crowned . Yet not all have made the connection between Mir-Ka-El and Michael / Saint
Michel. Michael is an entity half of Kabbalah creature, half Nephilim.

This evolution of Mir-Ka-El in Prince of Kabbalah did not take place until Babylon (after after -597). Now, the
"post" of the Archangel rector of the Elohim existed before that, so we can assume that a replacement was
made (unless the post was vacant).

By reading the Zohar we learn that Tetragrammaton Sabaoth, the left one column, the Triumphant One who
controls the Celestial Militia is also called Haniel, the Choir of the Elohim.

753
The Worlds of Kabbalah
Links to the Worlds of Kabbalah
The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters
and this results in obtaining experience points related to The Sapience. It would be a shame to deprive
yourself of the innocent joys of the discovery of Great Secrets other than during a game.

Players, the following groups together some hypotheses on the Kabbalah that I have been able to formulate
in recent years. This information is derived from the NEPHILIM Range and reinterpreted in order to compact
and synthesize the data into a summary sheet for the Maîtres de jeu who, like me, need to know the ins and
outs of the universe, even if they never Players had to learn anything about it.

Links between the Worlds of Kabbalah

We know there are 5 Kabbalah Worlds separate discovered by Kabbalists


(namely Sohar , Zakai , Méborack , Aresh and Pachad ).
A sixth, however, are dormant, awaiting an immortal traverses the Tree of Life to clear: it is the Loess of the
Pavane .

Best placed to perform this task is probably none other than Jesus himself, as he remained trapped in the
Loess since his crucifixion. (Jesus and Lilithexplored the Anti-Land and specifically Daath during the Passion.
They came to an agreement at Gethsemane pending the Romans.)

The Kabbalah Worlds are all structured along the same lines, that of the Tree of Life . Keter , the
last Sephirah contains the most powerful entities and closest to the One.
However, beyond the creatures, it's Kether is in "contact" with the purity and the original perfection of the
One.

The booklet 2 of the 2nd Chronicles of the Apocalypse reveals a new World (Time Wave 0) will emerge from
the magical Champs in 2012, a pure world untouched by exploration.

The Celestial Jerusalem: The binder / the collective center


In the booklet of the Minor Arcana + Testament book, Solomon and Hiram develop and build the Temple in
Jerusalem to give the Kabbalah Worlds with the PA (considered Unique). They did so with the help of Balkis
A Mannush (Bohemian ) so that the Ka-Mist (and perhaps through him the Black Moon and The Ka
Orichaque within it) are linked to this work.
From this, it follows the heavenly Jerusalem , the Archipelago Pelagic Very prégnant born of the faith of
believers. It connects through its 12 gates (2 by World) six Worlds of Kabbalah (whose Loess forms the
sixth).

754
To be a new Atlantys , it should eventually fix the Axis Terram and thus stop the drift of Akasha .

We know in the current Arthuriades: the Dark Ages that Nef containing the sword of King David, 3 branches
of trees and bags full of precious stones went to a place called the Island Tournoyante which is none other
than The Celestial Jerusalem (See the Grail Quest).

The Temple of Inner Wisdom: The Binder / Personal Center


In the book of Kabbalah , it is also stated that the Kabbalist once the journey of his favorite World made, he
will build his inner temple of wisdom.This should contain 5 alcoves containing artifacts and other objects
related to 5 Worlds Kabbalist , each alcove extending a door leading to one of the Worlds. At the end of its
journey (Agartha), an opening will be formed at the level of the dome of the Temple (in the Zenith therefore),
towards another World to be explored.

What is the link between the Temple of Inner Wisdom that connects the 5 Worlds of Kabbalah and the
Heavenly Jerusalem?
Hypothesis: I think the Hall of Inner Wisdom is reduced and staff model the Heavenly Jerusalem . The
heavenly Jerusalem must allow all Nephilim to get in touch with the One in a global worries. Each Temple of
Inner Wisdom must prepare and then strengthen this link between MDK (Worlds of Kabbalah) and PA.

The Role of Akhémia


This is another Earth, finalized by the Great Work , to recreate a pristine world of Orichalcum . Many
alchemists have been received by the Turba Philosophorum involved in this mysterious project.
Akhémia has only one access road, that is by a Akasha particular: the Arkémia Anchor . This one consists of
a vault and a pillar and opens on 12 akashic doors: 6 for the vault, 6 for the pillar. Although that Akhémia had
at first no connection with the Kabbalah Worlds , the anchor is connected to a multitude of Akasha . It should
help consolidate a specific esoteric frame around maps Subtle related to Alchemy.

The Alhambra also holds the same role as the heavenly Jerusalem , ie be linked to the Kabbalah Worlds
(far Aresh and Pachad )
Therefore, it was decided to create a duplicate of the Alhambra on Arkhémiato forge new ties.

We have mentioned twice as high the existence of a new virgin World of all Wisdom: Time Wave 0 and that
accessed by the Temple of Inner Wisdom (once accomplished journeys in each of the 5 Worlds Of known
Kabbalah). Is it the same? Response pending ...

Now, in Book 1 of Volume II of the Chronicles of Revelation, Harabel (or his double of the March of Kabbalah
of Pashad) reveals to us that he would be the subordinate of an entity he would call his Emperor. It would
seem that there is hierarchically a Suzerain above him. As Harabel is already in Kether, this new Emperor
can only find himself on a new Tree of Life, beyond that traversed. This situation can be transposed to every
Emperor of the World.

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One can speculate that each Sephirah traveled by this new Tree houses the palace (real seat) of the
Sephiroth Masters recorded in the Zohar (or other creatures equivalent to their predecessors of the other
Worlds).

For my part, I consider that this new Tree of Life is located in the Eidos / on the border of the Astral and the
Eidos. Once Agarthian, the Nephilim can, in my opinion, gain access to the Eidos (just as the questor of
Celestial Atlantis would do). Now, it may be extirpated / revealed (of its gangue or of the Fields), just as it will
be ypypta after the ritual of the Bohemians.

It is also possible that Time Wave 0 is in fact the Loess of the Pavane, whose Ka Lune Noire has been
sublimated in Ka-Sun (or not), but which remains always in "fallow". To the more adventurous explorers to
pace the path. This would imply "pulling" the Pavane from its catatonic torpor.

Transfiguration of the real world and door to the MDK


Jerusalem, London, Great and Little Bremen for Zakai, Pashad and Aresh connected to the Alhambra, Evora
for Pachad, Troy and Istanbul for Meborack, Florence for Sohar.

Note also that Romanza , a Akashic aberration, is already in connection with Aresh and Pachad.

Let us now consider the Sephirah around Tipheret, not hierarchically, but only as the divine principles they
represent.
The name of a Sephirah can be substituted for that of a Kabbalah World.
Gebourah (power) is also called Pa'had (fear), close to Pachad, symbolizes to perfection the apocalypse
so much feared by the Immortals.
Netzah (victory) ideally represents the endless battle for a victory in Aresh
Hesed (Goodness) would correspond to the courteous love and rules of chivalry of Zakai
Hod (glory, splendor) governed by formalisms and logic could join Sohar, world of fervor and codes to
respect
Yesod (the foundation) Sephirah of the transmission, located on the Pillar of equilibrium, results and
constantly reflects the synthesis of actions-reactions between Netzah and Hod. Who better than Meborack,
the world of balance, would be the emblem?
Daath (knowledge, abyss) can find an echo in the Loess.

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This does not mean that Pachad is superior to Meborack in view of the Sephirotic order, for it is possible to
study the Sephiroth by taking them separately. It must also be borne in mind that each Sephirah carries
within it Kether's plots, since it is she who "bore" the other Sephirah following, just as Kether possesses the
principles of each Sephirah since it is the origin of it.

We know that Kabbalah is another way to achieve the Agartha , the main axis is about relationships to others
(summoned creatures) and reflects the same time the Magic Fields and the presence of the One. The Worlds
of Kabbalah are only the expression of this goal:
Sohah: meditation, study, respect for others and its rites, ecstasy, which lead to the fusion of
consciousness into a perfect being.
Zakai: getting to know one another, pushing one's limits and becoming the equal of the gods through
values of loyalty, loyalty and charitable trials.
Méborack: balance, compromise and mutual assistance between races. Each action has in itself its cause
and its consequence pushing the champion of this World to fairness, impartiality and intimate understanding
of mechanisms / attitudes.
Aresh: The war due to differences, prove its value and its uniqueness.Reflecting all the wars that took
place on the Primordial Grail, it forces the warrior-monk to harden, with the aim of confronting and
progressing martial skills.
Pachad: Fear of the other leading to eradication and genocide, stripping, mutilation and alteration beyond
any limit.

Each Kabbalah World offers a quest to its surveyor:


The contemplation of the Mystic Saphir for Sohar
The healing of the King-Fisherman for Zakai (through the Grail)
The Study of the Cosmic Scale for Meborack
Immersion in Ava, Pachad's Source of Jovence
Obtaining the crown of brass

What happened to Melkisedek? Does it have a relation with Eloha, the one who influences by the Order of
Malachim? Why will Jesus find his memory by entering the Celestial Jerusalem? (Will he recover part of his
Wisdom, in such a case, can it be argued that the said part will constitute a creature of Kabbalah named
Eloha?)

Origin of the Worlds of Kabbalah


A vast subject, difficult to treat, than that of the origin of these Worlds.
The Background being nebulous, this first paragraph will be only an outline of hypothesis which I will permit
myself to state:

The notion of causality and repair of errors (The Tikkun)


Sohar: error was the refusal of the veneration of an entity (the One), reflecting in the Magic Fields, incensed
by the Golden Path (human manipulation) and falling Orichalka, idols False And evil deeds.
Zakai: error was the selfish appropriation of property beneficial to all (the Grail Primordial) and perversion of

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Magic Fields (Black Moon, Orichalka). The Pure World was born of Bran's aspirations to preserve the purity
of these fields and to refuse the death of timelessness. In the same way, the ritual of Gwenar'ch and the last
resistance of the Celtic Pact to protect Britannia may have forged it.
Méborack: Error of knowledge transmission (Melchizedek & Dwayll, Hermes and Cyliani, Helena &
Aphrodite, Solomon & Jesus Soliman & Constantine XI Palaiologos, etc)
Aresh: Error eternal struggles between brothers (Voors) (Saurians Whites & Blacks, Kaim, Nephilim when
Tutoring elementary and elementary Wars, persecution and human Selenim, Swords Prometheans). Aresh is
born and reflects these incessant fights that go back to the creation of the Primordial Grail.
Pachad: Error of judgment leading to genocide (hardware Black Moon and saurian). Pachad contains all the
fears linked to the end of the world.

Keep in mind that the Nephilim - I do not totally dismiss the Kaim although they are composed of Prime
Essence - see their Pentacle filled with Ka-elements. Now that contain the Elemental Fields, if not the same
Ka-elements. It is known that a large mass of Ka / Ka-element can emerge a consciousness. It is not
surprising that after the period of devolution, during which the Kaims voluntarily dissolved in these same
fields, a fragment of their experience and consciousness, made collective by brewing, breathed one or more
personalities (S) to the magma of Ka. Moreover, as a result of the disappearance of Nephilim by the
Orichalca (except the remains of Rare Earths), the end-stage Khaiba, the ancient Narcosis, the ka-elements
resulting from the Tilting or the Transformation ritual in Selenim, Ka-elements / Ka during the Maladresse add
daily experience and memories to this flow of Sapience. We can therefore hypothesize that these creatures
drink from this primordial source of Sapience, and result from it, perfect (in the sense that they are fulfilled
and socially integrated into a vast scheme (World / Kingdom / Sephirah) Dragons (which are incomplete).

Perhaps the Agartha of a Nephilim prints the magic frame, creating an image of the personal journey and
transcended aspirations of the Immortal who evolves into a creature of Kabbalah? Can she integrate him
physically in the Kabbalah World, at least for the Kabbalists?

The Perjury the priests see in DraKaOn part of the origin of MdK, because of the relationship between all
these Worlds with Dragonsworn Lands (Behemoth Sidon, Méborack discovery of Troy, the Beast who lives in
the maze, the Son Behemoth in Méborack) / (the Dragon in Great and Little Britains, and lustral Lands
related to Sidh and Zakai) / (Baneshi for Aresh) / ((Belija'al Sohar) / (Bashiilk for Pachad). They Think that
Kabbalah is the reflection of the unconscious Nephilim and develop a psychoanalytic approach.
In fact, it seems to be rather the Kabbalah march , the Akasha that connect to MdK Subtle maps that appear
on Dragonsworn Lands.

On the site of a Walk there is always a spirit of places close to the spirit of a World of Kabbalah. In special
circumstances, the vibrations emitted by the latter become so high that they reach the Akasha and form ties
with it. From then on it becomes a Kabbalah march. The latter will always remain attached to the place that
gave birth to it and will feed on the dreams of the man who fed the Akasha of which it took the place.

The Dragonlands
These lands contain Akasha in which a visitor can engage, through the ritual of the Dance of the Spiral . One
can meet with spirits Dragons , mono-elemental beings and emanations of the spirit of DraKaOn asleep,
which can be confused with Chimeras . Via the Ritual of Harmony , a being can bind
toomphalo of Dragonsworn Land : Guardians or the Pendragon are being granted a faculty related to an
element and an attribute of DraKaOn.
Does not the mono-elementary aspect of the attribute recall the Princes of Kabbalah?

The worlds

Finally, a final kabbalistic structure can be established if attention is paid to the moods of creatures. This is
however difficult, and recognizing the world of origin of an entity already requires a great mastery of the
Arcana of this occult science. Thus only the Kabbalists who have reached the second circle of initiation, that
of the Pentacles, can pretend to grasp all the subtleties that this implies.

Indeed, the Tree of Life is present in all the magic fields, all elements combined. However, if we observe in
Ka-vision a particular thread of a given magic field, it will be noted that it possesses certain characteristics
(including its color) that make it belong to this element, but also a kind of " Behavior "that distinguishes it from
other threads. This is very difficult to discern, and the Kabbalists had to wait no less than a millennium after
the spread of Kabbalah through Jesus for a rigorous classification to be established. Each "wire" of magic
field thus belongs to one of five categories of "moods". These moods correspond in fact to what is commonly
called the Worlds of Kabbalah, in which live the creatures that are invoked by the kabbalistic rituals. Each
World contains the entire Tree of Life and possesses its own mood, and all creatures of this World have in
general a rather close character. There are:

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_________________________________________

Sohar , the Perfect World . Sohar is a world where everything is structures, codes to respect, forbidden to
observe. The creatures of this world are very picky about the principles, which has as consequence that the
Kabbalists who lean more on the study of this world surround themselves with quantities of repetitive and
rigorously codified rituals. Thus they are regarded as the most religious of the Kabbalists, mystics who
respect millennial traditions whose meaning is often very obscure.

_________________________________________

Zakai , the Pure World . Zakai is a world in which the nature of the universe expresses itself in its purest
form. Thus, the creatures of this world are often very close to the elements, and the Kabbalists who follow
the paths of this world are often attached to the preservation of this elementary purity, endangered since the
Fall and the corruption of Orichalque. They are aware of this danger, and are like knights struggling in honor
to restore the integrity of the magic fields.

_________________________________________

Pachad , the World of the Apocalypse . Pachad is a world where magical fields are perpetually subject to the
cycle of change. The places which Pachad contains are often borrowed from great beauty, but this beauty is
only temporary, and often leaves room for the most sordid decrepitude, dissolution, decay, before this fertile
soil Reappear again sublime landscapes.The creatures of this world are often the workers of the cycle of
permanent renewal, and the Kabbalists of Pachad are often in a variable mood, difficult to pin down. They
generally work in accordance with the cycles of nature, whether they are ascending cycles, creators, or
descending, destructive cycles.

_________________________________________

Meborack , the World of Balance . Meborack is a world where everything is only harmonious, subtle
nuances skillfully dosed. In Meborack, everything is the result of fine but balanced mixtures, which is
certainly what gives the landscapes of this world such striking beauty. The creatures of this world are always
concerned with this balance, and so the Kabbalists of Meborack are most attached to the search for the
balance of the central pillar of the Tree of Life. They are those who seek to restore harmony in everything,
synonymous with perfection.

_________________________________________

Aresh , the World of Fury . Aresh is a world where everything is only battle and fury. The five elements
engage in a war that lasts since the dawn of time, and all the creatures of Aresh are, to one degree or
another, destined for combat. Similarly, the Kabbalists of Aresh are generally formidable fighters, carried
away, who seek in this way the surpassing of self by adversity. Their goal is not so much the annihilation of
the adversary as the progression through the trials, both physical and spiritual.

_________________________________________

We now see more clearly how the Tree of Life is organized. The structure of the Olanims, present in each of
the Sephiroth, but dominant in some of them, is added to a double structure of Sephiroth, spread over three
pillars, and of Mondes (Sohar, Zakai, Pachad, Meborack and Aresh) (Regardless of the grouping chosen). A
creature of Kabbalah will therefore be determined by all these characteristics at once: the Sephirah from
which it comes, the world from which it comes, the Olam to which it belongs, and of course its Ka-element,
when it is mono-elementary.

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Astral, Eidos, MdK, Akasha, Anti-Earth, Kingdoms,
Hades
Kabbalah Marches, Kabbalah Worlds, Subtle Plans, Unknown Place, Arkhemia

The Astral is a space bathed Fields Elementary and gathering the Subtle Plans. These are magical realities
engendered and fueled by dreams, hopes, fantasies, memories and fears of humanity. There are two types
of Subtil Plans:
- The Akasha
- The Anti-Lands

These two forms are derived in gigantic spaces situated on either side of the Primordial Grail (The Earth):
- Interior Ocean is the area where the flow Akasha
- The Sea is the area where malaria take place the Anti-Land
(also known as Sea Sooty by Selenim ).

All Subtle Plans are divided into Strata:


- 3 for the Akasha (Rives, Ecumas and Archipelagos)
- 3 for the Anti-Terres (Bourbiers, Tourbières and Lieu Inconnu)

What is the Inland Ocean? : Akasha but not that ...

1. The Akasha

Each of the three Akashic strata can be accessed from Earth, however the Archipelagoes are very difficult to
access.

The Solar Akasha

There is no solar Akasha, they are Akasha classic whose greater presence ofsolar fields occult other fields
Elementals.

The Zenith Gates of an Archipelago

Theoretically, these doors would open on the Eidos, the sphere of ideas .
However, such an expedition would not be viable and those who crossed those gates would be instantly

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The Zenith Gates of an Archipelago

destroyed.

2 examples of Akasha (3rd Strate, Archipelago):

The Sidh
The Sidh is all Akasha born in the history of Tuatha de Danann . He then enriched himself with the dreams of
the humans who participated in the Sunset Sanctuary and the Arthurian gesture. Subjected to drift and
forgetfulness, it breaks down over the years.
The Akashic compass designates the fountain as being located on the zenith gate, it does not have anything
because it is actually on the gate of the nadir, leading to the Anti-Earth of the Formors.

Pendulum

Akasha linked to sacred time and megalithic sites. Led by the Grand Horloger.

6 special cases

The Anchor of Arkhemia

Second Earth can serve as a refuge, Arkhémia was created by the following Alchemists of Glorious Alloy . It
is a conglomerate of Alchemical Domains.Arkhemia is also located in the Astral, but not in the Inner Ocean. It
is reached by the Arkhémia Anchor , which is itself a particular Plan Subtil born from the need to create a
communication channel linking the Arkhémia Archipelagos, anchoring it into reality through the concept of
material and shaped by The will of humans to build esoteric or religious monuments. From the Anchor of
Arkhemia, you can access some Akasha, Anti-Earth and Hades.

The Celestial Jerusalem

No door leads to the"Akasha"


It connects 6 Worlds of Kabbalah (one has not seen his Tree of Life hatch).

The Rêve-Étoile
The Dream-Star was built first as an elementary area by Orion in order to examine the Ka-Sun . It is enriched
thereafter through the compact between the first Nephilim arrived in Australia, Aborigines and Orion. This
pact was to purify their Pentacle and the land where the Dream-Star extend. Each of these Nephilim ,
became Jukkurpa, took a clan Aborigine under his protection and paced the southern lands to print its mark
there, his path. The dreams of the Aborigines led them along their Trail so that Akasha were born and some
merged with the Dream-Star, giving it a special status between Domaine and Akasha.

Ægypta
This is the mythical refuge of the Bohemians , an archipelago consisting of a dozen Akasha powered by the
Chosen People, home to the spirits of some deceased Bohemians. It was created by the Gypsies
through the Mist .

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The Cybergnostic Spaces

The cybergnostiques spaces are created and rooted in the Champs Solarthrough computer
programs synarques . They appear in Vision-Ka in the ocean interior in the form of bubbles Ka-Sun similar to
Akasha, but are undetectable in normal vision.
These realities are not related to the Subtle Plans but only between them, preventing the dreamers from
going there and feeding them, unlike visitors who have either an electronic interface or a teleportation portal.

The Marches of Kabbalah


The March of Kabbalah Worlds are Akasha connecting with these realities Subtle Plans. At the site of a Walk
there is always an atmosphere of a place close to the spirit of a Kabbalah World. In particular circumstances,
the vibrations emitted by the Kabbalah World become so high that they reach the Akasha and form ties with
it. It then becomes a Kabbalah March. (Ex: The Lustral Lands of the Arthuriades Campaign)

It is interesting to note that many Kabbalah Marches appeared on draconic lands.

2. The Elementary Domains


Created by the Magisters, they are plots of structured Magical Fields, elevated in the Astral, and aiming to
recreate a virgin soil of all defilement.

3. The Draconic Ancestors


After the Involution, the Drakos fled or perished. Asleep before the Fall , they awoke with the coming
of Orichalka , which was poisoning the Magic Fields , hurting terribly. They used all their power to create
shelters anchored on fiveOmphalos and slept again. Although enfeebled, they imprinted their mark and
transformed the places of their sleep into draconic lands. The domain of their physical body is called the
other. Similar to a Akasha , he often has access from the secular world but protected by numerous Effect
Dragon .

What does the Palude Sea contain? : Anti-Terres but also

1. The Anti-Terres
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3 examples of Anti-Terres:

The Anti-Land of Pachad

The Anti-Earth of Forms

Nemeth
This Anti-Earth was born of the confusion engendered by the fall of the World Library of Babel. It was
discovered by some Adopted the Devil the VIth century AD but was not actually used by Shaitan after the
XVII century.

2. The Kingdoms of Selenim

Ex: The Kingdom of Lilith, The Kingdom of Baal Behind the Sky .

3. The Unknown Place


The Location Unknown form the layer between the Anti-Land and The Hades. It is the engine of the remains
of Black Moon and the place where the deepest fears of humanity accumulate and its basest
sentiments. Similarly, the terror that the Black Moon inspires in the Nephilim strengthens and nourishes the
Unknown Place.
Five sprawling branches spiral from Unknown Place. Since their inception, theAnti-Land and cursed
Kingdoms sink toward the center of the Earth to escapeEntropy and attracted the Location Unknown. They
graft on the branch that is analogically closest to their own nature.
The five worlds that are in contact with the Location Unknown form the origin of the five tentacles and the
third layer of the Anti-Land .

Five Features
These peculiarities are part of the Astral but not of the Inland Ocean or the Malaria Sea.

The Worlds of Kabbalah

The Chimney Kingdoms


These are lunar Kingdoms, essentially consisting of virgin from all filthiness Ka-Moon created
by Morpheus after his birth on the Moon. However, they are neither Akasha nor even Subtle Plans.

Arkéhmia

The Hades

Aggartha and Shambala

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Sohar, the World of Perfection
Sohar was the first world discovered by Nephilim . Its traditions are therefore the oldest. It is therefore the
world best known and explored. It was for a long time considered by the initiates as the only true world, the
others being, according to them, unexplored continents of Sohar. This debate caused a lot of ink and even a
little blood.

Sohar is a very harmonious world, very "civilized" and stable. He is one of the closest to the Earth. It is a very
codified world where there are many sacred places, codes of conduct to observe and prohibitions to
respect. The creatures that inhabit it have a great dignity and attach an enormous importance to the way we
address it. They are capable of terrible anger but they are not basically malicious. If the inhabitants of Sohar
attack, it is often in the name of a principle rather than under the effect of an emotion.

The world of Sohar is a unique continent surrounded by sea and crossed by a network of rivers whose
drawing weaves ideograms with mystical meanings.This complex network of rivers and lakes has spawned
many large islands and no kabbalist has been able to count them all. One of the most famous places is
Pharphar which lies to the east of the continent. The entry of Pharphar is guarded by the gates of
Adamante. Tarshishim ensure the thereon supported by the Ashim to the metal foot . The fire forest of
Pharphar is a magical and enchanting place on the ground covered with embers. The Nephilim who wishes
to enter it must have sufficient Ka-Fire to walk over a range of coals barefoot. To enter otherwise into the
forest is to expose oneself to the worst reprisals on the part of the creatures residing there. Once inside
Pharphar, the Kabbalist realizes that this region is a model of elemental perfection while all the elements are
represented harmoniously arranged in stasis. The Pharphar caves, where it is constantly on the rise, thanks
to the luminous roots of the forest of fire are thus a place to visit in priority and the riches of this real
subterranean world do not fail to captivate the attention of the travelers for many days.

The North of the is a country of great warriors, whose Marches are guarded by sentinels with bodies of
precious stones.

South of Sohar is a place where creatures of great knowledge live. It is however risky to cross the passes of
the mountains of the south because of the inhabitants of the sparkling temple who often capture the travelers
to make them suffer a great number of torments.

To the west one finds great constructions and works of great refinement whose reading of the bas-reliefs that
adorn them is already a treasure of invaluable knowledge. There are places in the West where one sadonne
to any form of arts and pleasures.

The west and east ends, legends mention two portals: Twilight doors and Dawn sit where many Kerubim,
some keep wearing them, others open and close them when Tzeboath passes on his chariot Fire to go to or
out of his palace. When Tzeboath illuminates his underground palace, night falls but the world's waters
become phosphorescent.

The center of the world is an enormous lake called mystical sapphire. In the middle stands a plateau of
vertiginous height, which can be seen in clear weather from all parts of the continent; It is therefore very
difficult to get lost in this world. At the top of the plateau sits the Emperor in the palace of the stars, and at
night the palace shines like a beacon of a bluish light that illuminates all Sohar.

Sohar is a world of peace, harmony and splendor. Day and night seem to succeed each other, although no
one has attempted to measure time. The landscapes are magnificent, bathed by a bright sun shining in the
center of an intense blue sky. The climate is often clement, and when hostile, the inhabitants are nervous
because they think that it is the announcer of disastrous events.
In Sohar, the mountains are rough and steep, the grass of the green pastures undulates under the caress of
the wind, the fertile land and the cycle of life is close to that of the Earth. Nature is even more
welcoming. The most common animals are herbivores, they live in harmony with each other and with the
inhabitants of this world. The latter are not vegetarians: they kill animals only to eat them and always show
them great respect.

Codes to follow
The 613 Hebrew Mitzvot can be re-read to find inspiration and create proofs for the characters (eg
adapt Tefillin ). Similarly, draw on the way of life of the Essenes. Also, one can rely on the Koranic
Sharia. One can draw inspiration from the Hindu sanatanadharma.

Thus, one can plan to make prayers and offerings in the 3 or 5 temples surrounding / in a city to gain access
to another place. Pay attention to the consumption of Ma'asser Sheni or the picking of the first fruits /

764
clusters.Test in front of the treasure theft, possession of creatures. Practice Birkat Hamazon after each meal
containing bread (or other foods at the choice of the GM).

Sephirotic Plan

Malkut

-The City of Pharphar

-Forests of Fire Pharphar

-The Caves of Pharphar

Yesod

-The City of the Hydroglyphs

-The endless shadow of red shadows

-The broken doors of the bridge

Hod

-The titanic avenue of living stones

-Tilfir translucent cages

-The valley of tears of rubies

Netzah

-Pharphar wells

-The Silver Castle

-The spiny forests of Lleug

Tipheret

-The steps of the northern flames

-The mouths with the sharp teeth

-The shining temple

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Gebourah

-The anthrax hunts

-The large dusty

-The hive with anentropic clusters

Chesed

-The haven of the vessels to distill blood

-The marshes with chimeras

-The Sanctuary of the Lost

Binah

-The staircase of leaded sentinels

-The Star Palace

-The gathering of the celestial nebulae

Hockmah

-The portals of Tzabaoth

-The twelve ivory towers

-The majestic throne of Zelphir

Kether

-The mystical sapphire

-The plateau of the omniscient

-The luminous palace of the Metarex

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Méborack, the World of Balance
Meborack is perhaps the most beautiful of all the worlds of Kabbalah. Even the most dangerous places like
the luminous Desert are tragically great. This desert is known for the gates of flames that stand in its midst
and which, according to legends, plunge down to the center of the world where the Cosmic Scale is kept.

This world is a succession of vast plains like Thau - inhabited the Argents Vif Mirrors who like to stray
travelers and steal their picture - and huge mountains and tortured. Meborack is home to several cities,
usually located near the sea and smoking volcanoes. A series of centaurs with many colors cross the land.

One of the most mysterious places is the palace of onyx whose carriageway is so colossal that it is
impossible to see the palace in the distance. Few can testify to what this place contains.

Another important place to be worrying is the Chrysolite plain populatedmotionless Lords . It is said that
those who go there are often seized with terrifying visions of their own future. Meborack is also composed of
a large number of islands with steep cliffs, at the top of which are distinguished magnificent perched
citadels. It is not uncommon to meet sirens, sea monsters and giant fish while traveling by boat often
perilous. Indeed, the archipelagos of Meborack often visited the Lords to Diamond Helmets who plunder
ships and coastal villages to offer them to their Overlord terrifying faceless.

The island of the Labyrinth is one of the most dangerous destinations because their residents like to seize
the explorers and especially the Nephilim to throw in a kind of voracious demon who lives in a maze in the
center of the labyrinth. Meborack is a world of breathtaking beauty but the Nephilim that would be damaged
in contemplation would surely find a fatal fate ...

Méborack is an inspiring world above all the regularity of a clock. Day and night have equal duration, and five
moons visible during the day and in the evening dance in a fluid ballet. The inhabitants of Meborack use
them to measure time.
Meteorology is a particularly simple science because the climate is repeated indefatigably: rain falls every 10
days, snow every 6 months, a storm crosses the empire every two years, on the same date, and so on. All
the vegetation is organized in complex but regular cycles.

Yet this magnificent regularity, which seems to carry the whole of Meborack's equilibrium, is extremely
delicate. All cycles are interrelated, and an unfortunate act disrupting a fragile cycle can jeopardize the subtle
metronome that is the World of Kabbalah.

Sephirotic Plan

Malkuth
The Dedale Gorges
The Fire Portals
The Luminous Desert

The dazzling whiteness of its sand blinds the traveler by the effect of solar reverberation. It is an extremely
hot desert, the only territory spared by precipitation and whose surroundings see the Gates of Flames rise,
which, according to legends, plunge down to the center of the world. But in order to cross them, their
guardians, the terrible Velocios , must be thwarted.Perfectly hostile, this desert conceals a thousand
creatures that can be of great help for the Kabbalist such as the famous Invocative Voices of the Bright
Desert .

Yesod
The Forest at the Thousand Terraces
The Forgotten Temple
The River of Dreams

Hod
The draped Sanctuary
The Lost Island of Kythira
The Grotte des Gorgones

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Netzah
The Cursed Ruins of Cassandra
The Ocean of the eternal return
The Archipelago of Palaces perched

Tipheret
The Labyrinth Island
The King's Palace with golden hands
The Giant Vines of Silène

Gebourah
The Mines of Adamante
The Onyx Palace
The Chaussée d'Onyx

The road is so colossal that it is impossible to see the palace in the distance.There are few who can testify to
what this place contains, the Nephilim who were able to overlook the zeal of the Veiled Sentinels never
returned to testify.

Chesed
The Floating City of Chalcedon
The Island at the Bronze Palace
The Chromatic Cascade

Binah
The Fuliginous Jails
The Three Walls of Airain
The Plain of the Chrysolith

Hockmah
The Amphitheater of Impermissible Judges
The Park with Living Statues
The Sublime Palaces

Kether
The Three Bright Summits
The Alabaster Gateways
The Palace of Nyamalat

768
Zakai, the World of Purity

Zakai, the Pure World. Zakai is a world in which the nature of the universe expresses itself in its purest
form. Thus, the creatures of this world are often very close to the elements, and the Kabbalists who follow
the paths of this world are often attached to the preservation of this elementary purity, endangered since the
Fall and the corruption of Orichalque. They are aware of this danger, and are like knights struggling in honor
to restore the integrity of the magic fields.

Zakai is a world that reflects what the One can create of purer, a place where conscious beings are
confronted with a majestic nature, carrying initiatory messages. Yet this world has suffered for centuries from
a curse as its wounded emperor became guardian of the Mysteries of Five Wounds.Whoever chooses this
world to reach the Agartha must pace Zakai and understand this mystery to restore his plender. Many of
those who seek the Grail think that the Key that leads to it comes through Zakai and his King.

What strikes most the mystical traveler who ventures into this world is his apparent serenity tinged with
melancholy. This feeling, however, is tempered by the aura of mystery that emerges from all the
elements. Here, nature is monumental and imposing. The first glance often embraces the plains with the high
grass lying down by a violent wind that seems to murmur forgotten legends or carry heavy sobs. Leaded
clouds cross the skies and print their shadow on the verdant expanses. Everything is fresh and cheerful:
forests are luxuriant, welcoming clearings, laughing streams and round and wooded hills.At the end of the
road, regularly, you can see small flowering hills.
It would seem that this world has acquired here a kind of controlled savagery, on the scale of man. Zakai is a
spring world, and therefore very fragile. It nevertheless contains secrets and dreadful places which can
cause the loss of one who does not know the laws. Circles of erected stones, towers in ruins delivered to the
furious winds are as many places that can shelter hazardous encounters. Yet, beyond these enchanting
landscapes, the traveler feels a subtle blend of melancholy and grief before this world once so pure and now
stained and violated. A part of Zakai is now devastated by what is called theGastes . They are regions of
death and desolation, where life can not be born: covered with greyish dust, like bone powder. They are
plunged into an eternal night which only covers a few stumps of decayed trees and remains of peregrines
who dared venture there.

It is not uncommon to meet in this world armed knights ready to face any traveler who crosses their path, as
well as villages, towns or kingdoms populated sometimes by human or strange creatures who are not far
from recalling Those of the ancient Celtic tales.

Most often, the Initiate of Zakai approaches this world through a Passage Point loaded with symbol and
conducive to meditation ....

As the traveler rushes towards the center of Zakai to complete his quest, he can discover fabulous
landscapes and enigmatic lands full of dangers. Among the most threatening places are the Dark Forest, a
green expanse as far as the eye can see, inhabited by numerous creatures, and it is said that even the trees
are alive. This place is apparently a site of great torment for the Nephilim, and many are apparently
imprisoned forever in a vegetal ocean.

Geography
The geography of Zakai is fuzzy and moving. No one was able to draw a map of it. The enchantments are so
powerful that nature moves imperceptibly.Yet we can distinguish three great localities, arranged in concentric
circles.

-The first is the world of Zakai proper with idyllic landscapes. It begins with the cliffs sheltering the head
of Bran and ends at the border of Terres Gastes. The traveler can only get out of it if he is determined to lead
the quest for this world to its end. Any dilettante peregrine who comes only to seek peace and tranquility (to
see the country) can never go beyond that territory. He can also discover the island of the apple trees which
seems to be, according to certain accounts, the true island of Avalon or the Mag Meld - Mag Mór, Tir na nòg,
Tir na mBéo - celte, or the island of the Greek Hesperides.
To reach this island, the visitor must pass through unclean swamps infested with dangerous creatures, find a
smuggler who can overcome the opaque mist that encircles the magical place. At the end of these quests,
the surveyor must climb mountains with cloudy and snowy summits in order to discover the other side,
Terres Gastes.

-The Terres Gastes constitute the second geographical zone of Zakaï. There is always night, there is
nowhere to hide, a few stumps of trees dot a desperately immense plain where there is nothing, except the
ignoble creatures that execute the unworthy or imprudent visitors. Along the route, there are dead trees on

769
which the dead bodies of stranded passengers sway with a cold, dry wind, recalling that the failure of the
journey leads to death.

At the end of this journey, if the traveler is still alive, he will be able to contemplate the pillar of Zakai: the
castle of the emperor. In crossing the threshold, he must know that he will have to find a way to heal the King
Fisherman.

Sephirotic Plan

Malkut
-The Head of Bran
Thus, on a heath beaten by the winds, beyond venerable cliffs where crash the unfathomable Ka surfers that
mark the limit of this world, the Kabbalistic traveler can discover an immense head of stone of unknown
origin cf. Bran .Emerging halfway from the ground covered with bright green grass, this head would be
the ancient vestige of a powerful artefact that guaranteed Zakai 's balance and its connection with our
world. In fact, the many Arthurian legends seem to prove in an almost mythological time, doors allowed
access to other worlds such as that of Zakai. This is no longer the case, but the Knights of the Tears of
Blood work so that magic and reality can once again become intertwined as a result of a re-enchantment of
the most heavily burdened regions of the world in Akasha. For now, Bran's head is disintegrating little by little
due to the erosion of theMagic Fields and painfully reminds the Zakai initiates of the past mistakes of their
peers.

Bran
Kaim or Nephilim of the first generation who traveled to the Other World ( Le Sidh ) with 37 companions, who
like him refused the Fall and the death of timelessness. At the end of their expedition, they reached the heart
of the Other World: the island of Gaiety and the Island of Women. On these Siamese islands they found
means to preserve the sacred time of the Fall. The sailors wanted to leave, but the Sidhes tried to hold them
back. They rejoined their world and were bruised by the Orichalca . Most of them were dissolved in the
confines of Ka. Bran's Pentacle was hit hard. He disarticulated and his elemental branches began to drift into
the Magic Fields , as did the Akasha .In the 8th century after the Incident Jesus, Nephilim having learned the
legend of the fabulous journey of Bran looked for the pieces of the dislocated Pentacle. After many years of
quest, they succeeded in bringing together the Ka-elements of the Kaim. They placed them in a stasis, a
flowered branch covered with antediluvian inscriptions and stolen from the Myst. She was buried near
Londinium (London). The centuries succeeded one another. The dismembered Pentacle of Bran, buried
under the streets of the capital, radiates and allows by an occult miracle the cohesion of the Other World.

-The Giant's Causeway


-The Edge of the Forest of Shadows

Yesod -The Labyrinth lit by a torch


-The Marine Prairies -The Ancestral Circle of Minds
-The City of Seaweed
-The Glass Fortress

Gebourah
-The Fortress at the Dragon Gate
Hod -The Infinite River
-The White Mountain -Archipel of the aerial cities
-The Shores of Mists
-The Tower with a thousand languages

Chesed
-The Stele of the painful blow
Netzah -The Forgotten Terres
-The Lake of the Forest of Shadows -The Magic Forges
-The Sanctuary of the Bell
-The Finger of Heaven

Binah
-The Refuge of Tzeboath
Tipheret -Lande with dancing lights
-Tour of the Corbels -The Bridge of the Sword

770
-The Marsh of Forgetfulness
-The Apple Island
Hockmah
-The Wreckers' Greaves

Kether
-The Gastes
-Gasty lands
-The Palace of the King Fisherman

The Giant's Causeway


The Causeway of the Giants (in Irish: Clochán na bhFómharach, which means The little stone pile of the
Fomoires) is a volcanic formation located on the coast of Northern Ireland. Located 3 km north of the town of
Bushmills in County Antrim, at the northern end of the Antrim plateau, it is characterized by approximately
40,000 juxtaposed vertical hexagonal columns (columns or basalt organs). The whole, eroded by the action
of the sea, evokes a paving that starts from the base of the cliff and disappears in the sea. The columns are
visible on the foreshore but also in the high cliff of 28 meters, which constitutes The edge of the Antrim
plateau.

The legend
According to legend, two enemy giants lived on either side of the sea, one in Scotland and the other in
Ireland. The Scottish giant treated his Irish rival as a coward until the day when the latter, stung to the quick,
told the Scotsman to come and fight to prove to him that he was the strongest! But how to cross the
sea? The Irishman threw stones into the water to build a practicable road, a "causeway" between Scotland
and Ireland. But when he saw his opponent approach, the Irishman was panicked because he was much
smaller than his opponent! He ran for advice from his wife, who had just enough time to disguise him as a
baby before the arrival of the Scottish giant. To the latter, she presented her "son", who was none other than
her disguised husband. The Scottish giant, seeing the size of this "baby", became frightened. Dismayed at
the idea of the size of the father and consequently of his power, he took his legs around his neck and
returned to his lands of Scotland taking care to disassemble the pavement so that the Irishman does not risk
To rejoin his island.

The Crow Tower


The tower with the crows refers to The Tower of London is officially called "The Fortress and the Palace of
Her Majesty, The Tower of London" (Her Majesty's Royal Palace and Fortress of the Tower of London). That
the last monarch who inhabited it was King James I. The White Tower, a square building with turrets on each
corner that gave it its name, is located in the center of a complex of several buildings on the Thames in
London, which served as a fortress, arsenal, treasury, hotel Mines, palaces, refuge and prison (place of
execution), especially for prisoners of the highest echelons of society.

The Tower of London has 20 towers, most of which are associated with episodes in the history of England:

Bell Tower: place where Queen Elizabeth of England was imprisoned


Byward Tower (Password Tour)
Wakefield Tower: tower in which King Henry IV was killed
Bloody Tower: Tower in which the 2 sons of King Edward IV were killed
Traitor's Gate: door opening onto the Thames, through which many prisoners entered, including Elizabeth
1st of England.

This last use was at the origin of the English expression sent to the Tower, which means imprisoned, like its
French equivalent "embastiller". Elizabeth I was imprisoned there two months during the reign of her sister
Mary. The last famous prisoner of the Tower was Rudolf Hess during the Second World War.

Several ravens (Corvus corax) whose wings have been trimmed are fed to the Tower at the expense of the
State by a "Master of the Crows", for according to an ancient legend, as long as crows inhabit the Tower,
England will be protected Of any invasion. The crows that currently inhabit the Tower are called "Hardey",
"Thor", "Odin", "Gwyllum", "Cedric", "Hugin" and "Munin". The building is under the authority of a governor,
now Major General Keith Cima.

771
Aresh, the World of Fury
Here all is noise and fury. The elements are torn apart by lightning, earthquakes, meteorites, volcanic
eruptions and storms. The earth is covered with crevices and ravines like so many deep scars. The air emits
a violent odor of ozone, while tongues of cracked earth engulf oceans in a single day ...

This world is that of violence, the fury of the unleashed elements who wage a pitiless war. The relief
constantly changes with the outcome of the battles in which enormous forces are engaged. This world is that
of divine wrath, of the opposition of aversion. The creatures that live there are aggressive and warlike, they
always seek confrontation and conflict. It is a warrior world and the landscape as well as its inhabitants are
the perfect expression.

Aresh is a huge battlefield ...

One of the most terrifying places in this world is the basalt forest where live stones that were certainly trees
in a distant time lament and struggle amongst themselves with their appendages clawed for a derisory vital
space.In this terrifying landscape inhabit many creatures of Fire and Moon. The explorer who accepts to
brave these dangers and reaches the heart of this region can then discover a wide clearing full of occult
secrets.

Many legions of creatures dedicated to the victory of an element scour the surface of Aresh. Among
them, the living lights are major powers of the Fire through their organization and their amber vessels that
travel the world, sowing death and destruction. There are, however, creatures of other elements, of equal
strength and military organization, like those strange crystalline ice creatures who reduce their prey into ice
statues in order to continue building their mysterious singing palace. This last place is famous for its garden
of a wonderful beauty where rest of Nephilim awaiting the hour of their awakening.

The actors of the various conflicts that perpetually shake Aresh are legions and the Kabbalists do not stop to
draw up their list and that of their acts of war. Of this bellicose crowd stand out likewise the strange black
shadows mounted on their lunar hunters.

Kamael, the destruction of the demon is the general of the forces of Air. He commands armies of vlantes
creatures and is one of the principal responsible for the ravaged aspect of this world. Moreover it seems that
each element has its head in general, but only Kamael is mentioned in the texts. One thing is nevertheless
certain: On one word from Tsadael, the Emperor of Bronze, cease their confraternities and order their
banners under command when necessary. However, the Emperor of Aresh seems to take a real pleasure in
the spectacle of these clashes.

If life is a never ending battle, Aresh is the most flamboyant symbol.

Looking at the events of Invisible History, we can see that the premises of life on the Primordial Grail were
marked by struggles for power and survival.

Primordial vs. Ancients (Black Saurians / White Saurians)


Kaïm vs Sauriens, Kaïm vs Kaïm, Kaïm vs Onirim
Kaïm vs DraKaOn, Humans vs Kaïm, Selenim vs Humains
Nephilim vs Nephilim vs Selenim vs Human, each against each other!

Everything can even begin with creation, what is combat if not imposing on others its own order. In a sense,
one can imagine war as a means of pacifying a region divided by too many factions, or of establishing a rule
where one considers that there was none.

Sephirotic Plan

Malkuth
Granite Foundations
The Dawn of the Lower Waters
The Basalt Forest

The Basalt Forest is a terrifying place where living stones that were certainly trees at a distant time lament
and struggle with each other through their clawed appendages. In this hostile landscape are lined Those who
murmur, the Spirits of the Forest of Basalt .

772
Yesod
The Obsidian Staircase
The Reversed Columns
The River of Dreams

Hod
The Misty Forest
The Sprawling Marshes
The Hidden Altar

Netzah
The Nightmares Lake
The cracked dam
The rumbling falls

Tipheret
The unfathomable mass graves
The Glass Fortress
The unspeakable desolation

Gebourah
The Plain of Melancholy Pains
The Spiral
The Caves

Chesed
The Garden of Ice
The Fountain
The Sleeping Furnace

Binah
The Peaks of Anger
The Wailing Catwalk
The Terrified Temple

Hockmah
The Bone Remparts
The Tormented Fortress
The Mountains of Plenitude

Kether
The Salt Desert
The Gulf of Brass
The invulnerable palace

773
Pachad, the World of the Apocalypse
This world is certainly one of the five richest but also the most chaotic. The worst nightmares rub shoulders
with the most sublime ones that he has been given to see at a Nephilim. The most destabilizing visions are
legion while Pachad as well as his creatures are in perpetual mutation.

In fact the explorer often has the impression that he is traveling on a gigantic living organism. This world is
organized around 4 rivers that run through it like the arteries of an immense heart pulsating relentlessly. They
all have the same source which bears the name of Ava which is reputed as a place of great mystery and
supreme power. It is said that one who reaches this source can reach the Agartha faster and it's also the
mythical fountain of youth. In the vicinity of this fountain, a paradisiac garden extends.

Pashad's landscapes are often compared to tormented works such as medieval paintings.

One can discover charming villages as well as strange villages with barbarous and sadistic manners. It is not
uncommon to see armies in heaven to sack a particular country. The Desert of Kesh is home to a fantastic
city carved out of a mountain that stands in its center and inhabited by small beings who work unceasingly at
its aggrandizement, having no equal to hunt monstrous scorpions with human head and waist Of a mammoth
that haunt the desert.Another well-known is the so-called Horrors, in which there is so much devil that the
creatures who live there are constantly obliged to change their form in order to oblige them to escape. The
experienced travelers of Pachad do not fail to mention the Palais des Délices where one indulges in the
pleasures of a rarely equal refinement whose visitors and guests are obliged to be disguised. The Palais des
Délices enjoys an ambiguous reputation and it is whispered that certain costumes proposed by the masters
of ceremony are permanent.

Besides this center of debauchery, the Kabbalists often try to go to the city of Auron where the library would
contain all the events to come. It is, however, dangerous to go there, for it is the scene of gigantic battles
between degenerate and stunted beings.

Pachad and a pitiless, cruel, bloody and painful world. Honor is rarely respected and very often, all blows are
allowed. The inhabitants persecute, torture, betray, assassinate, imprison themselves. Or, they wallow in
total lust. Pachad is also the world of chaos and intemperance. The traveler must choose to let himself be
carried, without judging, without resisting, in order to be able to be reborn after having reached the depths of
decay. All that the occult world may have left of Fallen, Disappointed and Lost is found at Pachad, seeking
rebirth in the intoxication of horror.

The sky is always dark, oscillating between black and purple, traveled by clouds of flames. There is
constantly heard a background noise, which ends up becoming frankly irritating, then terrorizing when one
realizes that it is the incessant cries of the tortured. The landscape is always desolate, set apart in the cities,
where the architectures are biscornue, overloaded and to the limit of bad taste. Pachad is an immense
painting by Jerome Bosch where every edifice is in flamboyant Gothic style.

Geography
Pachad is crossed by four rivers which are said to have the same source, named Ava which is reputed as a
place of great mysteries and great power.These four rivers divide the world into distinct parts, the banks of
which are peaceful, bordered by small villages, quite banal. It is only by penetrating into the interior that the
Kabbalist apprehends the true nature of Pachad.
The first part of the world, Quazirm , is made of great cities, with an exceptional level of life, covered with
palaces more extravagant than the others, in which a crowd eager for pleasures is drawn into an ocean of
delights. All the whims, all the tricks, all the fantasies can be experienced and satisfied. It is enough to get
along with the masters of the place, who will do everything possible to satisfy the curious. They are hardly
ever seen but everyone knows that the palaces belong to them and that nothing happens there is a
coincidence because they control everything.
The second part of the world, Phoenyss , is also very urban. These are cities which resemble, by far, the
preceding ones. But the atmosphere is different.All know that the one who will rule the cities will be
immensely powerful. It is therefore a perpetual struggle for power by the inhabitants. Imprisonment
assassination, political manipulation, public executions, all the blows are allowed to seize the reins of
power. Each new visitor is scrutinized, spied upon, for the traveler, these intrigues seem so vain and power
so illusory that he does not see himself as a dangerous candidate, although the plotters generally do not
agree.
- The third part of the world, Neden , seems to be a peaceful and even paradisiacal domain. The vegetation,
without being luxuriant and exotic, is harmonious and powerful, colorful and shimmering. It is the only place
in Pachad where the sky is blue. The locals are welcoming, friendly. They never reluctant to invite to their
furnished table the peregrine which passes in their domain. However, this is not the only aspect of this
area. At regular intervals, this peaceful country turns into an abominable place: every sign of civilized

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habitation disappears, the lakes are transformed into a living charnel-house, where corpses try to attract the
imprudent traveler to them; Blood, bone architectures, the sky is a dark red agonizing. Terrifying creatures
crisscross this territory in search of isolated beings or solitary travelers, to catch them and complete this
nightmare. The traveler who finds himself trapped there is the prey of an unremitting hunt.
Finally, the fourth part of Pashad is the immense Desert of Kesh . The traveler will perhaps find an oasis
where he will have to prove his worth to the inhabitants, the Nephrem: these hunters who pursue night and
day throughout their lives the abject creatures inhabiting the desert. Riding mounts strangely similar to giant
ants. They track the demons of the desert and monsters like giant scorpions with human heads and the size
of a mammoth. They have little to live and must ration. This is why any traveler who claims hospitality must
prove its worth and help them during a hunt. If he is unable to do so, he finds himself bound to immense
chains to serve as a lure to monsters. It is also said that in this desert lives Shai Hulud, the Guardian of the
Rare Earths .
The Emperor's Palace is at Ava. The sovereign lives there with his decadent court which surrenders before
him to all possible debauches and unimaginable.But the Emperor still remains of marble and waits. No one
really knows what he is waiting for, but it is whispered that it would have something to do with the
Apocalypse.

Sephirotic plan

Malkut
The pierced mountains
The lands of the bluish aurora
The land of men trees

The Living Hinge

This nauseating stretch is a tangle of human bodies, covered with pustules. It is animated by a movement
which gives it the appearance of a wave of decaying flesh, agitated by the spasms of the desperate
swimmers who compose it. As soon as a Nephilim approaches the Living Hinge, the bodies will contort to
stand as one man before him. This agitation will generate a gaseous cloud which, by dissipating in the air,
will spread an unpleasant and unbearable odor. Anyone who remains too long to breathe this stink must do a
constitutional test. The Nephilim will be able to recognize in the Living Hinge the Dark Governors of the
Powers of Pestilences in the mephitic vapors which emanate from them.

The Forest of the Men-Trees


Gigantic trees stand in a dense forest.When the Nephilim penetrates, he is immediately caught up in a
sarabande of sounds rising from another age.Fugitive apparitions can occur as the incessant pounding
comes from the base of the trees. The latter reveal themselves to be endowed with a humanoid body whose
enormous feet violently strike the ground. These are theGuardians of Revelation, the Memory of the
Primordial Grail
In the Marches of Pachad in Evora: Forms appear at the limit of his field of vision. The Nephilim thinks he
recognizes the Kaim who pursue titanic forms that are lost in the foliage of the trees. In their flight, the
cavalcade of their prey makes the ground tremble with painful spasms.

Yesod
The crayfish fountain
The calm river of desire
The Aion cache

Hod
The Gibbet Tower of the Black Hells
The Egg of Pleasure
The apocalyptic cities of tormented clouds

Netzah
The dark kingdom of the star fruit
The palace of delights
The country of Cana

775
Tipheret
The Desert of Horrors
The mountains of Ararat
The hills of flowing time

Gebourah
The Desert of Kesh cf
The perilous staircase of the moaning spirits
The devouring lands

Chesed
The Snake Garden
Lithotomy
The corrupted orchard to the miles to

Binah
The Evil Hospice of Sathiel
The Throne of the Monster with the Head of a Blue Bird
The Geysers of the Last Judgment

Hockmah
The city of Auron
The lake of infinite pleasures
The Empire of the Senses

The Tree of Life Revealed


This tree, several tens of meters high, welcomes on its branches metallic structures bristles of needles on
which men and women of all ages are impaled. These bodies, with their chests pierced through and through,
are always agitated by the jolts of life which refuses to abandon them to their fate. They have their mouths
wide open, tortured by the pain, but which lets no scream escape. The features of their faces are deeply
marked by suffering. The Tree of Life Revealed is the territory of the Lord of Pain, the One who watches over
the Empire of the Senses .

Kether
Ava, the pulsating source
The marshes of the four rivers of Pachad
The nauseating city of the begging king

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Social Organization
The social organization of this world is of the oligarchic type. Some wealthy govern for the good, or evil, of
others. The inhabitants of Pachad have all possible faults: thieves, liars, deceitful, wicked, sly, cruel, sadistic
... but they are not cowards. They never hesitate when to act.
Pachad is a world of oppression, from the strongest to the weakest, from the most cunning to the most
stupid. Slavery is commonplace: everywhere, from markets to slaves exhibit unlucky creatures or victims of a
conspiracy.Kabbalists also find themselves sometimes prisoners, slaves of infamous creatures who make
them undergo scarcely enviable abuses. The assassination and also very common. One kills to survive, to
feed oneself, to eliminate a disturbance or to distract oneself.

Harabel, The Beggar King, The One Who Waits for the Apocalypse
Harabel is the emperor of Pachad, and thus the archetype of what the Nephilim must choose to travel this
world. It resembles a beggar crowned with disillusioned but charismatic expression. Some claim to have met
him in the form of a long-bearded hermit.
He has absolute power over all the creatures of his world. He reigns over nightmares, all forms of
degeneration and corruption, mutations, everything that is repressed, secret and unspeakable. He incarnates
the terrors of theNephilim and all beings in general, and has the power to make mad or Khaiba.
At once avenging and merciful, cynical and generous, it is an ambiguous character. This suzerain able to
chastise all Nephilim showing himself unworthy of his own.

The Pachad Quest


Pachad's initiates often suffer from a more or less marked ostracism on the part of their kabbalist colleagues,
yet they believe that the Apocalypse can turn to the advantage of the Fallen if it is understood that Chaos can
be Generator of a new world. Pachad is a jungle where the Kabbalist must survive, not necessarily by always
using force, and where he must go to the end of horror. The quest for this world is that of the
Apocalypse. The Kabbalist must observe from every angle, undergo all outrages and debase himself in order
to better understand where the true path is. Once this initiatory journey is accomplished, he must go up one
of the rivers to find Ava, the Source. He can only find it if he is ready, that is to say, he has understood that
the Apocalypse will be a revelation, and that he will have to go all the way to deserve it. He will arrive in a
lamentable state, physical as well as spiritual, in front of the palace of the emperor and he will have to find
the latter. If he reveals something new about the Apocalypse, the emperor will lead him to the ultimate
source, Ava. After being degraded, sullied, wounded, the initiate can plunge into the fountain of youth and
emerge in a new form that transcends the Agartha.

Notes
The desert of Kesh could come from the Desert of Kadesh (mentioned in the "Numbers", chapter 20) where
Myriam the sister of Moses died. Moses asked King Edom of Kadesh to let the Israelites pass, but the king
refused.

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The Akasha

The Akasha masses Magic Fields surrounded by a matrix of Ka-Sun . More or less stable, these subtle plans
are the reflection of all the dreams, myths and other ideals or nightmares shared by humanity.

Detect:
• By revelation, the most powerful appear momentarily in reality.
• By rumor, information by testimonies and presence on the ground
• For the magic sensitivity by testing the Ka-element most related to the analogy Subtle Plan .

Just then pass a jet of Vision-Ka to feel abnormal disruption in the arrangement and movement of Magic
Fields .

That said, unless you pass a jet under the skill knowledge of the Akasha, the Nephilim has no clear idea of
the nature of the phenomenon.
If the roll is less than the Ka-elementconcerned, he can have a glimpse of the contents of the Akasha.

Access: Akasha are defined by a pot predominance of from 1 to 50 and making its inertia, its stability, its
scope and its impregnation in reality.
• accidentally when conjunctions accurate astrological and symbolic dates.
• by a spell woven by seasoned travelers (great magician) and dedicated to a particular Akasha.
• a door, after intense research and some empathy between the Nephilim and Akasha, a
successful opposition between his Ka and the Pot of pregnancy of the Akasha to open the door.

If he wishes, he can sacrifice his Pentacle as many points Ka-element to increase his chances.
Once the test passes, he can enter the Akasha by passing this test alone.

• The use of stasis is possible but not its recharging which must take place outside the Akasha
• In case of Effect Jesus , normal test against the stasis ; However, he will also be prisoner of the Akasha
unless he reincarnates in a human dreamer passing by nearby, which will wake up brutally.
• If there is no reincarnation, his body dissolves in the Magic fields to feed the Akasha. However if the victim
was a notorious action in the Akasha, there may be appearance of a ghost Nephilim Narcose less thrust.
• If the stasis is out of the Akasha, the ka-sun gangue prevents Pentaclereinstate the stasis and
the Nephilim is finally dispersed in the Magic Fields .

Operation of the occult:


Magic effects are subject to the principle of substitution. Thus every successful outcome in the Akasha
requires an opposing test against the Pregnancy Pot whose active characteristic is the threshold of the spell
divided by 10 then multiplied by the number of the circle. If the opposition is successful, the Akasha will lose
a point of Pregnancy. See Akasha Supplement p.17-19.

The Akasha are divided into 3 strata:


The banks Akashic ,
The Akashic scum (harbors, lighthouses and islands),
Pelasgic archipelagos

778
Are accessed first 2 with doors and third by the phantom channels.

The navigation instruments:


The nave allows to travel through the endless maze that the Akasha constitute for the Nephilim who does not
know the way. Collected in one place magical fields after endless searches for the right place to create a
nave, the fragment of the land of Akasha is used in a ritual that oppose the Ka-Sun of Akasha to the Ka-
elements of the Nephilim. Then created, the nave can be modeled by a hard work. The nave does not open
all the doors and the Akasha fragment used will delimit a cone of possibilities more or less wide.

Ghostly ways:
The cardinals (the north, south, east, west, zenith and nadir) generally define the directions of the
Akasha. They allow access to the archipelagos.

Upon entering a foam, the akashic compass creates itself.


Each cardinal of the compass is measured by a POT.
When the Nephilim enters the foam, understands the teachings and discovers a cardinal door, he gets +1
to the cardinal's Pot of the door on his compass.

Open a cardinal door:


Chance of opening = Pot x 3 of the cardinal associated with the compass

Navigating ghostly ways:


Pot cardinal compass (active) against the pot of pregnancy of the Akasha

to which the Nephilim heads (liabilities). If the jet fails, the Nephilim is lost.He must find a lighthouse, a harbor
or a reef.

Create a door (as it did not exist):


Luck = Pot of the cardinal (%). If the throw fails, no retry and -1 at the cardinal's Pot.

The Akashic Shores

The Akasha of the Shores forests the first stratum of the Akasha. These are the splendid priches of the
reality of the profane. Since they are derived, for the most part, from popular beliefs, the opportunity to shine
there is rare and the lessons that can be drawn are weak. Often considered mere steps on the road
of skimmings , they remain a oligé passage for all Quaestor. Indeed, these are the most numerous to open
on Earth and the only ones to have permanent doors with it. Moreover, these realities are the one where it is
simplest to build a Nave.

The body

Decorations
The Shore Akasha are generally small and sparsely populated; Decors are rarely far from reality. There are
two kinds of Akasha from the Rives:
Historical and

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The idealized.
The first, the most common, are reflections of historical moments maintained by dreams and fantasies of
humans.
The latter are idealizations of a real or mythical place and they are often attached to this place.

Danger
Their proximity to the Earth, the Banks are the Akasha where you meet most of Minor Arcana .
Wandering is the other danger that threatens the traveler of the Shores.

The mind

Origin
The Akasha of the Rives were the first to appear.

Inhabitants
The Majority is human reflection, but there are also legendary or mythical figures that are at the origin of the
Akasha. They are composed exclusively of Ka-Sun .

Home
In addition to the initiates, we can meet some profane dreamers lost.

The Anchor of Arkhemia

The body

POT of pregnancy: 38

The decor
Whoever goes to this Akasha necessarily already has an idea of what he will find. Indeed, it is
the Nephilim who have followed all the steps of the alchemical progression and reached the highest degree
of mastery of theOccult Science . They have already realized their Microcosm in which they have trained to
transmute matter to the scale of a micro-universe, and to cultivate a world apart, endowed with its own
magical ecology, where they have been able to deploy their knowledge accumulated over the
three Circle .They are ready now, while they sail toward the shores of the archipelago , to work towards the
development of a macrocosm, a gold Atlantis resurrected to accommodate its Agartheans. This world is
called Arkhemia.

Arkhemia is the new Earth made by the Agarthians from the third occult discipline. It is not part of the Subtle
Bodies is a third direction to the researchers Agartha, an issue reserved for masters of the Great
Work .However, one aspect of Arkhémia is in close contact with the Archipelagosand fulfills an important
function: it is to ensure the anchoring of Akasha in secular reality - the world of men where
roam Immortals dreaming subtle shelters - and hence the sustainability of elevated minds to Archipelagos
Pelasgic .

This Akasha is anre that other newly developed world and the gateway to Arkhémia. It is both the Vault,
which allows to contemplate Arkhémia starts looking up to the ultimate destination of followers ; and Pillar,
which runs through the strata of the Subtle Bodies and establishes the tripartite alchemical linking "what is
there" to "what's up" Earth-Subtle-Arkhémia Archipelagos.

Seeing the outskirts of the archipelago , the browser notifies anthrax cliffs that seem to have been ravaged
by incessant fires. This horizon representsthe Work in Black is a mournful reminder of the hidden experience
of the alchemist and scare the browser that has not passed the first circle ofAlchemy .

In an anfractuosity of this calcined barrier, a portal rises, composed of an arch carved in the Atlantean rough
stone, gleaming with a thousand mineral crystals that throb with an unsuspected life, and a door with two
flaps of a wood Of laurel still alive, inhabited by ancestral spirits summoned from the perilous forest, and

780
continuing to develop as if the door was still rooted, extending by new shoots, obstructing the passage of
vigorous branches that wrap around the Stone arch and thus form an aura of foliage of a gleaming green.

At the pediment of this portal is inscribed in a letter of moving flames the following adage: At the End you are
Las of this Old World. More than a warning, it is a truth that the alchemist has already deeply integrated; if he
did not sentence this in mind, he would never have undertaken to navigate the turbulent waters of the Interior
Ocean . The Ancient World is in this case the profane world to be renovated by bringing back to it the light of
the Other World.

Beyond this portal, visitors can see the dual reality of Akasha , its paradoxical organization, and if he had
believed reach the sanctuary of followers , he realizes now that he is not just for this , And that this refuge
conceals a formidable enterprise, a field of gigantic labor.

Indeed, the Akasha consists of two areas: the Arch and Pillar. So close to the center of
the archipelago opens a dark and steep career, the walls come down in successive stairs to the busy and
populated depths of thousands of workers, laborers, engaged in a mad superhuman adventure: building A
reverse Babel.

When one finds oneself at the bottom of the abyss and one raises his eyes towards the surface, a strange
phenomenon occurs: instead of contemplating the circle of light of the sky overhanging the quarry, one sees
on the contrary a wonderful vault , Such as that of the skies on summer evenings, velvety and enchanting,
except that landscapes, reliefs, regions are drawn. This is a preview of Arkhémia, the world of followers ,
being developed.

The area around the quarry reserve a very different welcome: we identify are the embassies of members
of Glorious Alloy , which are implanted a small piece of their respective fields and who spread a little magic
and vitality of Arkhémia. Quickly, the observer will recognize Esmeralda , sitting on a bench at the heart of a
delightful garden, under the shadow of fresh cherry blossoms; he will see the golden hues of green dream
hidden in the folds of the Prague occult by the Green Lion ; he reads the frontispiece of the grimoire
which Hermes Trismegistus uses as throne; he will feel the intoxicating ozone passage of fugitive
Atalante over the archipelago ; He will turn finally to the hateful vision of Rebis two-headed, four members of
restless turmoil within his slimy egg.

But the most surprising is sas doubt that the visitor can discover at the end of his descent into the bowels of
the Archipelago ; Instead of a bottom, a cul-de-sac, or a pit, one leads to a new unexpected space, where
stands the Pillar. This cyclopean column extends towards a reversed field again, and no one can see the
end: Pillar is lost in the mists that hover laminated between the Subtle Bodies and the world of men. The
foundation of this pillar is diffuse and multiple: it is constituted in fact by all the human edifices which are
supposed to elevate man to the other world: Egyptian and Aztec pyramids, temples, cathedrals, places of
pagan cults etc.

Dangers
The Akasha is protected by numerous guards produced by the operations offollowers directly from the Prima
Materia of the five Glorious Alloy andformulas of their disciples gathered in the Amphitheatre of Eternal
Wisdom.Given the power of these alchemists and extreme quality of the substancesthey have -cultivées
within the Akasha - we can meet any figure corresponding to the formulas of all circles and
the Artifact of Spagyrie .Their power is simply multiplied tenfold.

Most terrifying of these guards are unquestionably those Rebis was born: they participate in the multiplicity
and duplicity that characterizes the Adept with two faces and can take many different days, friends and
enemies, and counselors Exterminators, devoted companions and murderous traitors.Among them may be
mentioned for example the crystallization Ivory Bone .

Other sites of the Anchor of Arkhemia are difficult for visitors. At the sight of the central chasm, the visitor felt
his reason stagger. It is said that the intruder whose mind is rocking at this moment immediately becomes
one of the workmen of the quarry, and descends to rejoin the ranks of the soldiers.

The mind

The Origin
To understand the nature of this Akasha , it is important to remember the meaning of the Great Work and its
culmination at the universal level: Arkhémia. The Alchemist, arrived at the third circle , conducts Operation of

781
the Sun, which is to get rid of the curse of Orichalcum , then get entry in the Assembly of followers , which sit
in the Ampitheatre of the Eternal Sapience.At that time the Nephilim became an Adept .

The sign of admission is the copy of a register that gives him the Book of the Twelve Gates, and who taught
him the existence of another world, the result of the transmutation of effort followers gathered. This world is
Arkhémia, the ultimate secret and closely guarded alchemists Agartheans .

The Celestial Jerusalem

Tournoying Island

The origin of the myth


When Jesus was resurrected three days after his death, he told his followers that he would wait in the
Heavenly Jerusalem to guide them on ways ofAgartha . Since insiders tirelessly looking for this place, which
they believe would be an archipelago . Many believe that the heavenly Jerusalem is similar to the
eponymous town of Year I and it leads to Kabbalah Worlds .

The Origin
Initially, the heavenly Jerusalem was a draft Solomon intended to foster links between the PA and
the Kabbalah Worlds . The Temple of Jerusalem, built according to the plans of Hiram of Tyre , was to serve
as a point of attachment to Akasha that Solomon wanted to link the Tree of Life with the Ark of the Covenant
and the teachings inherited from Melchizedek .

Nowadays
Akasha of faith, the heavenly Jerusalem is fed by many believers. Initially dreamed by the Hebrews, it is
enriched by the faith of the Christians, then by that of the Muslims. But many rifts which agitated these
religions provoked fragmentation, generating more than a dozen of skimmings , visions of fragmented
reflections of the heavenly Jerusalem and several Anti-Earths .
Currently, the heavenly Jerusalem still exists in the Archipelagos , but it crumbles a little each day.

The Akashic

Even if the Doors linking the Foams to the Earth are numerous, they open only under special
circumstances. Furthermore, it is very difficult for Immortals to give these akasha which are closer to the
human spirit thatRives . The easiest way is to find a door in the zenith of Akasha Rives . These worlds are
much more distant from the profane reality than the shores, and more dangers they conceal. Areas of the
imagination, of fantasy and unreality, the skimmings are often a roadblock on the path of Archipelagos .

The first time an Immortal passes through the foam is for him an unforgettable moment. Passing the zenith
door, he feels his Ka in every detalis, carried by a grandiose breath; Surrounded by a dazzling golden halo, it
emerges in the midst of a vaporous mist, in a sort of stormy sea. His Nave floats on a vast aqueous expanse
of changing colors, and around it, from time to time, he can perceive the brilliant Echoes, like lighthouses
piercing the nocturnal opacity. The golden cord indicates the nearest foam, frozen like a frozen wave. As he
approaches, the Immortal sees the light intensify until it dazzles him. A moment later, his feet touch the
ground. Next to him, he can then see the Nadir Gate leading to the Akasha from where he comes and find in
his hands a small amber sphere: his Compass.
Les Ecumes teaches travelers the incredible human creativity but also its futility.

782
The body

Decorations
- The Atolls are Akasha from the Rives but who have enriched themselves over the centuries and gradually
removed from reality. - Les Havres are the Akasha formed of utopias imagined by human thinkers and
artists. Many of them passed the Nadir of doors leading directly to their distorted reflections in the bogs
- The Lighthouses come from the works of the artists. Their appearance depends on the media and
technique used; It is often very far from reality.
- The Reefs are usually only pieces of dreams or unfinished works. These are usually traps from where it is
difficult to get out.

Dangers
- The Castaways are Nephilim trapped in a reef, lost in a fantasy of creation of the perfect work. Convinced
that it will lead directly to the Agartha , they modify the Reef this purpose. They are so convinced of being
right that they always find arguments to give surreal missions to travelers.
- The Nasses
- The storms
- Sea monsters

The mind

Origin
The majority of the Akasha des Ecumes grew out of the dreams of artists, inventors, thinkers or the impact of
their works on humanity. It is in the skimmings that the Akasha is found created by their Immortals
throughSimulacre

Inhabitants

Home
This is undoubtedly the stratum most visited by the laypersons.

The Sidh

The Lustrous Earth, the Other World

The Sidh is a very Pregnant Archipelago

At one time, the sidh was part of an extensive archipelago, inspired by the epic first two major Nephilim
families who left Hyperborée : The Tuatha de Danann and Pelasgians . Humans have gradually lost the
memory of these families and the archipelago has fragmented.
The sidh is all Akasha born in the history of Tuatha de Danann . He then enriched human dreams that
participated in Sunset Sanctuary and theArthurian gesture . Subjected to drift and forgetfulness, it breaks
down over the years.
Some Akasha are golds and already considered lost.

Decorations
The landscapes are those of the Celtic and Arthurian myths. Isolated castles, impenetrable forests,
mysterious islands, alignments of menhirs and dolmens dot the lands of Sidh.

inhabitants
The fay people, so called little people, as most of the inhabitants of Sidh.They are, for the most part,
creatures with versatile aspects and behaviors: fairies, elves, gnomes, etc ...
More rarely, it can cross the reflections of the heroes who participated in theCompact Secrets like
Vercingetorix, Arthur and his knights or Viking chiefs who discovered Greenland.
The most notable inhabitants are the Tuatha de Danann , voluntarily exiled in sidh for thousands of
years. These Nephilim had once erected five diaphanous cited Ka elements in the secular world which were

783
built in the Astral , and are located now in the heart of the archipelago, where they live
recluse; leavingDaoines Sidhe care to take care of current business. Two Courts take the important
decisions together: the Twilight Course and the Shadow Court.

The Sidh also hides an incredible wildlife, straight out fantastic bestiary of the Middle Ages, among which
may have cross Avatars , the Nephilim Agartheans of the Arcanum of the Moon . Some Creatures Zakai, the
World of Puritythrough it.
Finally many Chimeras , the Mythagos were born in Sidh. More powerful than those of the lower strata, they
have acquired a conscience and travel ofAkasha in Akasha , through the Archipelago. Some Immortals even
claim it can leave.

Doors
Each of the Akasha of Sidh has its poles. The heart of the Cities of Sidhwhere lie Tuatha de Danann is not
accessible from the skimmings . Passages to the secular world open during the great Celtic festivals allowing
the Fay people to tread again the lands of the Sanctuary of the Sunset.

The Sidh is often regarded - wrongly - as the archipelago closest to the Sacred Time,
the Atlantis original. The confusion arises from a misinterpretation of the first visitors and an amalgam
between the quest for the Sacred and the Other World. Although Magic fields that drive the Archipelago are
of great purity, the injury of Orichalcum is visible.
The center of Sidh hides a source with miraculous virtues, giving immortality to humans and healing the
wounds of the body and Ka . It has the power to heal the Khaïba and slow the contamination Dark
Moon . This source is a fragment of Atlantys . Akashic a compass indicate that the source is placed zenital
Pole Sidh and thus constitute a door to a higher trate, the Akashaparamount. However, it is not. This is the
Pole of Nadir. The door is closed, however, it leads to the Anti-Earth of Fomors the Selenim who faced
theTuatha de Danann . This Anti-Earth lies on the branch of the Midi Location Unknown , that of Eden, and
forms the back of the Other World, the other part of Sidh. The links between the two worlds are so strong that
happens to travelers to be in the Anti-Earth without the gate.

Pendulum

The body

POT of pregnancy: 13

Pendulum has a crucial role within the Pelasgian Archipelago: to ensure the cohesion of the Akash territories
at this high level, to retain their disposition in the coherent and unified pattern that eternity is supposed to
safeguard ... This is not the case, since the Archipelagos are derived. The people of Pendulum therefore
have the task of strengthening the eternity of Archipelagos, and are thus closely related to the Great
Clockmaker , master of the house.

This Akasha is logically located in the Archipelagos of the center, although the notion of geometric center is
relatively foreign to the subtle Plans . Talking about spiritual center, we can point by referring to
physical Magical fields that drive the Archipelagos. It is in relation to this activity that Pendulum places
himself on a hypothetical map of the Archipelagoes. This means that it moves at the same time as the fields
and that it is not always found in the same place.

Only the inhabitants of the archipelagos are able to feel the location of Pendulum, as they are completely in
agreement, echoing the scene and are based on their perception of Magic Fields to see Pendulum. In
general, travelers who are passing by are not in a position to enter into agreement in such a fine manner,
and are compelled to ask their way to the inhabitants of the Archipelagoes.

The case is a little different for visitors who, instinctively, as often happens in dreams, know where to find
Pendulum without having to look for it. it is an amazing option that makes the conscious Armilleurs , guards
Pendulum: in fact, this feature is very vulnerable to Pendulum for major human dreamers that make it
through this.

The decor

784
Once past the two waves that protect Pendulum, the browsers see the contours of the island on which he will
be able to set foot. The island appears at first glance as a clockwork device: a serrated dial turns slowly,
overlooking a tangle of spirals and timepieces with complex shapes, but combined into a set with stunning
harmony.
The dial is traversed by needles, various instruments that are linked together like so many monuments:
creatures, individuals who seem to go to important rendezvous and whose itinerary falls within Thousands of
wheels that tinkle and click from all sides.

The movement of the dial is governed by the cycle, which is a measure of all occult activities: it synthesizes
the advanced occult quests like The Holy Grail or the Golden Fleece, the progress of each Nephilim in all
areas , increasing their Sapience , fluctuations of their Ka , discovery and learning Focus , the use
of Spells and Artifacts ; Briefly, the dial Pendulum engages in a permanent and unimaginable magic
assessment across the Earth, the Worlds of Kabbalahand other Akasha .

List of Akasha

Akasha of the black earth


Akasha of the Venetian murmurs
Akasha of the Gold Country of the Rhine
Akasha of the time of the cherries
Akasha of the Solar Statues
Hyperborea
The Cathar shore (the Akasha)
The shore of melancholy
The Venice of Mud
The Moribond banks
Levanah (the Akasha)
The Anchor of Arqhemia
The gardens of Versailles
Mineral scum
Brocéliande
Avallon
Barcelona the insurgent
Latin Quarter of the Barricades
The legendary city of Ys
Pendulum

785
The City of Dizziness - Aggartha
This article describes the mythical city of Dizziness, the seat of the future Rex Ka, Aggartha.

Players, the following is about the description of Aggartha and some aspects about it, the residents and
those related to it. This information comes from the NEPHILIM range (in order to compact and synthesize the
data into a summary sheet for the Maîtres de jeu who do not necessarily have all the existing supplements
and who want to be part of the background.

A little history
Aggartha was conceived by the memory of the twenty-one founders (the Nephilim to whom Epimetheus
confided twenty-one of the twenty-two petals of the Cosmic Rose of Ram), the architectural plans of Imhotep,
Of the fifth Kumpania, the Gypsies.
Aggartha is the heart of the World, an immanent magical net, invisible to the eyes of men and immortals. The
Founders are now fixed in this magical net, connected to the True Egyptian Refuge, alongside the Adopted
of the World.

Description
The first steps in Aggartha tread the grass of the Edenic gardens, veiled with a fresh dew, undulating under
the caress of the murmurs of a mysterious tongue. The perennial nature is familiar in some of its vegetable
and exotic attires by the forgotten or unknown varieties that it shelters. It lends itself obediently to the
aesthetic and mystical games of the Aggarthian gardeners who fashion it as an analogical language draping
the city. The grass is bristling with statues armed for the battle, frozen at the moment of a titanic
confrontation and the heavy look of a calm determination.

A wall of basalt girds the palaces and towers of the city, and emerge only the highest arrows. Bastions offer
passages through this belt, the keystone of which is a carved figure with inaccurate details. By dint of
concentration, one ends by discerning features representing the worst thought conceived by the visitor. The
witnesses lend him an inquisitive hypnotic power, and during their visit to Aggartha, they felt tangibly that
look on them.
The pavements of marble, onyx, basalt, granite and other common or precious minerals are arranged
according to incomprehensible arabesques along the streets of Aggartha that wind between the buildings,
fountains and squares. They draw the letters of the primordial alphabet, and the streets are the lines of a
book decipherable only from the vertiginous heights of the loftiest towers of the city.

786
The Unknown Place
Anti-Earth Branches Third Strate

The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters
and this results in obtaining experience points related to The Sapience. It would be a shame to deprive
yourself of the innocent joys of the discovery of Great Secrets other than during a game.

Players, the following gathers information and revelations about the background of Nephilim. This information
is derived from the NEPHILIM Range and reinterpreted in order to compact and synthesize the data into a
summary sheet for the Maîtres de jeu who, like me, need to know the ins and outs of the universe, even if
they never Players had to learn anything about it.

The Unknown location form the layer between the Anti-Land therein lay theKingdoms Selenim that extend it
and Hades . He is driving what is left ofBlack Moon , equivalent to the Axis Mundi for Magic Fields . It is also
a kind of ante Eidos where the deepest fears of humanity find themselves, terror nameless and faceless, cold
terror shared by all time all cultures. However, unlike the Eidos , the Nephilim involved in its survival.

Since the destruction of the Astre Maudit , the Nephilim fear the Dark Moonconsciously or atavistic way. This
fear and mistrust, which even hatred they feel towards Selenim strengthen and nourish the Unknown
location.

Five sprawling branches spiral from Unknown Place. At their inception, theAnti-Land and cursed
Kingdoms sink toward the center of the Earth, attracted by Unknown Location and piggyback on the branch
that is analogically closest to their own nature. If he managed to survive the Entropylong enough, they begin
their slow progress towards the Location Unknown.

There are five worlds which are in contact with the Unknown Place and which form the origin of the five
tentacles. It is they who are the third layers of theAnti-Land , below Mires (Shadows) and Bogs (Darkness).

The Continent of Mu
Symbol of the birth of the Dark Moon, This is the first Anti-Earth , the remnant of the territory built
by Mu . Extending almost all of South America, its only access is in This Side of Heaven , the
first kingdom built by the Immortals of Central America, the Yohual-Tecuhtlin , to protect conscientious
remains of Primordial difficulty surviving in the continent of Mu . Although they are only the pale reflections of
what they were, their power is still great.

The Kingdom of the Eumenides


This place is a mixture between Anti-Earth and United . it appeared after the destruction of the Dark
Moon by Kaim . It is the symbol of the reign of thesaurian . The Furies are three entities born from the merger
of minds of dozens of disciples Mu . They prepare the revival of the Black Moon by manipulating
particularly Tezcatlipoca , one of the leaders of Yohual-Tecuhtlin. The Eth , being born the nightmares
of Ram , is a prisoner of that Territory. It is in its branch found Nemeth , the Anti-Earth born from the fall of
Babel became the haunt of the Arcane Devil .

The Kingdom of Fates


This is the secret area of the first Agathiens Selenim : the three Fates . it was conceived during the painful
time of Tutoring of Four Elements . The Fates have vowed to maintain the balance between the Black
Moon and OtherMagical fields . Acomplir for their designs, they often choose to guide youngSelenim . They
never revealed themselves, not even to their elected representatives. They brought the Imago-> art]
of Lilith in their kingdom to prevent it becoming a new Black Moon. This branch includes the remains of the
Kingdom of Baal, the ruler of Carthage, a symbol of the alliance betweenSelenim and Nephilim

The Eden
Eden is the name men gave to the gardens built by the Custodians of Ka-IAafter their exile from
the Atlantis . The Anti-Earth was born when Lilith and several of his companions sacrificed to the Dark
Moon. The real Eden was destroyed by the Swords and Promethean Orichalka . The branch consists
essentially of the Kingdoms of the faithful of Lilith, those who did not dirty his name. The Kingdom of
Babylonian Lilith is in this branch and the Other World of Fomors.

The Loess of the Pavane


This is the Kingdom of the Pavane, the feminine and ethereal principle of the Black Moon , born along with

787
his brother, cursed the star, the masculine principle and hardware. It is here that his conscience is asleep
since the destruction of the Black Moon. This is the origin of the majority of entities .This is the least
developed branch. It attracts only the kingdoms of great beauty erected by sovereigns who only rely on
feelings of happiness - they are very rare.

Note: sometimes the two branches related to saurian (those from the kingdoms of the Eumenides and the
Continent of Mu meet and mingle it is the same for the accursed branches anchored thanks to the Kingdom
of.Parques and Eden. in this case, some Anti-Terres can move from one branch to another, causing gigantic
tornadoes in the Sea sooty that impact in the form of natural disasters in the secular world.
The last branch, the Pavane , never minding the others ... at least for now.The Entities go through the Sea
Sooty to rally the other branches and the profane world.

The Back of Heaven


Kingdom Yohual-Tecuhtlin Continent of Mu Sauriens

The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters
and this results in obtaining experience points related to The Sapience. It would be a shame to deprive
yourself of the innocent joys of the discovery of Great Secrets other than during a game.

Players, the following describes some information about the background of the game and more specifically
about a realm located in the Astral. This information comes from the NEPHILIM range in order to compact
and synthesize the data into a summary sheet for the Playmasters who do not have all the supplements and
who, like me, need to know the ins and outs of the universe, Even if the players never had to learn anything
about it.

This Kingdom is a fixed place, both in time and space. It has retained the appearance of a plain devastated
by a titanic conflict. There are immense petrified trees, the summits of which rise almost to touch the black
sky. This mineral forest is broken in multiple places, reflecting the rage that characterized the battle between
the Lizards and the Nephilim . The night is starless, terrifying darkness. Only a pale light diffused from the
few places where the Champs Magic survive. These bubbles Ka are none other than the tombs of Kaim ,
who sacrificed themselves in real heroes to prevent the advent of prophecies Mu . At their death, Ka kept
their cohesion, giving birth to some life in this island kingdom still.

Some of these martyrs still wander on the plain of the battle, like ghosts seeking to avenge their death. In
contrast to these tombs, the kingdom still stands proudly in all its power. This pyramid degree, made of
obsidian andBlack Moon seems to have suffered from combat. After their victory, no Kaimnot have the
strength to enter this temple.

This kingdom is now isolated from the Magic Fields and only of Great Conjunctions of Black Moon can still
enable Fallen contemplate Side of Heaven, not without risk. All doors to the kingdom were closed
by Kaim . The trauma caused by the confrontation has made them forget the location of the passages that
lead to the lost continent.

Near Tenoch, there is a Selenim the only guard still open entrance leading to the first United . He watched
over the immobility of the passage, which was too large to be closed magically. His brothers cursed fed it
in Ka Soleil , allowing him to devote himself solely to his task. With the fall of the Aztec empire and its temple
by the Curse, it Selenim is now very weak. sometimes it is forced to leave his office watchman, in order to
appease and avoid the Entropy

788
The Pavane
THE PAVING
The fields of LN, like the other magic fields besides, are not silent. However, only the Selenim can hear
them. The incessant fluctuations in the energy of the LN translate into music (grandiose, majestic,
terrifying). The Selenim can learn to control it, and make it produce undifferentiated, fast and relatively
powerful magic effects. Definition and Speculation See P.42

Access to Pavane:
The Selenim can attain enlightenment after many years to study the black kabbalah. It takes at least 80% of
this skill and 40 KLN points in its core to achieve this degree of Cs.
The other way, faster, is to reach 50% in the Pavane skill and have 40 KLN points in its core. At this stage
; The secrets of the Pavana reveal themselves to the Selenim. It has its own defenses, and the Simulacrum
is too fragile to be exposed to it for long periods of time (after an hour of continuous listening, all the hearing
aid of the simulacrum begins to rot, followed quickly by the rest of the body ). use:
The magical effects that can be obtained by manipulating the Pavane are called "songs." He is strongly
advised to Selenim to develop his skills in this field or, at least, to have a musical ear.

The conditions to be fulfilled are:


- Being in a field
- Describe precisely the desired effect in Mj. There are no written versions of these songs, with very few
exceptions, and there is no need for learning.
- Meditate pdt 1d6 + 6 minutes listening to Pavane.
- Spend the points of KLN nb indicated in the description of the song (or set by Mj). The points of Ka
are drawn from the reserve. If it does not contain enough, one draws in the nucleus and the Entropy begins -
Making a jet under the jurisdiction Pavane (starting core KLN = x 3%.
When it comes to a song that the Selenim experiences for the first time the skill suffers from a
penalty of 20%. If the throw is missed, the points are lost.
The jet of Pavane generally corresponds to a rather long song, which ought to be performed perfectly. If the
Mj desires, he may require a spell for particularly powerful spells (spoiling his scenario).
It takes a long time to affect the Pavane. The ceremonies last a minimum (30 - INT) minutes, and the
effect will be felt ... after a while, ranging from seconds to 3d10 hours, as required by the scenario (the
most mystical Selenim say That this delay is necessary for "order" to reach the "brain" of Pavane). The
Pavane is of great flexibility, no need to ration spells and rituals.However, the costs can be
significant. Moreover, it is up to the Mj to decide whether the field is suitable or not. The most effective
weapon is the song off time: it takes 7 to 10 minutes of meditation, the more the actual launch. Or p.68 of
Selenim, beyond CONS minutes of listening, the Pavane begins to destroy the simulacrum. This one
loses 1 PdV / minute, 1 point of CONS definitive, and will not be able to make itself receptive before at
least 24 h

Kingdoms and Symphonies p.52


The conception of specific songs, intended to give the "key" of the kingdom to the profane, is, as we have
seen, an almost routine operation. The reverse process is also common. The master of the Kingdom then
alters the Pavane so that it does not reflect the specificities of his domain. It would seem that Kingdom
creature and Pavane self-feed.

Other Dangers p.52


The use of the Pavane has an influence on reality. The Noise of the Void defiles, degrades and corrupts
everything. It is therefore possible to suppose that any manifestation of the Pavane leads to the destruction
of an element of the singer's environment. The latter is not affected nor the humans around: the metal rust,
the trees die, the animals panic, the stone wears the machines break down ... but it never shows where it is
expected.

The Pavane is not something stable and used to excess, it eventually fades away. The black moon
field becomes descending, then disappears.Normally, it returns after a few weeks.

Finally, the scariest remains the risk of getting lost in the music of LN fields. The simplest way to quantify
it remains the allocation of an attraction POT, which starts at 0 for all Selenim. It increases by 1 point for
each critical failure at a Pavane roll. When the Pot is 10, the Selenim begins to experience the
temptation to listen to it again and again. With each use, make a KLN (kernel) / POT. If it is missed, the
Selenim is seduced, and spends 1d10 minutes too much to listen (his simulacre loses 1d10 PdV -
recoverable - 1 Pt of CONS - final) and can suffer from unpleasant side effects: nerves Dead, damaged
senses ... It is possible to lower the POT of attraction by passing 1 year without listening to the
Pavane to bring it to 5 ms not to 0.

789
The Darkover - Artifact

Artifact of Ka-Lune Noire .

There are 50 flashes (Black Stones) of KLN, each having a POT (defined KLN potential).
The Darkover, once reconstituted, has no definite POT.

The Memory of the Blood

Ritual / Ka-Sun 20 +

This is all the memories of all the Black Stones carriers now dead as well as the Eth itself. Indeed, the latter
has neither physical body nor astral existence. However, it is the sum of all knowledge of the Dark
Brotherhood .
The Eth awakens the Ka-Soleil in the Dark Moon .
When a man is in contact with a Black Stone, transmutation occurs: his psyche is assaulted by the memories
of the former bearers. A psychic duel then engages in Eidos . Indeed, the spirit of the unfortunate migrates
through a flash of Ka-Sun from his body to the sphere of ideas . There, the former Brothers of Hidden
Branch waiting to introduce in his future duties.They assail the will of the visitor of their memory:
If he triumphs over the Memory of the Blood, he benefits from certain reminiscences of the past
Generations, with a trial by Generation. His mind is then invaded by the voice of his brothers who challenge
through the Pavane .It is then that a ceremony of enthronement mental takes place.
Otherwise, the unfortunate man loses his reason.

Access to the Pavane


All the Brothers have access to the Pavane , the reality of KLN . They use it as an infosphere that can be
assimilated to a discussion forum. This feature is maintained by the Eumenides which are now the only
interlocutors of the Dark Brotherhood . Indeed the Eth is no longer able to use this network sincethe
Pelican has self-invested in its sacred mission of purification and redemption of the Invisible of the Rose
Cross Branch .

Any human can use these Black Stones as communication interface in the Pavane .
It has to be succeed on a Ka-Sun x 2 not to sink into dementia when the Pavane him will be heard.

A Selenim meanwhile, will be rewarded with 20% in Pavane competence or Kabbalah


Black or necromancy or Vision-Ka. He will have to choose what gratification he will receive when the Stone
comes into his possession. These bonuses can not be combined in one of these Sapiences , although it can
benefit from a second, then a third and a fourth bonus in an occult sciencewhich has not yet been chosen by
The First Eclat, and so on ...

A Nephilim possessing Black Stone develop an affinity with the Pavane . Of course, it will never be
equivalent to that of a Selenim add a Hearing to the Vision-Ka and thus the increase of 20%. Nevertheless,
its use will not be without effect on the Pentacle of the Nephilim . Thus his Spells and Summons are
increased in this way, but against party, each use in its Occult Sciences is accompanied by a jet Khaïba .

790
The Black Moon, Yin & Yang
Astre Maudit Pavane Material and Subtle Brother and Sister

The background being the most important element in the game Nephilim, the discovery as well as the
understanding of certain elements are the foundations of the initiation trajectory of the players / characters
and this results in obtaining experience points related to The Sapience. It would be a shame to deprive
yourself of the innocent joys of the discovery of Great Secrets other than during a game.

Players, the following describes some information about the background of the game and specifically about
an entity related to the Black Moon. This information comes from the NEPHILIM Range in order to compact
and synthesize the data into a summary sheet for game masters who do not have all the supplements and
who, like me, need to know the ins and outs of the universe, Even if the players never had to learn anything
about it.

During the early days of the Grail Primordial, Mu created much more than a new energy source, begat a new
being. The amount of Ka which was assembled awoke to consciousness and developed a personality. Two
psychics cohabited in the image of Siamese or twins, each with a different character.

The first, mainly embodying the strong side of the Black Moon , represented the Male principle.

The other, influenced by the subtle face of the cursed element, was endowed with a feminine and discreet
sensibility.

The two beings discovered personally and mutually to quickly realize that they were complementary.

During the war between "worship" of Mu and Sons of Ether , the solid body of the Black Moon was
destroyed, dispelling all strong fields and killing the same time one of the twins. The survivor was frightened
by the death of her "brother" and by the world she was discovering. This world that wanted its
disappearance. With their victory and exhausted by combat, Kaim not even perceived the existence of this
fragile entity. The Pavane , for such was his name, was exiled in the Subtle Bodies , enjoying the diversion
that brought him stalking the last saurian .

She entered into catalepsy, unable to think or act. Since it was the source of Black Moon largest and purest
on the surface of the Grail Primordial , it quickly attracted the attention of Selenim . The latter perceived it
simply as a Field Full of Black Moon, a source in which they could draw to develop the new powers of which
they were the holders. They quickly introduced into it to discover the first Summons of Black
Kabbalah . Panic-stricken by this intrusion, Pavane used his perfect mastery of the Black Moon Fields to
create the creatures these strangers sought, so that they would leave as soon as possible. Pavane by this
intervention was forever linked to Selenim . The number of undesirables was growing ever higher, forcing the
Pavana to yield to all their desires. The only thing that seemed to console her was this music, which she
loved so much to hear. The Selenim soon realized that most of the Champs KLN vibrated in unison, over the
Summons and rituals were likely to operate.

La Pavane has remained in this state since its creation, prostrate in solitude and violated by unscrupulous
beings, who are unaware of its presence. It no longer seems capable of regaining the slightest bit of
consciousness.

791
The Dracomachie - Bestiary
Three fighting styles of effects-Dragon .

Long before the secret societies, the Nephilim had to face magical creatures, primary reactions to the
uncertain development: Effects-Dragon . "The awakening of Locust" and "Dragon's Breath" have amply
demonstrated the significance of the presence of these beings both relatives of the Nephilim and which
nevertheless reveal troublesome obstacles, downright deadly. Who was never delayed in his struggle against
the Holy Temple by the unexpected emergence of an enemy from nowhere?

To have a good time of these encounters, and to get rid of them with art, here is a document coming from the
archaic times when the Dragon effects populated the Earth like today the men. After an arduous search
among the myths and warlike epics dating from the Elemental Wars, which the Papacy had placed at their
disposal, the Initiates of the Force succeeded in exhuming a grimoire wrapped in a thick leather, with pages
illuminated with frightening scenes . Clasped in imposing wings, the reddish blanket was adorned with a
gilding representing an unformed monstrosity surrounded by occult interdicts.Printed in leather like a red iron,
the title evoked the ancient word designating the dragon fight: "Dracomakhia". The study of the book was to
reveal some interesting technical presentations, the main principles of which we shall present.

But first we must warn the reader Nephilim : The following stories have inspired great Pyrim unleash their
power beyond the Magic Kingdoms. Of these strange lands for the most part unexplored, few have
returned. That is why the House of God consents to publish this information in the form of an aesthetic guide
and an emergency manual. It should not be taken for a warlike incitement

RULES POINTS
The presentation of techniques can be considered as suggestions for advanced rules. The two points of the
basic rules remain true book: contrast the twoKa-elements to reduce the appearance, or feed with 1
point Ka . The rules we propose here show the players that, depending on the situation, these simple
operations are not always enough. To encourage his players to use other means, the teacher can increase
the power Ka of the Dragon Effect , only for the opposition jet (one can justify this abnormally high level by
the surprise of the meeting, for example) . If the jet succeeds, the PC will have shown an impressive
coolness and an imperious mastery of the creature. If he misses, then the real fight begins.

For this purpose, we can adopt a new set of skills: Dracomachie reserved for
the Nephilim (the simulacrum can not be awarded points), placed on the sheet occult. It automatically starts
with 20% for all Nephilim has already met with effect Dragon . It includes the different confrontational skills
that we will detail. Percentage enthusiasts wishing to transpose combat styles into encrypted skills will find
optional rules in the "game technique" sections. The others will content themselves with staging these
aesthetic and dramatic duels.

For all Dracomachies, the Vision-Ka is of course necessary. The most important skill is "Knowledge of
Dragon Effects", which represents Nephilim's familiarity with these creatures, the repertoire of those he most
often encountered, and his ability to recognize them. We can thus develop a relationship with the effects-
Dragon is not just "a monster bump" but to cultivate a relationship. If possible, it should bring a Draconic
Nomenclature, a booklet listing the most effects-Dragon the best known. These works sonr available
from Herméthèques of 'the Papesse-> art74], and dispensaries Force. One can also consult the Discreet
Fortresses (see the professions).

The Styles

The antediluvian grimoire is a census of the techniques of fighting dragon effects. There are three styles: the
Unsafe Hunting, the Circular Fight, the Fatal Dance. Each one defends a way to consider Dragon effects, a
way to behave towards them. For the magical creature imposes on the Nephilim a double feeling. Fraternal
and merciless, close and distant, the Dragon effect is an unfinished Nephilim. The struggle will therefore be
both a fight to the death and a mutual respect. One thus observes a ritualization of the combat, and the
personalization of the techniques by the Nephilim. Usually, the Immortals adopt one of the three, which best
suits their conception of the Dragon effect, and their vision of the world in general.

1 - The Wild Hunt


The first approach is to pursue Dragon effects through the world (s), track them down for long periods of
time. There are several reasons for this, depending on the context. The Nephilim is sometimes inhabited by a
personal vengeance towards a dangerous and vicious creature. Or the desire to pacify an area of the Earth

792
or the Magic Fields. This quest also becomes an obsession in the long run for the Fallen who have not
listened to the message of Akhenaten , and have no other purpose in history. Finally, more simply, it is a
hunting technique adopted by the calm and determined Nephilim.
The inasssouvis Hunters learn to hide inside the Magic Fields , so the creature does not mark them. They
then choose in which ambient energy they want to crouch. This technique has the effect of concentrating the
Magic Fields around them. In Vision Ka seen currents wrap, while men simply find a strong air current; The
appearance of a wet film, such as condensation; Sudden warming; Mineral crystallization or humus odor; A
pale gleam, mucus, etc.

Hunting requires qualities of endurance, concentration, observation. One must be very circumspect, and not
lose track of the creature. Spinning requires to identify traces of the passage of the effect-Dragon , and thus
to know him, at least to have already met.
But in some cases, on the contrary, Hunters may chase a legendary creature, not listed in the Draconic
Nomenclatures. The track is much more difficult to follow. A good method consists in locating dens
frequented by effects-Dragon. These places are located in the folds of Magic Fields , where the energies are
concentrated. These phenomena cause the repeated appearance of creatures, and their favorable conditions
in which shelters of choice. Dens are also loopholes between subtle planes based in the Magic Fields , and
the earth plane. The Dragon Effects then tend to follow this path to arise among men.The Hunters post
themselves at these regular points of emergence, and await their prey. The dens are sometimes marked on
large occult cards very prized by the Secret Societies, and therefore very rare and well guarded. These
places are frequently Plexus and Nexus , and are at the heart of the most powerful weather phenomena that
generate the effects Dragon .

In order to take the Dragon effects when they appear at the expected location, the Hunter becomes a
trapper. It installs traps and uses various artefacts. The Artifacts detection allow to see come Effect
Dragon art beyond the Vision-Ka hunter. It is anchored in the ground terminals which grip vibration Ka
browsing the reliefs of subtle planes or ground terres-. At other times, it is a little being who does this work, a
bit like an Indian earing the ground. The Faërim being closest to the Earth, they are ideal for cetravail.Many
goblins have ended badly, disintegrated by the Dragon effect of which they had not seized the presence so
close.

Traps are objects that magically prepare an area where the creature will be taken in passing. Pentacles are
erected for this purpose. They are triggered when the Ka of the creature goes into it. They then take the form
of a net that springs from the edges of the pentade, or a cage whose translucent bars stand up and meet in
dome above the trapped zone. The prey is imprisoned, sometimes petrified. Other systems absorb its Ka to
volatilize it or to fill a container. Some Hunters themselves tinker with their artefacts, but the Force and the
Fortresses are the safest providers. It was reported accidents involving traps Dragon placed on plexus, and a
Nephilim attracted to this crossroads of Magic Fields had not spotted. Periodically, adopted
fromTemperance leave their brothers out of this mess. These prisons are visible directly in Vision-Ka , but to
the human eye, they are manifested in terms terrrestre by a force field, magnetically, which delivers the
objects. Game technique: A Nephilim who adopts this dracomachie knows that he will have to become a
patient hunter. When a Dragon effect pops unexpectedly, Hunting is less effective than the other two
styles. The surprised chaser can still hide in the magic fields (hiding spray, then throw on the selected
element x). But to set a trap (artefacts, invocation) or spot a den (vision-Kapuis knowledge of dragon effects)
he needs extra time.

2 - The Circular Struggle


The second style is more warlike, more brutal. It is no longer a question of concealing oneself in the magic
fields or of fatiguing the creature pure better to seize it by surprise. Circular Wrestlers consider these means
a betrayal, and prefer to face the Dragon effect on equal terms. To do this, they first issue a warning to the
creature, a battle cry énochéen . Then they delimit a combat area. It is a magically closed place, in which
nobody can penetrate before the end of the scene. This ground bears the ancestral name of Ring, because
this circle brings the energies back to the center and multiplies the power that is placed there. Those who go
into the Ring know that their destiny will bind, that their fate is engraved on it. The encirclement allows the
Wrestler to concentrate on his opponent without being distracted by external interventions. Moreover, the
area represents a solemn engagement, as none of the opponents will be able to leave it as soon as the
fighting has begun. That is why the Wrestlers are considered as the most heroic (or craziest) of the
dracomaques. One can however understand what drives an immortal to climb into the area of combat. After
crossing the centuries, in search of a fabulous ideal, which exceeds all that man has ever dreamed, a
Nephilim sometimes has the desire for a quick and spectacular way out. An ephemeral but punctual
victory. It is for the Wrestlers the true sense of dracomachy, the opportunity to prove its power against an
adversary of the same essence as itself.

The fight in the Ring is very often without issue. One of the two adverdarians will eventually be scattered, or
at least very seriously wounded. The fierce will to conquer that animates the Nephilim gives him an
advantage of power or resistance. This is why the scenes are very spectacular, the Ka Feu ignites the Ring,
the aquatic powers overwhelm it, the Earth trembles and engulfs the opponents, .. Explosions resound during

793
these titanic clashes. Some of these moments have remained legendary, and many mythical figures have left
to men the obscure memory of the great dracoaches dating from the Flood when it was necessary to fight the
draconic powers freed from the yoke of the fallen Nephilim.

The high traditions of the Circular Joust recognize two tutelary figures: Thor and the Cimerian. The first is
symbolic: Thor, an image of power and strength, whose hammer movements evoke the endless circle of the
Ring, the merciless struggle, the centrifugal force that carries the Nephilim through centuries of war against
The Secret Societies. We often recognize the wrestlers with the platinum rings that they wear on their hands,
and the symbol of the hammer, tattooed or in the form of jewels. The pentad Ka elements
of Nephilim Wrestlers bears the marks of injuries suffered in the ring.

As for the Cimerian, in the enigmatic name, the Wrestlers recount with admiration the fabulous tales in which
he confronts sorcerers. They see in them the reflections of Tubalcaan and his henchmen, the multiplication
of the enemies of the Temple and their power. But as often, the doctrine is double-edged. The wiser
Nephilim, less convinced by the Joust in the Ring, or opposed to the Force, consider on the contrary that to
take the example of the Cimerian is to adopt the brutality of the Templars. According to them, the Cimerian
is, on the contrary, the human stupidity which refuses the occult reality, and which places itself at the service
of the Minor Arcana. Be that as it may, this has at least the advantage of directing the savagery of the
Dracomachie against the sworn enemies of the Nephilim.

Game technique: In any situation, a Nephilim can fight like a Wrestler. At least he must utter his cry and draw
the Ring, by drawing or with objects that delimit the terrain. Then he fights normally opoosant his Ka to that of
the creature. But with each opposition, the victorious Ka causes an elementary irruption in the ring. A human
will see only the physical manifestation more or less great according to the power of the Ka (breeze or storm
...), like a poltergeist, but the vision Ka distinguishes the animal and brutal forms that assume the unleashed
elements. At each irruption beneficial to the Nephilim, a successful jet of Ka x 3 increases the relevant Ka-
element of 1D3. That's why the fight is so violent and so brief: in a few minutes, a Nephilim can win or lose
dozens of Ka points! However, the Ka bonus gradually fades as soon as the Wrestler leaves the Ring (1
point per minute).

3 - The Fatal Dance


This third form of combat is the most subtle of the dracomachies. It is a sacred duel that opposes the two
creatures from the Magic Fields, an experience at once rapid, tense, and extremely concentrated, almost
contemplative. Halfway between physical struggle and meditation, Fatal Dance is akin to human martial
arts. It is moreover probable that these originate in the Nephilim practices which men have studied in distant
monasteries perched in the mists of the East. But the mystery that nimbuses the occult oriental reality
prevents us from knowing more about these Masters of the sacred battle.

It is rare to meet a fatal Dancer willing to teach his art. They are in fact much more discreet than the Hunters
and the Wrestlers. They never boast of their "catch", do not trigger any cataclysm related to their fight. These
masters are wise, sparing of words, and with impressive mystical abilities.They surpass singularly the
physical limits imposed on them by the body of the simulacrum. The suppleness, agility, and lightness of the
Fatal Dancer are due to the alliance between the mental control of the body and the very fine perception of
the Magic Fields. Thus, for an Eolim whose mind is confused with the currents of air, performing acrobatic
jumps is less a sporting feat than an esoteric mastery of the elements. This is why it is both so difficult and so
enriching to opt for dramatic dance. The spiritual and magical liberation that allows the body to surpass itself
is done at the price of a very long, patient and trying search, and a daily discipline. But this quest for
liberation out of the simulacrum is the pursuit of Agartha herself, and so the struggle of the Dragon effect is
not anecdotal for the Dancers, but is an integral part of the Great Quest.

During the duel, the Nephilim must fix his opponent, and gradually approach him, by acrobatics, precise and
fascinating postures. There is a range of symbolic gestures used by fatal Dancers, who are inherited from
their Master's tradition, origin, and so on. When they are in contact, the Dancer makes passes, like a
bullfighter, around the Dragon effect, in order to learn about him. Each successful pass allows to know an
aspect of the creature, according to the Ka-element involved in the gesture: Air to identify it, Water to
evaluate its power, Earth to detect its weak points, Moon to disguise a pass.Some very sophisticated passes
even gradually weaken the creature by extracting a point of Ka. The Nephilim must feel very close to the
creature, very attentive, in order to anticipate and anticipate its reactions. When he has made the rounds of
his adversary, the Dancer can at this moment deal a fatal blow, that is to seize the opportunity to touch the
creature in its magical essence, at the heart of the strange matter that The anime. This is translated for
example by plunging the fist (or foot) into the monster, after having concentrated in the hand a great power of
Ka. Generally, the Dragon effect does not support this intrusion, and is volatilized. This ultimate blow is also
an almost carnal relationship, for the two beings of Ka merge into one another, mingle to experience the
weakness of the other. The Dancer does not always win, some were devoured by a Dragon effect that
absorbed the Ka with the hand.

794
This great proximity in the confrontation forces the fatal Dancer to a great respect for the enemy, and to
develop a kind of empathy with the creature.It is said that an Eastern tradition of Dancers thus learned to
subdue the dragon effects to overlap them, seizing them at the critical moment of the fatal blow. Game
technique: The passes are executed with a spray on the Ka-element x 3, and x 2 for the Fire, due to the
great difficulty to hurt the creature of a simple ritual gesture. To succeed in a fatal blow, the Ka must be
concentrated in the fist by a spray on Ka x 2, and when the Dancer carries the blow, his Ka is opposed to
that of the monster, according to the usual method. If the creature gains this opposition, the Dancer loses
1D6 points of Ka, and must succeed in a second opposition to be able to withdraw his fist.

The Vocations
Over the centuries, it seems that the Dracomachies were perpetuated underground, although the original
grimoire was not discovered. Indeed, vocations have arisen in some Nephilim, determined to work to fight
against the Dragon effects . This fixed idea sometimes arises in these occult fighters of the fortuitous
encounter of a magical enemy that gives meaning to the existence of these Ka bearers. The attitudes are
diverse and constitute activities in their own right. The advantage lies in the service function that these
"professionals" bring to all Nephilim who needs it.

Secular Rangers
These individualistic dracacs traverse the magical, solitary and antisocial territories. They are most often
Orphans of the Arcana, they avoid the other Nephilim and pursue only one objective: the prey that awaits
them somewhere, lurking in the moving fields. Perhaps your characters have encountered in their previous
awakings a hunter running from centuries to centuries, and crossing the epochs to capture a malignant
creature? They must have learned, by discussing it with him in a London tavern or during the siege of La
Rochelle, that he might be asked to fulfill a mission by taste of risk, magic power, or glory. These
mercenaries joined the immortals in difficulty and sold their hunting skills to the shelters assaulted by the
eruption of an explosive warrior, to the convents threatened by an invasion of gnomes in fury ... The hidden
lairs peddled their names Far away, and direct customers to their hideout.

The discrete Fortresses

But hunters are not always alone in the face of the dangers that sleep in the magic fields. Refuges have been
formed by teams of dracacs eager to ally themselves for a great track, or to benefit from several points of
view during a large-scale operation. The principal ranks adopted by the activists of these fortresses are
three: the Stratego distinguishes himself as an unparalleled tactician, a planner who works for years on the
best way to seize a den. The Armato is responsible for finding and managing the magical armament of the
Fortress. Finally the Militio is a leader: he recruits and trains the groups of dracomaques, and directs the
operations on the ground.

Fortresses are frequently located in places of power and war, such as castles.But they do not always have
the form of a massive bastion. The Garde Océane is a good example. Somewhat limited Pyrimians were
astonished to find an Ondine at his head. Indeed, the Stratego of this refuge, Nausikaa, is a Hydrim
incarnated in the curator of a museum of Province dedicated to the Napoleonic Empire. At nightfall, the
Oceans Guards meet in the great hall of the council, in front of the long ebony table covered with shots, in
the discreet light of the gas lamps. From their fevered conversations often emerges a tactic of great extent,
where the fineness of the actions stems from the wisdom of the decisions. Operations are undertaken with a
great concern for economy: there is no question of wasting drama and artefacts.Discretion is the main
concern: no movement should alert humans, and a fortiori, secret societies. The Effect-Sphinx is the worst
enemy Fortresses.

795
ELEMENTAL CREATURES are born of the
magical fields, as the Nephilim are, but they seem
to be a simpler order of life, given as they have a
single emotional focus, rather than the more
complex interplay that is at the heart of each
Nephilim. This fundamental difference has
thwarted many attempts to explain what part
elemental creatures play in the grand design of
the world. All elemental creatures should have
one emotion assigned to them, similar to the
emotions that are assigned to Nephilim, as
detailed in Chronicle ofthe Awakenings (pg.
56-58). A partial list of emotions includes:
altruistic, angry, calm, conservative, creative,
cruel, curious, deceitful, destructive,
dishonorable, energetic, forgiving, hateful, hon-
est, honorable, indulgent, joyous, lazy, loyal,
malleable, manipulative, misanthropic,
mischievous, modest, pragmatic, private, proud,
prudent, rebellious, reckless, saddened, social,
spiritual, stagnant, stubborn, suspicious,
temperate, trusting, uncaring, unpredictable,
vengeful, warlike and watchful. By no means is
this list complete; it simply provides the
gamemaster with a starting point, when determin-
ing emotions for new creatures. Typically, a class
of creatures (such as the lightning wyvems) will
all have the same emotion integral to them.
Creatures with a higher Ka will exhibit it to a
greater degree. When working with these
emotions, use them to make your creatures more
interesting. Do not allow them to become
restrictions upon play. Although all elemental
creatures are born of emotions, some may exhibit
them little, or totally ignore that part of their
nature. These emotions should be guidelines, but
roleplay your creatures in a way that makes them
the most fun.

STATS OF ELEMENTAL CREATURES are given


at the Maximum it can have. Normal creatures halve
its stats (STR, STA and DEX).

796
The Dragon Effects:

Fire Creatures

Quite often social, Fire Creatures find it hard to avoid their innate destructive tendencies.

immaterial, it can not be enclosed in this form. It is


related to the savage and bestial aspect of destruction,
and to the notions of the end of the world and the
twilight of humanity. When the flask, which moves more
or less at random, arrives on an animal it possesses it,
then increasing the strength and the ferocity of the
animal. He then screams and attacks everything that
comes within his reach.One can see the difference with
an ordinary animal only in Vision-Ka, or noticing that the
eyes of the animal take a blue-green color, spotted with
orange.
It is not possible to kill this Ed physically. If the
possessed animal is killed, the flame emerges from the
body and begins to leap towards another animal. The
Dragon Effect disappears spontaneously at dawn after
STR 7 CON 7 DEX 7 its appearance.
Ka-Element: Fire 28. Hit Points: None. If a Nephilim is affected by the Dragon Effect while
Initiative: 6 possessing an animal, it will instantly lose a Ka-Fire
Attack: lightning 60%, Damage 1. point, which will add to the Dragon Effect's strength. If a
Abilities: None. Armor: 1 point. Nephilim concentrates his Ka-Fire to attack the Beast of
the West in its immaterial form, he makes an opposition
of the Pot of the Dragon Effect against his Ka-Fire. The
loser of the opposition sees a point of his Ka-Fire
dissipated in the magical fields.

Sulfur Agile
Frequency: Generic
Ka-Fire: 100
Force, Dex and Con: 1
Visibility: yes
Choking Pot: Ka-Feu
STR 3 CON 3 DEX 5
Ka-element: Fire 18 HitPoints: 4 Agile Sulfur is a Dragon Effect of the lowest level. It
Initiative:2 appears as a cloud of dust, a color ranging from bright
Attack: bite 3 Damage 1. yellow to dark red. Not possessing any intelligence, he
Abilities: has 2 dice chance of setting a fammable object contented himself with attacking the passers-by in his
on Fire each round and 2dice chance of heating an landmark.
object to l00c in one round It has a Potential, choking of 1d100, the basic damage
Armor:1poinl agains tmissile weapons. being four, whatever its power. It is particularly
formidable when it is near a stable source of Ka-Fire, as
it increases its danger. We have already seen this
Dragon Effect appear in industrial zones, in overheated
underground or in mines ... it can be destroyed by a
flame because it is flammable, but it then causes an
STR 4 CON 5 DEX 8 explosion of a Pot equal to His Ka-Fire. It happens to
Ka-element: Fire 18 HitPoints: 15 him, when attacked magically to try to steal Ka-Fire to
Initiative:4 his aggressor. He then opposes only his Ka / 5,
Attack: Flame bite 2, Damage 2. because of his absence of compact physical body.
Abilities: it can jump up to 5m every round.
Armorr: magical. It can be affected only by spells or Bâ-ras-kaer, the brand of Wotan
magical weapons. Frequency: single
Ka-Feu: 46
The Beast of the Sunset STR: 8
Frequency: Generic Int: 4
Ka-Fire: 15 Dex: 5
Strength: Strength of the Beast Possessed + 1 Con: 6
Dex and Con: Like the Beast Possessed Cha: 2
Visibility: yes Visibility: yes
Health: Like the Beast Possessed Protection: 1
Health: as a human, plus two levels "unharmed"
Fury of the fight: 5
The Beast of the West is a Dragon Effect that manifests Inflamed Weapon: Ka-Fire%
itself only when a pyretic phenomenon takes place at Skills (bases included): group confrontation at least 100:
the time of the setting sun. It is presented in the form of Melee: 12; Piste: 5; Hiding: 4; Spinning: 3;
a small hopping flame with iridescent colors, capable All Scandinavian languages at 1
only of leaps between one and two meters. Completely Material: Double Ax (Damage 3)

797
Bâ-ras-kaer is an incarnation of the Fury of thing to see, more resplendent than the most beautiful
Combat. Like a killing machine, he needs nothing to peacock's.
survive; However, he remains in lethargy every day The Fire Bird is considered Honorable because it only
when the bonus of Fire is negative and his skills suffer a acts to others as they act to it. Some have managed to
four percent penalty on those days. befriend fie birds by treating them with kindness, while
His Combat Fury ability further increases his strength by others have made them bitter enemies by their acts.
1d10 for 10 minutes and costs him a Ka-Fire point. His The Fire Bird tends to settle into a lair, often choosing
burning weapon power costs him two points of Ka-Fire the Nexus or Plexus that spawned it, and if that lair is
per minute and causes his weapon to inflict a basic disturbed, it will react with violence.
damage point plus. He has a Pot of Gravity equal to his If a Fire Bird has remained in a lair for at least seven
Ka-Fire, and steals a point of Ka-Fire to his opponent days, it will form a burning egg of obsidian and hide it
with each blow, which is added to his own Ka-Fire.The deep beneath the earth. Such eggs are prized highly by
body of Bâal-ras-kaer could make the fortunate fortune alchemists for their natural regenerative properties. If a
of an alchemist.The material that constitutes it fie bird is dispersed into the elemental fields, it bursts
(nowadays: bolts and other metal debris but one or two forth from its egg seven days later, fully reformed. This
rubies, some pieces of coal, and one distinguishes it can be prevented if the egg is destroyed or in some
from the oil that flows on the surface) is very receptive way transformed.
to the currents of Fire, and one Athanor in which one
would convert part of his body could gain from three to STR 5 STA 5 DEX 5
thirteen points of Ka-Fire. Ka: Fire 24 HP = 10 Initiative 5
Personality Trait: Honorable
Attack Flaming Bite 3, Damage 3
Candle Flames
Armor: may only be hurt by spells or magical weapons
Abilities: None
Appearing as floating, flickering flames no more than an
inch in height, Candles Flames would seem to be fairly
Gaplins & Gremlins
insignificant. However, they can be a major nuisance to
certain Nephilim.
THESE SMALL ELEMENTAL sprites are the special
province of the Chariot Arcanum, and are a fairly
Candle Flames are attracted to magical artefacts. If any
recent discovery. Certainly, no trace of them can be
is within their range, they will flock to it, hovering near it
found before the mid-sixteenth century. Since then, the
like agitated fire flies. Certain secret societies have
Chariot has nurtured and studied them.
taken advantage of this ability, and so keep candle
There are two distinct species involved. Gremlins are
flames in their headquarters to warn of assaults, or use
spiteful and mischievous and have a special talent for
them to help hunt down Nephilim.
foxing, fouling and destroying machinery - from making
a lever slip its fulcrum to deleting all the files on a
Nephilim besieged by Candle Flames often have computer. Gaplins, on the other hand, are more docile
troubles doing away with them. This can cause extreme and cooperative.
problems when they are trying to interact with the They have the peculiar ability to link machines in harmo-
human world. nious operation, irrespective of technological levels, so
that a super computer could regulate the operations of
a Victorian printing press by the simple attendance of a
STR 1 STA 1 DEX 5 Gaplin.
Ka: Fire 1 HP = 1 Initiative: 3 Unfortunately, the two species are indistinguishable to
Personality Trait: Creative summoning spells, and so those who call them cannot
determine which appears. The chances seem to be
Attacks: None even. Neither creature can be harmed by physical
objects.
They cannot even be seen without Ka-vision. They are
Armor: None. Destroyed only by Orichalka, or the touch easy to dominate with magic, however, and are
of a Water Elemental Creature. A Water Elemental so vulnerable both to Orichalka and to water. The slightest
destroying a Candle Flame loses one point of CON. touch of water on a Gremlin or Gaplin is enough to short
it out and destroy it permanently.
Abilities: SENSE ARTEFACT. Any Candle Flame There are wards that may be placed on machines to
within a quarter mile of an artefact, relic or masterpiece keep Gremlins out.
will be drawn towards it at its maximum Move.
BURN. Whenever a Candle Flame is flickering about an STR 2 STA 2 DEX 7
area of highly flammable items, it has a 20% chance of Ka: Fire 12 I-P none* Initiative: 4
accidently setting something on fire every hour. Personality Trait: Mischievous
*may be destroyed by water or Orichalka.
Attacks: None
Note: When Candle Flames are spontaneously created, Armor: None
1d10 or more usually form at the same time. They do Abilities: GAPPLE. Gaplins can link incompatible
not remain together, but rather disperse in a random machinery.
manner. The use of this power drains 1 point of STA per
continuous hour of exertion.
Fire Bird GREMLE. Gremlins can cause machinery of all kinds to
malfunction and break down. Each use of this power,
encompassing the fouling of a single machine, drains
ALSO morn as the Phoenix due to a puzzling simi- one point of STA. A controlled Gremlin can be
larity with that Nephilim metamorphosis, the Fire persuaded to
0 Bird is clearly the source of many human legends. It cause specific glitches and problems, such as causing a
appears as a fiery bird, clothed in flames of orange, typewriter to print only consonants or garbling
yellow, white and green. Its plumage is a wonderful everything
sent by electronic mail to a certain address.

798
Air Creatures

Ephemeral and ethereal air creatures vary widely. They run the entire gamut of emotion, and may be private
or social creatures
Force: Ka-Air x 2
Int and Cha: Ka-Air
Visibility: yes
Health: as a human, plus three levels "unharmed"
Competencies (bases included): dig in the snow: 80%
Absorb a point of Ka-Air: automatic

The Barbegazi are Dragon Effect-like material


resembling blue and bearded gnomes, a little over a
meter high. They live in the highest peaks of the Alpine
mountains and manifest only when the temperature
drops below zero degrees. Their hair stalactites fore,
their rudimentary clothes of white furs and their feet long
like small skis and dishes like snowshoes give them the
appearance of sprites a little ridiculous. Yet many
Nephilim have, over the centuries, had to thank these
crown spirits for saving their lives. Indeed, one of the
greatest pleasures of the Barbegazi is, after surfing on
avalanches, to dig tunnels in the snow. As they are
naturally greedy of Ka-Air, a Nephilim caught in an
avalanche in altitude will have a good chance to see
one of these goblins arrive after a few minutes, digging
snow using his feet like shovels.He will certainly kiss
STR 5 CON 5 DEX 8
her, stealing a single point of Ka-Air, then leave again
Ka-element: Earth 18. HP: 10.
by digging a new gallery to the surface, invaluable to
Initiative: 5
escape from this icy hell or make his calls for help.
Altilck: Claws 2 Damage 1+ l poison (infectious
The Barbegazi are very resistant to physical damage
filth).
other than fire, but the slightest flame will be enough to
Stones/Sticks 2 (-1 for each 12 meters of height above
put them to flight and any contact with a source of heat
target), Damage 1 per 6m mdropped.
will melt them like ice. They are absolutely not warlike
Droppings 3,Damage -2 from CHA until cleaned,
and curl up while waiting for the beatings if they are
2 poison potential (infectious filth).
forced into violence.
Properties: Harpies are immune from all but magical
diseases.
Protection: 1 point of fur and feathers. The Harpy
Frequency: Generic
Ka-Air: 20 to 40
The Pixies
Force and Con: Ka-Air / 2
Frequency: Generic
Dex: Ka-Air
Ka-Air: 2 by Pixie
Visibility: yes
Visibility: yes
Health: as a human
Absorb the Ka-Air: opposition of the number of Pixies to
Claws: 3 (Damage 1 / Strength, magic damage 1 Ka-Air
the Ka-Air of the victim
points)
Gripping: 3 (Dodge roll possible)
The Pixies are seemingly innocuous Dragon Effects that
arise very often in conjunction with the fires of St. Elmo,
The Harpy does not need a particular environment to
a very similar category of Fire-related creatures. Static
appear: what can be as much on the occasion of a
electricity, stormy weather and heavy nights are
storm in the mountains as in the heart of an
conducive to their appearance, which occurs only near
underground covered with mushrooms. However, it
the sea. When they come, their number varies from ten
never seems to appear naturally but only when a
to sometimes almost a hundred, which in this case
Nephilim commits some magical clumsiness using the
Usually means the short-term disappearance of all the
energies of his Pentacle. The other constants of the
Ka-Air present in the area.
Harpy are that it is also material (its claws hurt as
The intelligence of the Pixies is non-existent and their
deeply the Pentacle as the simulacrum) and that its
only capacity is to multiply. For this, they come to settle
appearance is always approximately the same: a body
in large numbers on any source of Ka-Air in order to
several meters of wingspan, surmounted by a head Of
absorb it. They can thus consume Ka-Air at a maximum
women. Aggressiveness is also characteristic of this
speed of one point per minute, which in this case
Dragon Effect, which will attack, with strident cries, any
pessimistic, causes the appearance of a new Pixie
living being passing within its reach, especially innocent
every two minutes.
and pure beings.Indeed, gratuitous wickedness is its
They are immaterial and can pass through all the non-
raison d'etre, and it will be founded on the weak in the
magical obstacles, which explains the panic fear that
first place (it readily feeds on Ka as human flesh).
the Eolim navigators have, despite the means of
It always begins by attacking the same target in
defense that they can possess. Fortunately, their
successive pickets, generally the lowest target of the
individual weakness usually causes them to disappear
group. It uses mainly its extremely sharp claws before
after an hour or two.
taking away the opponents it considers sufficiently
weakened in the air. It then rises high in the sky,
The Barbegazi enough to kill its prisoner of cold or asphyxia, and then
Frequency: Generic carries the body into some den in order to devour him.
Ka-Air: 10

799
Lunk, The Sylphe-Dragon Lost
Frequency: single
Ka-Air: 70 Thought-Bat
Force: 8 THESE SMALL beasts were first discovered by
Int: 5 Nephilim of the Moon Arcanum. They are brief-
Dex: 5 T lived elemental spirits that can be used as messen-
Con: 6 gers between magically competent creatures or people.
Cha: 2 A thought-bat resembles a real bat, save that its face is
Visibility: yes that of it the first person it meets after its creation. After
Health: as a human a bat has bonded to a person, it remains near that
person, invisible, until used or until the following
Wednesday, whereupon it vanishes. When a bat’s
In the 12th century, Lunhkana was a very common
master wishes toactivate it, she envisages a person well
Eolim, a Sylph Magister having completed the Path of
known to her and formulates a message of up to 25
the Elevation Spiral. One day, one of his companions
words. The bat manifests immediately and flies at top
was shot before his eyes by the black weapons of
speed for the person specified, using some means of
Knights Templars without his being able to
navigation not wholly understood. If the target is dead or
intervene. Escaping, he swore that he would quickly find
magically warded, the bat appears briefly and then
a way to access a devastating power sufficient to wipe
combusts in a tiny cloud of flame.
the guilty commandery off the map.
This navigational property of thought-bats has
been used in the past to locate lost friends or to
Sprite check on their continuing good health. A target must
be very well known, though, to be the subject of a
SPRITES ARE SMALL air-spirits that are concentrated thought-bat, and so their uses in offensives are limited.
bundles of a particular emotion. They are anxious to When a thought-bat reaches its target, the subject hears
spread their emotion to others. Sprites frequently the voice ofthe Summoner in her head, reading Out the
arise amongst humanity to cause brief-lived mischief. message. The bat then COmbuSts as before.
Although it is possible to find anger-sprites, Thought Bats are physical, visible entities that can be
envy-sprites and so forth, by far the majority are caught and harmed as if they were real bats, and only
less seriously-minded. There are humor- the more observant attackers will notice their physical
sprites, for example, calm-sprites and one differences. They have the ability to pass through
particular breed that Nephilim refer to as physical obstacles to reach their target, though,
cupids. although each use of this ability takes two full rounds to
Sprites cannot affect Nephilim to any accomplish.
great extent, but a sprite’s attention can over-
whelm a human for a brief time. Most humans STR 2 STA 2 DEX 5
are sufficiently unaware of their emotions that Ka:Air 6 HP = 3 Initiative: 1
they maintain the created feelings even when the Personality Trait: Honest
sprite has gone. Each use of its ability lessens the Attacks: None
sprite, however, and they are usually all used up after Armor: None
only half an hour or so of life. Abilities: None.
Nephilim and secret societies have each found uses for
the sprites, and both groups have discovered that a
sprite, although unaffected by natural materials, cannot Zephyyr
pass through artificial barriers. Hence, sprites have LTTLE MORE THAN animate gusts of wind, Zephyrs
become theunfortunate denizens of dozens of jam-jars, are invisible to anyone without Ka-vision. In their natur-
Tupperware boxes and even plastic bags. t al state they tend to act as a minor nuisance, moving
These air-creatures are favorites of the Lovers small objects, closing doors and carrying whispered
Arcanum, which uses them as a proselytizing tool to words to unintended ears. Many Nephilim bind Zephyrs
spread their vision of a passionate Agartha. to turn this minor power to their own advantage.
Sprites are naturally invisible to those without Ka-
vision or similar means. STR 2 STA 1 DEX 5
Ka:Air 6 HP 2 Initiative: 1
STR 2 STA 2 DEX 5 Move: 5 Personalitv Trait: Rebellious
Ka: Air 6 HP none* Initiative 2 Attack: None
Personality Trait: Varies Armor: None, but may only be harmed by spells or
*Destroyed by the touch of metal or Orichalka magic Weapons.
Attacks: None Abilities: MOVE OBJECT. Zephyrs may carry an object
Armor: None weighing no more than their STR in kg. When moving
Abilities: INSPIRE EMOTION. Allows the Sprite to an object is this way, Zephyrs are slowed to a speed of
inspire its emotion in any one target. The target is briefly 1 flying.
helpless in the face of the emotion, but if the emotion is
unnatural to the target, or if the target is aware of its
source, the change lasts no more than a round. Use of
this ability drains 1 point of STA from the sprite.

800
Water Creatures

Although some water creatures are social, others are solitary. Of all the elemental creatures, those of the
water have been the most affected by the human pollution of the planet.
Cyclops can recover 1 points of Ka-Water.
Vampirisation: a Cyclops touching a Nephilim or a stasis
and succeeding a jet Ka-Water / Ka-Water sucks a point
of Ka-Water.
Polymorphism: For a Ka-Water point, a Cyclops can
adopt a new form for an hour at most.
Liquefaction: The liquid body of the Cyclops is
invulnerable to any non-magical attack. His eye is
sensitive but the Cyclops can liquefy it for a point of Ka-
Water per minute.
Disappearance :
Limitation:
Agreement:

Crab-crystal
Frequency: Generic
Ka-Water: ranges from 5 to 25 in general
For, Con, Dex: Ka-Eau
Visibility: not in water, transparent otherwise
Protection: 1
Health: (Ka-Eau / 5) levels "unscathed"
STR 8 STA 5 DEX 5 Pliers: 2 x Dex%, Damage: 2 / For
Ka-element: Water 24 HP: None.
Initiative: 3
Attacks: Bite 2, Damage 1.
Foam Steed
Kick 3, Damage 2.
Hair 3, Damage gabbed and held fast with a STR
UPON A CURSORY glance, Foam Steeds appear to be
equal to the Kelpie's Ka score.
horses composed entirely of water. Their skin is
Properties: Can breathe water as well as air. The Kelpie
takes its prey underwater to drown them, and then eats constantly shimmering, and on occasion a viewer
can see straight through them. They most frequently
them in its watery lair.
appear just off the coast where the waves break, and
Protection: 1 points of hide and shaggy hair.
thus their lower legs often disappear into foam.
The unlucky victim who approaches the foam steeds
more closely will unhappily discover that their mouths
are filled with sharp, rending teeth. Foam steeds often
try to appear docile in the hope of drawing a meal out to
them. Particularly clever foam steeds might try even
more cunning ruses, such as acting hurt or wounded.
If someone manages to mount the back of a foam steed
without being blooded, and then remains upon their
back (requiring a Ride roll), the foam steed will take its
rider to any place that the rider commands, as quickly
as it can, but only along or within a body of water.
STR 2 STA 5 DEX 4
Ka-elernent: Water 24 HP: None STR 5 STA 8 DEX 5
Initiative: 2 Ka: Water 31 HP = 14 Initiative 5
Attack: Dissolve 3, Damage 1 per tum Personality Trait: Deceitful
Properties: Seethet-s take normal damage from fire. Attack Bite 50%, Damage 2d6
When a Seether has taken its targer's HP down to 0, it Armor: None
takes the body, and uses il to Ity and get 10 another Abilities: None
body ofwater. The body will finally break down into a
puddle ofgreasy fihh after a number of hours equal 10
lhe Seelher'sWater Ka. The host body is incapable of Frost Wyvern
speech, oranything ocher than basic, physical action
(walking,movement of limbs and head) while under lhe FROST WYVERNS haunt only the coldest places. They
control of a Seether. never form in temperatures above freezing. They will
persist so long as the low temperature lasts, and so
Nephilim have reported two distinct kinds of encounter
with these creatures.
The Black Cyclops of Jade
Some frost wyverns are transient beasts, which might
Frequency: unique (there are five)
last a night in a New York winter, or the length of a
Ka-Eau:
snow-storm in Scotland. These brief-lived creatures are
Force: 15
generally devoid of anything but elemental energy,
Int: 2
briefly reveling in the conditions and then departing.
Dex: 7
Nephilim who have braved the rigors of the Arctic and
Con: 6
Antarctic circles have discovered the frost wyvern's
Cha: 3
other aspect. In a place where the temperature never
Visibility: yes
rises above the freezing point, frost wyverns have the
Protection: 1
opportunity to grow old and cunning. Both expanses of
Health: as a human + a level "unscathed"
ice are host to a fair number of these creatures, and
Osmotic Harmony: by resting in his den for a month, a

801
their prolonged existence has allowed them to achieve a in one form, it could encircle the Earth. Although
state in which they can plan Jormungandr is simply a large magical entity, it is old
and think like true animals rather than random, chaotic enough and wise enough to demand respect even from
elementals. They find humans of little interest, although the Nephilim.
the very presence of a frost wyvern can be dangerous Most Kraken are not malevolent. Such encounters with
or evenfatal to mortals. Nephilim, however, are seen as them as have been reported by humanity seem to
threats, as are any other elemental creatures, and the represent a calm, considered curiosity, rather than any
frost wyverns will ambush, attack or even band together form of violentdemeanor. Kraken are wise and
to keep them away. peaceable beasts, usually. It is notable that the
The general temperament of a frost wyvern is mostly persistence of personality and memory in
linked to the current weather. If there is no actual wind, Kraken is greater than in most other entities of their
storm or precipitation, then the wyvern is liable to be type. Kraken are not as eternal as they might seem,
sluggish and slow to anger. Snow, wind, sleet or hail, however, for they are integrally linked to the body of
however, awaken the elemental in the creature, and the water that they inhabit. Drain the lake and the Kraken
wyvern takes to the skies to scour its territory. dies. Pollution, damming, diverting and other such
factors can cause a Kraken to re-manifest as quite a
STR 7 CON 7 DEX 5 different creature. Instead of being born of wisdom and
Ka: Water 21 HP = 17 Initiative 3 calm, it becomes a terrifying elemental beast. Such
Personality Trait: Private manifestations are quite similar to the more common
Attacks: Claw 3, Damage 2 magical creatures, being violent, powerful and nearly
Bite 2, Damage 3 mindless. This in itself is no great concern for the
Abilities: FREEZING COLD. The frost wyvem is far Nephilim, since they can control these
colder than the surrounding air. Each full round that a aggressive beasts in the same manner as any other
mortal or simulacrum spends within ten feet of a frost creature, and the Kraken are too wild to be a tool of any
wyvem deals 1 point of damage (ld6 damage to those secret society. What really worries the Nephilim is the
not dressed for arctic conditions). state that the Ocean is currently in, for if Jormungandr is
ICE BREATH. When the wyvem is aroused by the warped in the same fashion as its smaller kindred, the
weather, it can breath a blast of freezing cold air and ice results may dwarf even the sinking of Atlantis.
fragments, which causes 2 damage to all within twenty
feet of the creature's mouth. STR 8 and up STA 8 and up DEX 5
Ka:Water 24 to 72
HP =20 Initiative 2
The Kraken Personality Trait: calm
Attacks: Bite 2, Damage 2.
THE KRAKEN are sea-monsters, lake monsters and Tentacle 3, Damage equal to half damage bonus (only
similar manifestations. They can appear as huge for squid Kraken). STR roll needed to break free and
T octopuses or squid, prehistoric marine reptiles, sea- stop taking damage every round.
serpents or any number of other less definable forms. Crush Boat 4, Damage equal to STR roll (only against
Unusually for a magical creature, the Kraken are large objects).
moderate- ly well-known and reported among human Armor:2.
kind, from iso- lated encounters at sea to the frequent Abilities: BREATH AIR OR WATER. Kraken are equally
sightings on the shores of Loch Ness and other lakes all able to breath in or out of the water.
over the world. Like all elementals, Krakens are not SWALLOW HUMANS. In the water, a large Kraken
constantly present in their home locations. They appear (STR 16 or more) can swallow small objects, such as
when the magical fields are right, and when the fields humans, simply by opening its mouth and displacing
shift, they disappear to wait for the next plexus. This is water. To avoid being swallowed, a Swim check at -1 or
why they are frequently labeled as non-existent. a STR roll (if holding on to something) is necessary.
The magnitude of a Kraken is related to the size of the Swallowed characters are unlikely ever to be seen
body of water it is in. A lake will produce a small again, although some traces
monster, while a small sea will generate a larger one. may be found later when the Kraken has dissipated.
This progression only breaks down when the world's Note: A Kraken 's STR and CON rise in tandem, and its
larger seas and Oceans are considered. In this case the Ka increases in a general relatiomhip to these statistics.
resident Kraken seems to fragment into a number of A wild Kraken that has become violent has its Ka
smaller, although still huge, forms. In some ways, these reduced to 18, and its Personality Trait changed to
are all manifestations of the same monstrous entity. The Misanthropy.
name that the Nephilim give to this beast is
Jormungandr, for if it ever manifested itself

802
Earth Creatures

Private and territorial, earth creatures try and hide from the modern world.

Initiative: 3
Attack: Claw 3, Damage 1.
Sting 2, Damage l+Poison equal to Mantichora's STA
Properties: The Mantichora can shriek once per round.
Any opponents who fail a roll of dominant-Ka are
terrified and can perform no action that round other than
10 runaway.
Protection: 1 point skin.

The Copper Fox


Frequency: Generic
Ka-Earth: 15
Force: 4
Dex: 5
STA: 2
Visibility: no
Protection: yes (metallic coat) i
Health: 7
Bite: 4, damage: 1
STR 2 STA 5 DEX 5
Ka-Element: Earth 18. HP: 10 Gargoyle
Initiative: 3
Attack: Bite 2, Damage 1+ poison equal to STA. THE GARGOYLES ARE elemental creatures forever
Spit Bile 3, Damage poison equal to STA. Bile can be linked in the minds of the Nephilim with the
shot up to STR meters, and is only useable a number of T Templars. They appeared in the world with the rise
times each day equal to the basilislc's Ka score. of gothic architecture, brought back from the holy land
Protection: 2 points scales and feathers. by the Knights Templar. Few realized that the simple
cathedral ornaments that graced so many Gothic
structures held secrets far darker than even the most
superstitious peasant could guess.
The Templars of that time summoned the gargoyles
with stolen Nephilim Ka. They bound the unfortunate
beasts into their stony form and set them to watch and
wait. Some gargoyles were given triggers that would
prompt them to animate and attack For example, the
presence of a Nephilim night set one off. Others were
left to wait indefinitely until a certain phrase or word was
spoken which would deliver
it into the speakers hands. In this way they acted as
watchdogs and hunters against the Nephilim
These days, there are few gargoyles left in their
natural state, as the Templars now tend to use
more subtle and less magical tools, but some
cathedrals still retain their patient guardians, many
of which await words that have been completely
STR 2 STA 4 DEX 7 What made the gargoyles so fearsome was not their
Ka-element: Earth 21. HP: 7. sheer physical abilities but their keen perception,
Initiative: 3 which allowed them not only to distinguish a
Atack: Bite 3, Damage 1+blood drain·. Nephilim from a human, but also to follow the trail
Claw 3, Damage 1 of a particular Nephilim’s Ka like a bloodhound,
Blood Drain: The hemogobblyns drain their victim's enabling the Templars to seek out and destroy their
blood at the rate of 1 HP per turn unless torn off in a foes. Although Nephilim have occasionally summoned
contest of STR vs. STR. For every point drained by the and commanded gargoyles, they have never been
nemogobblyn, add one point each to its STR and STA. able to bind them permanently as the Templars did.
Note that this increase will affect the hemogobblyn's HP Most Nephilim suspect that the permanent binding of
and damage bonus. These extra points wear off at the gargoyles is based upon a secret learned in the Holy
rate of one per hour per characteristic, until the Lands, and that it is related to the perverted art of the
characteristics return to normal. Homunculus. There are some Nephilim who still search
for the secret, hoping that they may use it to break the
Templars’ hold on their stone kin.

STR 8 STA 9 DEX 5


Ka: Earth 21 HP = 15 Initiative 2
Attack Claw 3, Damage 3
Armor: 3 pint stony hide
Abilities: TRACK ELEMENTAL,. A gargoyle can follow
the Ka- Personality Trait: Watchful trail of any Nephilim
or other elemental creature, with an 5 dice chance of
STR 9 STA 6 DEX 4 success, diminishing by 1 per hour that the trail grows
Ka-Element: Earth 18. HP: 12. colder.

803
Moon Creatures

The solitary moon creatures are the most magical and mystical of all the elementals.

damage to its dominant Ka. Each spirit is only tied to


this plane for 1 turn after being vomited forth by the
Wyrm, after which it is free to continue on to the
afterlife. A Nephilim so captured and then released will
be free to reincamate.
Note that the GhostWyrm prefers to usc its bite, simply
because after reducing a target to 0 Ka, the spirits are
useless to the wyrm. A ghost wyrm will not eat the
corpse of a Ka 0 being, as they have no taste to the
Wyrm.

Dogs of the Other World

These creatures appear to be lean, wiry hunting dogs,


but have a rather unusual coloration. They are pure,
unsullied white, except their ears, which are blood red.
No appearances of the Dogs of the Other World are
known previous to the Tuatha de Danaan coming to
Ireland at the start of the eighth century, BC. Even
today, they seem most common in Ireland and the
British Isles.

The Dogs of the Other World usually appear in packs.


They are most frequently hunting something, perhaps a
small elemental creature, an unfortunate human, or
even a weakened Nephilim. After the relentless dogs
capture their prey, they drag it away, disappearing into
whatever other realm they came from.

STR 7 STA 7 DEX 7


Ka~ernent:Moon 18. A player making a critical success on a Hunt roll may
HP: 12 follow the Dogs of the Other World as they lope towards
Initiative: 4 their home. After doing so, she will find herself on the
Attack: Talons 2, Damage 1 Subtle Planes, and unless she has been well-trained, or
Serpents 15, Damage 1+poison equal to gorgon's STA. is near to Agartha, she will probably have a hard time
Gristy Visage Automatic. Petriitcation. finding her way home again.
Properties: Each being attacked by a gorgoo's serpents
counts as a separate action STR 4 STA 4 DEX 5
Protection: 3 point bronze scales. Ka: Moon 12 HP = 8 Initiative: 4
Personality Trait: Energetic

Attack: Bite 3, Damage 2

Armor: 1 points of tough hide.

Abilities: HUNT. When a Pack Other World Dogs is set


upon a scent less than 5 days old, they will follow it
unerringly (4 dice + the number of dogs in the pack of
the time). They will go without food, water or even rest
as they Hunt.
STR 14 STA 8 DEX 5 PASS WITHOUT TRACE. The Other World Dogs tread
Ka-element: Moon 18 upon the Earth so lightly that they are almost impossible
HP: 20 to Track. A critical Hunt is needed to follow them.
Initiative: 3
Attack: Bite 3, 2 damage Note: Dogs of the Other World usually appear in pack
Breath 5, damage spezial (see below) no less than 1d5+1 dogs in size.
Properties: The Ghost Wyrm keeps lhe spirits of those it
has eaten bound to itself, and can vomit them forth to
attack opponents. When a character is killed by the
ghost wyrm's bite, roll the wynn's Moon-Ka againSl the Banshee
character's dominant Ka on the resistance table. If the
wyrm wins, the character's spirit is bound inlO the ghosl THESE RARE CREATURES are unique among the ele-
wyrm until the wyrm sets it free Each round. the Ghost mental kindred for two reasons. First, they are far
Wyrm can vomit up to 3 spirits. These spirits have a more closely associated with mortals than they are
randomly determined Ka score of the magical world, and second, their longevity is
3D5+3. If the spirit overcomes its target's dominant Ka astonishing, in contrast to the short-lived ways of other
with its own on the resistance table, the target takes 1 elemental creatures.

804
A Banshee may only be generated under very specific enough humanity to pass a second glance, the eerie
circumstances. First, there must be a Moon Nephilim in similarity is there. With the form, the ghoul
narcosis, either inhabiting a structure or the land on also inherits its victim’s skills and some of its
which a structure has been built. Second, that structure knowledge. This transformation is of a duration
must become the home of a mortal family. After several dependent on the amount the ghoul was allowed to
generations of habitation by the same family, a Banshee consume. If given time to devour the body entire (bones
may arise from the energies of the Nephilim. It becomes and all) then it lasts for twelve hours. Lesser amounts
a familiar spirit to watch over and ward the mortals last for proportionally less time, and so a person
under its jurisdiction. Nephilim scholars have noted that controlling a ghoul can create several short-lived
the genesis of the Banshee is very similar to the shorter duplicates of a person from one body.
lived accidental summonings which are born of human The ghoul will seek out those its victim knew and
and Nephilim interaction (see pg.49). devour them, and transform again, working its way
A banshee often takes the physical appearance of the through humanity. After each transformation wears off,
first member of that family to die of unnatural causes, a ghoul has only approximately two hours to find
and is more often female than male. Its movements are another victim.
restricted to the lands owned by that family, and it
performs avery particular set of services. If a member STR 6 STA 7 DEX 6
of the family is in danger of death, the Banshee may be Ka:Moon 21 HP = 12 Initiative 3
seen, or its cry heard, and if a family member dies, Personality Trait: Hungry
the Banshee laments the loss. Additionally, enemies Attacks: Claw 3, Damage 1
of the family that set foot on family land are liable to Bite 4, Damage 1. This attack may only be used if a
fiid themselves the subject of the Banshee’s atten- ghoul has struck its victim with two claws on a previous
tions. If the family ever moves from their lands, the round
Banshee ceases to be, and if the resident Nephilim Armor: 1 points of rough skin
awakes, it usually reclaims its errant energy. A Banshee Abilities: REMEMBER MEAL. Ghouls that have
is also vulnerable to magical means of destruction, but undergone a transformation may use all the skills of
can never be controlled by one who is not a member their victim, including weapon skills if any. They are also
of the family. treated as having an INT equaling their victim’s, minus
5. This INT fades away towards the end of the
STR N/A STA 5 DEX 7 transformation, as the ghoul becomes more bestial.
Ka: Moon 30 HP none* Initiative 4
Personality Trait: Loyal
*Destroyed by magical damage or Orichalka Lune
Attack Touch 3, Damage special. If a mortal is
touched by a Banshee he or she takes 1 damage AT REST, the Lune appears as a brightly glowing ser-
(regard less of armor) and must roll with INT or flee in pentine creature, one to two meters in length.
fear. A Nephilim touched in this way must oppose its Usually though, the body of a Lune is constantly
Dominant Ka to that of the Banshee. If it succeeds, the moving in a blurring and hypnotic pattern of luminosity.
touch has no effect. If it fails, the Nephilim suffers the Some have sworn that they have seen Enochian
damage, but not the fear effect. messages displayed in the Lune’s twinings, while others
Armor: None. have never spoken again after observing the dance of a
Abilities: CURSE. The Banshee can also inflict bad luck Lune. The Lune is not particularly malicious, and thus it
on those it considers enemies. This should be treated does not actively harm those who it has entranced. It
as blanket -1 modifier on all skill, DEX, STR and STA does, however, tend to leave a path of dazed, stunned
rolls, though the gamemaster should also detail specific or unconscious people behind it, by its very nature.
incidents of bad luck. Nephilim are allowed to oppose The name of the Lune is derived from the fact that many
their dominant KA to that of the Banshee to avoid this have sworn that it materialized from the moon itself, as
effect. if a piece of that celestial sphere had broken away and
POSSESSION: Banshee are capable of possessing come down to Earth. The Star Arcanum is especially
animals such as dogs and attacking inmders with them. interested by these stories, and they have captured and
Note: Ifa Banshee eve< even inadvertently or indirectly, observed Lunes many times.
harms a member of its chosen family, it is instantly
destroyed. STR 2 STA 5 DEX 8
Ka:Moon 24 HP 6 Initiative 5
Personality Trait: Spiritual
Attack None
Ghoul Armor: None, but may only be hurt by spells or magical
Abilities: HYPNOTIZE. Any being who looks at a Lune
THESE LOATHSOME beasts are of dubious origin. must Weapons.
Some cite the Selenim as their masters, some the Devil immediately oppose its Dominant-Ka versus that of the
Arcanum. They are no friend to humanity, however, Lune. On a failure, the victim will fall into a dazed state
and the enemy of every secret society. lasting ld5 hours. Humans without awakened Solar-Ka
When first created, a ghoul appears as a pale-skinned are automatically effected without any roll. While in this
human with peculiarly bland features. Eyes, nose and dazed state, Nephilim occasionally have great insights
mouth are all there, but there is no character to them. about the past, the future, Agartha, or some other
Ghouls are brought into being filled with a voracious matter of importance. Allow any hypnotized Nephilim to
hunger that never really leaves them, and they are make an Idea roll. On a critical, they have such an
driven to seek out the nearest human to kill and feed. If insight. This may be best used by a gamemaster as a
a new ghoul is prevented from feeding for even half an chance to introduce an important idea which may be
hour, it dissipates back into the elemental fields. used as the basis for a future adventure. The Nephilim
Once a ghoul has fed, a peculiar and revolting change should immediately gain points in the skill most
comes over it. Its features, previously so lacking in appropriate to its insight. (If the gamemaster does not
animation, begin to resemble its victim, and the have any shattering insight prepared, she may simply
previously bald creature grows hair of the same color assign points to one of the Nephilim’s more
and style. Although the ghoul never attains sufficient philosophical skills.) On a fumbled Idea roll, the hyp-
likeness to fool those who knew the victim, or even notized Nephilim will fall into Shouit (see Nephilim pg.
122)

805
Orichalka Creatures

Though thankfully rare, Orichalka plexi do exist, giving rise to Orichalka creatures. Such elementals are
always solitary and usually malevolent.

Silver Death

THE SILVER DEATH appears as an irregularly shaped STR 5 STA 8 DEX 8


blob of liquid metal, no more than a meter across, Ka: Orichalka 24 HP = 12 Initiative 5
T and only a few centimeters high. It is totally mal- Personality Trait: Destructive
leable, and may slide under doors and through small Attack Orichalka Touch 4, Damage 1 to humans and
gaps with ease. Because of the sheen of its metallic inanimate objects. Destroys 2 Ka of any elemental
skin, the Silver Death is hard to see. Victims must make creature or Nephilim, but this costs the Silver Death an
a Scan roll to spot the Silver Death before it is upon amount of STA per Attack.
them. Armor: 1 points of malleable quicksilver skin.
The Silver Death is totally destructive. If it senses crea- Abilities: SENSE MAGICAL CREATURE. The Silver
tures of the magical fields, it will seek them out and try Death has a 3 dice chance of sensing the nearest
to destroy them, but if there are none nearby, it will turn elemental creature or Nephilim within a kilometer radius.
its destructive urges towards whatever is at hand. Note: None of the normal methods for controlling
elementals will work on the Silver Death.

Combination Creatures

Certain combination creatures may be formed when two cataclysmic elements come together. For example,
an underwater volcano might give rise to Servants of Poseidon. These combination creatures may also be
born of a nexus.

STR 13 STA 7 DEX 5


Ka-elemenl: Earth 24. Ka-element: Fire 12.
HP: 13.
Initiative: 3
Atlack: Bite 3, Damage 2
Pummel 3, Damage 1 bashing
Spit Magma 2, Damage 4, range equal to Fire·Ka in
meters.
Properties: The Ghruuul is able to see in complete
darkness.
STR 16 STA 8 DEX 8 Protection: 3 points of pebbly hide.
Ka-element: Air 18 k.a-element: Fire 18
HP: 20
Initiative: 5 Servant of Poseibm
Attack: Bite 4, Damage 2
Claw 4, Damage 2 THESE ARE NOT self-contained creatures in them-
Properties: Becomes Berserk when confronted by selves, but instead are forces that possess specific
Moon-Ka dominant creatures. The Gryphon will single animals and turn them into enraged, magical
destroyers. In Greek times they were known and feared
out these creatures for attack, and not break off until
as signs of the god Poseidon’s wrath.
the creature is dead, or the Gryphon is. The servants are limited as to the animals that can host

806
them. Most common are those sacred to the sea god, Stymphalian Birds
namely the bull and the horse, both creatures close
enough to humanity to wreak havoc when the Servant is
Though creatures of the Air, the Stymphalian Birds,
upon them. More rarely, a sea-creature such as a shark
named for an ancient swamp where a permanent nexus
may be chosen to be a Servant. Dolphins and sea
once lay, are clothed in the Earth. Their plumage is
mammals, either because of their intelligence or
entirely made of beautiful, glittering bronze, sharp and
because they were generally associated with other
deadly.
deities in Greek times, are seldom, if ever, sected.
The possession of the animal, and therefore the mani-
festation of the elemental creature, is seldom long, and The Stymphalian birds are quite large, at least the size
at the end, if still alive, the animal returns to its normal of a stork. This, combined with their voracious appetite
pat- terns of behavior. With domestic animals, of for human flesh, makes them one of the more
course, the resulting action by humans is unlikely to be dangerous elementals.
forgiving.
While under the influence of the Servant, the animal
becomes unnaturally strong and durable. In addition, it The only weakness of the Stymphalian birds is that they
gives vent to a murderous rage that is aimed at are cowardly. A sudden, loud noise may drive them off if
they are caught by surprise.
humanity and its works. Nephilim in simulacra are not
immune to these attacks.
Nephilim have often found the Servants useful creatures STR 4 STA 4 DEX 4
to call, because they are easily led by a clever master Ka: Earth 12, Air 12 HP = 6 Initiative: 2
into acts of destruction against humans. The Tower Personality Trait: Hungry
Arcanum is especially fond of these creatures, viewing
the attacking of humans by their own domesticated tools
particularly satisfying. In addition, they are not so Attack: Bite 2, Damage 1; Fling Plumage 2, Damage 1
blatantly supernatural as
to attract the immediate attention of a secret society. Abilities: None.

STR +4 STA +4 DEX +2


Ka: Water 12 & Fire 12 Armor: 2 points of bronze feathers.
HP + STA bonus Initiative +1
Personality Trait: Angry Note: Stymphalian birds usually appear in flocks no less
Attack: As normal than 2d5 birds in size.
Armor: +2 points
Note: The numbers above are added to the natural
statistics of the animal.

Universal Creatures

Nephilim have noted a few elemental creatures which seem to exist in slightly varied forms for most or all of
the elements.

Guardian Drakes coils were just visible within the ground, and air drakes
glide translucently in a matted coil that seems to fade
THESE CREATURES have been the tools of various away into the distant sky. Perception and knowledge of
Nephilim and secret societies for millennia. They these creatures, however, is a dangerous thing,
are easily called up and bound into a specific loca- because the creatures seem to have a mandate to use
To a mortal with no concept or perception of the arcane, greater force against
the area guarded by a drake is instinctively this greater threat. This force can be a physical biting or
uncomfortable, constricting attack, as the coils simply erupt out of the
and most people are generally warned off by this. More ground, air or water, with or without a draconic head
inquisitive humans can expect to be greeted by attached, It may also be an elemental discharge.
inexplicable bad luck and small accidents. If Guardian Lightning is favored by water and air drakes, whereas
Drakes fail to dissuade humans with their less offensive earth drakes choose shattering stone and moon drakes,
powers, they will turn towards more deadly means. worst of all, inflict insanities.
Water Drakes are especially noted for this, and are Guardian drakes are useful to those with something to
definitely the most dangerous of all the drakes. hide, but those who summon them seldom think in
To the Nephilim, guardian drakes are far more danger- terms of time. They acknowledge and obey only their
ous from the onset, and the same goes for magically summoner; all others are considered intruders. To a
aware and active members of secret societies, and Nephilim this is not a problem. Whatever simulacrum it
even unwary psychic questers. To those with Ka-vision, might inhabit, the drake will recognize it, and many
an area containing a guardian drake is obvious. Water Nephilim use the drakes to pro-
and moon drakes can be seen as gliding coils in any tect their belongings, or even their stases. Should the
reflective surface, with never Nephilim be destroyed though, or should a human sum-
a head nor tail. Earth drakes show themselves as if their

807
moner die, the area is unapproachable by anyone until instantaneous. The change is slow enough to seem
the drake is destroyed. natural. Air drakes can also generate lightning strikes
The only ways to easily destroy a Guardian drake, given from the sky, with an accuracy of 2, inflicting 3 damage.
that they have only a notional physical form, are to Finally they can conjure up winds of sufficient power to
master it with the relevant Ka-element (see Nephilim halvemovement, and the score of skills that require fast
page 220), or to dispel it in a complex and time- movement, such as dodge. Missile weapons slower
consuming ritual. Alternatively, any magical attack on than bullets are impossible to use in this wind, and even
the beast can damage it. fiearms have their chance to hit halved. Air drakes have
Summoning a single guardian drake is a relatively sim- no particular weakness.
ple task. After it has been Summoned as normal (see
pages 46-47), it is usually allowed to Rupture, and then EARTH drakes can affect the progress of anyone
the Nephilim sacrifices a point of Ka, to give it the moving over rock, halving all climb, dodge and similar
“simple order” to guard a rural area, or protect an object. rolls. Rock falls can also be caused so long as the
Due to the nature of the drake, it will stay beyond the terrain allows it, doing from 1 to 2 damage. Earth drakes
normal time limit(i.e. the next Monday), if it has been can cause stones and rocks to shatter and fragment,
bound with Ka. Note that a drake will not stay in a place causing from l to 3 shrapnel damage to all within 2 feet
beyond this normal limit, even if it has been successfully (for pebbles) to 20 feet (for boulders). Finally, earth
contracted, unless the Ka is sacrificed. . drakes can cause minor earthquakes, collapsing
Summoning a second drake into an area already guard- incomplete or insecure structures. If an area warded by
ed by a fiit is more difficult, due to the unwillingness of an earth drake is ever flooded, the drake is dispelled.
guardian drakes to meet. If a second drake is allowed to
rupture it will disappear totally, so it must be contracted MOON drakes inflict a feeling of paranoia and worry on
successfully and then the Nephilim must still sacrifice a all in their area, leading to a -15 modifier to all rolls due
point of Ka. to loss of concentration. Anyone spending a great deal
An area to be warded by a guardian drake is subject to of time in such an area will begin to experience terrible
certain restrictions, chief among them being that the nightmares and visions, and must make a Ka (or INT -1
Drake’s element must be present in some major way. A for mortals) roll after 3 hours, and ever hour after that, to
water drake must have some body of water, for avoid the uncontrollable desire to leave. The drake can
example. In addition, it must be out of the way. At the also inflict frightening changes and reversals in the
time of summoning, it cannot be an area under current perceptions of intruders. It may alter reflections, cause
use by mortals or shadows to appear in victim's peripheral vision, or even
Nephilim. A warded area is never overly large and must induce murderous flashbacks. Although damage done
be defined by geographical boundaries such as “the in these situations is not real, anyone losing all hit points
lake”, “the garden of the old house”, “that box canyon” due to an illusory attack, or a combination of illusory
or “Mulberry Hill”. attacks, will become insane, trapped in the dream
As a final note, guardian drakes do not attack or other- situation. Moon drakes can only manifest in moonlight,
wise interfere with other magical creatures. and so during the day, and on nights of no moon, the
area is safe to pass through.
STR 7 STA 7 DEX 7
Ka: varies 42 HP = 14 Initiative 4 WATER drakes can also control the weather, but to a
Move: see Abilities Personality Trait: Watchful lesser degree, and only to bring rainfall or other
Attack Bite 3, Damage 1 precipitation. They can also attack with lightning, which
Coil 2, Damage equals damage bonus, and the drake can leap up to 20 feet from a body of water for 2
may remain physical in order to inflict a similar damage damage. Anyone connected to the victim by water, even
each subsequent round. just puddles, will take the same amount. Water drakes
Armor: None, but may only be attacked when physical, can exercise a compulsion, drawing victims into the
and even then, only by spells or magical weapons. water to be drowned. To be subject to this, the victim
Abilities: OMNIPRESENCE. A guardian drake may be in must be in a calm state of mind. Aggression or focused
any or all parts of its domain at once, hence it has no watchfulness will negate it. Nephilim are allowed a Ka
move characteristic. It cannot leave its warded area, but roll to resist, while mortals gain only INT -1. If an area
within that area its move is limitless. warded by a water drake is ever drained, or if its well
runs dry, the drake is dispelled.
Element Related Abilities
The following abilities are variable depending on the FIRE drakes can affect the progress of anyone moving
element of the drake involved. Each power takes a through heat, halving all climb, dodge and similar rolls.
single action to use or maintain. If an intruder has The drough makes persons thirsty (Ka or STA-1 to
abilities that would allow it to counter the drake’s resist, or 1 bashing per hour damage) If an area
attacks, a Ka against Ka roll is required to do so. warded by an fire drake is ever flooded, the drake is
dispelled.
AIR drakes can alter the weather above their warded
region. This ability can be manifested at will, but it is not

808
Human Agents
I've been reading through both Major Arcana and Secret Societies lately, both of which I find exceptionally inspiring.
The last time Ken's writing lit a fire under me like this, I went on to tackle the creation of rational and effective bad-
guys in this game. This time, I've been pondering how to incorporate humans effectively in the day-to-day workings
of the Nephilim. Mostly, I'll be referring to characterisations in popular media, so this post won't be as abstract and
"universal" as my aforementioned article.

Who Are They?


The humans who associate with the Nephilim are inevitably of a varied lot, usually working with members of a
Major Arcanum that matches best their own personalities and abilities. This is, of course, not always the case, as
more pragmatic Nephilim will typically recruit individuals who are capable of performing task s that the Nephilim
itself is not capable. Ultimately, the question of who they are proves not nearly so important as why they do what
they do.

Why Do They Work With The Nephilim?


Humans interact with the Nephilim for a number of reasons. We can conveniently break their reasons
down into three categories: mutual benefit; obligation, and; personal motivation. Mutual Benefit -One of the most
prominent reasons for humans interacting with the Nephilim is laid out in Liber Ka --the chance to participate in real
magic. Humans can't perform magic of their own accord, so the best path to greatness for them is to hang onto the
tail of a comet, so to speak. This works to the advantage of both the Nephilim, who needs the increase in raw
power, and for the human, who needs the sense of mystical importance.

Obligation -One of the best examples of lesser individuals working for a more powerful master due to personal
obligation comes from the pages of Chaykin and Sinkiewicz's "The Shadow" (DC Comics, from roughlythe mid-to
late-1980's). In the employ of this single mysterious individual were an odd-ball mix of specialists who had nothing
in common with one another --except for the man they each referred to as "master". Each of them owed their very
life to the Shadow for a variety of obscure reasons, but due to their pact with him, once called, none could refuse
his request.

"The Shadow" serves as a good role-model for conducting your Nephilim's incarnation for a number of reasons.
First, we have a mysterious man who disappeared into the mystic East, only to come back with an awe-inspiring
alter-ego and supernatural powers at his disposal. Viewed in game terms, one might suspect that Lamont Cranston
unearthed a Nephilim Stasis, and the Shadow, occult powers in full array, is actually the manifestation of this
Nephilim. (Similarly, take a look at Marvel Comics' "Dr. Strange", and reconsider exactly what the Eye of Agamoto
*really* is.) All this aside, the Shadow realises that he can't do everything and be everywhere, so he cultivates a
wide group of specialised agents. Most are recruited for talents that the Shadow himself does not possess, thus
filling out the threat that he poses to the forces of evil. Most importantly, however, is the means by which the
Shadow recruits these specialists. Some he saves from certain death. Some he saves from their own downward
spiral of self-destruction. Some, it seems, he controls by means of blackmail or brain-washing. Whatever the
means, he arrays around himself a cadre of devoted vassals who will do his bidding without question. Ask yourself,
"Why couldn't my Nephilim character do the very same thing?"

Personal Motivation -The essence of this category relies on parallel paths to the same goal, often leading to a
"grudging alliance". For this example, we'll look at two closely related television shows, "The X-Files" and
"Millennium".

In the case of "The X-Files", Scully and Mulder are driven to investigate strange occurrences that are likely to draw
the attention of the Nephilim as well. Flying saucers, leech-boys, manifestations of psychic powers, etc. --these are
all going to bring the Nephilim running as well. Now, taking this a little further, the multinational (extra-national?)
shadow organisation that they're always trying to corner and expose is the very archetype for a secret society.
Always with their fingers into every little mystery, usually one or two steps ahead of the investigators, and ruthless
as hell, it's a fine role -model for any number of secret societiesin your Nephilim campaign. Go one step further, and
insert a Nephilim infiltrator in the role of Deep Throat, or Mr. X, or the Blonde Woman, and perhaps you can see the
Nephilim-Human connection more clearly, and how they might be thrown together for a common
cause.

Now, in the case of "Millennium", we're presented with another archetypal secret society --The Millennium Group.
These guys are a little harder to peg down --toss a coin: heads, they're a Nephilim group; tails, they're the
Templars. In either case, they're a group fixated on the rising tide of strangeness leading up to the on-coming
millennium, and they fancy themselves as the good-guys. If they're actually the Templars, then Frank Black
becomes just another stooge who has been led to believ e that the Nephilim are monsters. If the Millennium Group
is sponsored by the Nephilim themselves, however, then they become an organisation driven to recruiting humans
as foot-soldiers. As the individual is indoctrinated into deeper and deeper secrets within the Group, he becomes
more aware of the true nature of the Nephilim masters. Considering the training evinced on the show, the
relationship would seem akin to that between the Sun Arcanum and the Mithradites. This is again a case of
individuals driven toward a specific goal that coincides with that of the Nephilim.

So, in conclusion, humans need not be the simple patsies to your Nephilim adventures. If you've been strapped for
allies in your fight against the hordes of evil secret societies, you mightconsider creating some hordes of your own.

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New Human Strains

The Telos

The Telos, the result of a ritual, seals the Ka-Moon a Nephilim to Prometheus Change . This protrusion
of Ka-Moon , this seal imitates the code change, recognition instantly at the time of reincarnation. Wearing
the Telos is a form of renunciation. The Telos is an emotional connection and offers a new way, controversial
that said, to the Agartha .

The Promethean Variation

Prometheus is a gene variation possessed by some humans, preventing the Nephilim to incarnate fully. It is
not only biologically, but especially the emotional level: Variation creates an emotional connection between
the Ka-Sun of Semblance and Ka-Elements of the Nephilim .

The gene has been proliferating in some human lines since the dawn of humanity, predominantly dominant /
rarely recessive, but the Variation is rapidly extinguished after a few generations.

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Storytelling

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Occult Roleplaying
The Occult in Nephilim
Nephilim bills itself as an occult roleplaying game. Exactly what does that mean? I think many people
asked themselves that question when they read the game. The game setting posits traditional secret
societies as the enemy and takes Umbero Eco as it’s unofficialpatron saint, so many people have turned
to hidden conspiracies (a la The X-Files) as the source of their adventures. This isn’t wrong, per se, and I
wouldn’t dream of telling anyone how to play their own game. I believe, however, that the occult
deserves a more prominent role in the setting.

The occult is defined as “matters regarded as involving the action or influence of supernatural agencies...”
Generally, we take it to mean hidden truth or religious knowledge. The 72 names of the Shem ha-mephorash are
occult, because G-d’s true names are not widely known. In fact, most occult knowledge— Sufism, Kabbalah, etc.—
is meant for a select, prepared few. Certainly, hidden agendas and secret conspiracies are occult, insofar as they
occluded—secret, hidden, out of sight. Occult, as I use it here, however, refers strictly to the esoteric.

The occult can most easily be incorporated into a campaign by addressing the self same questions real
world occult practices address. Rabbi Loew created his Golem bytaking clay and fashioning the figure of a
man—as G-d formed Adam Kadmon. He then inscribed an Aleph on its forehead, as a symbol of G-d’s
power, for the Aleph is One, the beginning, and a ladder to heaven. Walking around it in a circle while
repeating a kabbalistic formula, he brought it to life! The story of Rabbi Loew’s Golem is predated by
other stories of Kabbalists who mimicked God’s creative power. There’s an occult campaign right there.
What if a Rosicrucian combined Kabbalism with cloning to try and make a new Golem? What if a Nephilim
did it?

The occult can also be incorporated by considering basic occult tenets. For example, summoning posits
several worlds—Assiah, Yetzirath, Briah, Atziluth. Very little is said about these worlds, butyou can find
information about them in any basic book on the Tree of Life and Kabbalism. Briah is the world of Angels
and Demons. They are powerful beings with Ka-elements between 22 and 28. What would happen if an
angel came from Briah on it’s own mission? The movies Michael and Prophecy are two good examples of
what you can do. Will the Nephilim side against the powerful being? Will they help it? What would the
Rosicrucians do?

Getting back to the 72 True Names of God. John Dee believed he could talk to Angels through his
shewstones, and Enochian is the result. Alastair Crowly picked up Enochian in his Thelema practice. What
would happen if someone, say an inheretor of the Dee-Crowley tradition, were to discover one of G-d’s
True Names? They’d have the power of a god, perhaps. Or they might influence one aspect of creation.
Now you’ve got a Black Star Sorcerer running around able to make the dead rise again, or make it rain at
his command, or affect the magic fields. The Nephilim would have to a) figure out what’s going on, b)
figure out how the villain is doing what he’s doing, and c) come up with a way to stop it. Complications
like rival groups—Rosicrucians, Magician Arcanum—make it more fun. (You decide the Black Star Sorcerer
must die, but the Magician thinks he is a wonderful example of Promethian glory. Discuss.)

Everyone seems to like the secret societies. They make great villains, and the game presents them in
that light. But why are the secret societies in existence. Sure, for power, money and sex. There is an
occult reason, however, for their existence. Their motivation is not solely based on controlling banking,
industry and governments. The Templars have their Grand Plan. In Eco’s book, they are looking for a
source of energy that is better than nuclear power, the meteorite that fell into their laps long ago. The
Rosicruians, too, were looking for it. But this need not be the only motivation possible.

The Templars might have the Holy Grail as the object of their Grand Plan; Moorcock’s Von Bek books are a
great example of this—Von Bek must find the Grail and use it at the World Navel. Perhaps the Templars
must do something similar. Drink from the Holy Grail at Mount Meru and whatever you wish is yours. The
Templars were thought to possess the Ark of the Covenant, then lost it. Recently, word has come out of
Ethiopia of an ancient Templar stronghold that the locals still protect. Templars jumping into their black
helicopters to get the fables Ark is certainlymore occult than trying to control Congress.

Let’s say you’re not into the occult. You don’t know a lot about Kabbalah or Sufism and you don’t want to
get involved in it. You can still incorporate the occult cursorily in your games. For example, a serial killer
who leaves Tarot cards behind at the scene. Unravel the message behind the cards and find the link to
the victim and the Nephilim might find out who the killer is. All this requires is a Tarot deck.

Future scenarios should involve occult themes and imagery. The occult lends itself well to manipulation
and speculation. It should be easy to take something from the occult—the golem, the Enochian Aethyrs,
the zodiac—and turn it into a Level Four secret. The occult has often been used to fuel someone else’s
agenda, why not our own? Hidden doctrines and secret knowledge tickles us at the core of our
superstitious natures. Part of us wants to believe the old woman in her storefront knows something we
don’t. It’s fun to think that there really is a Holy Grail or a Noah’s Ark somewhere in the world, and all we
need to do is look for it in the right place. That’s the appeal of Nephilim.

This is an attempt to follow up recent threads on how to run Nephilim. I must admit that when I picked up

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Nephilim, I was stuck as to how it might be run. I’m still not entirely sure, but these are some suggestions. Occult
Role-playing. “Occult” means secret or hidden, as well as being the label for “The Occult”. Nephilim is obviously
about both, and they arenot the same any more. So, I will treat them separately.

Secrets
One easy way to avoid paranoia is to make most secrets positive. Thus, instead of discovering that the local
Freemasons are really plotting to take control of the town and turn the Nephilim into Homunculi, have them
discover that the local Freemasons have been guarding the stasis of an old friend for centuries, but have lost the
means to detect plexi. They will be delighted to assist the characters once they know what they are, but the
characters don’t know that. This has the added bonus of making bad secrets more effective. If the characters don’t
expect every secret society to be after their blood, discovering one that is will be so much more shocking.

Secret Societies.
These are an excellent tool for secret stories. Members can be role-played, and they can be satisfyingly complex
without being overwhelming: people mess up, so hints can easily be dropped if the players/characters need them.
However, having them as hidden enemies is rather unimaginative, and not ideal. This tends to encourage the
paranoiac element. What else can be done with them?
Guardians of Knowledge.The society knows something that the Nephilim want to know, but they won’t reveal it
until the characters are trusted members. The characters first need to find out that someone knows this information,
then who, then how to contact that group. Once they have contacted the group you can run stories in which they do
things for the group (based off other ideas), so that they get involved, and steadily uncover more secrets.
Di ex Machina.The society is helping the characters. It need not be a group of Nephilim: perhaps they are humans
who believe that the Nephilim are a higher order of being. The characters should have their butts saved on several
occasions, with clues which let them figure out that there is something behind it.
Harmless Eccentrics.The complete red herring. This one could really annoy your players, though. Perhaps,
however, the characters could become part of the society, and then make it into something more than it used to be.
The society was already there, and had probably been determined to be harmless, so they have an extra layer of
cover. Enemies. OK, so this is a good use for some societies. Give them sensible motivations, though.

Secret Places.
Along the lines of the Shangri-La mini-campaign, these are good as targets for an adventure, or for a whole
campaign. However, making the goal as good as the quest is very hard in a longer epic, so they are probably best
used as the targets of short adventures.
Hidden Place. This is something like Shangri-La. There are legends of the place, but no-one knows where it is. The
main mystery is finding it. Mysterious Place. This place is in full view, and everyone knows that there is something
strange about it. No-one knows just what, however, and that is what the characters are trying to find out. Or
everyone knows what it can do (make a Nexus on demand), but no-one knows how to make it do that.
Secret Passages.And their larger cousins. A place that is largely mundane but which has secret rooms can be
great
fun. Nephilim should be encouraged to build these in their homes, if they have a permanent base. Learning about
secret rooms in the British Library, say, which may contain occult texts, could lead to a series of adventures
devoted
to learning how to get in, and then doing it without a gun battle.

Secret Things.
Grail Quest.The lost object of great power. Again, the problem is making the goal seem worth it.
Puzzle Box.An artefact that the characters have had for ages, but which they keep learning more about. Might be
magical, might just be the key to a lot of secrets set up by some society.
Cryptic Message.This could be something like Nostradamus’s prophecies. Maybe the characters need to find an
unexpurgated original, or perhaps they just need to find the correct way to apply the text. The Belgariad/Malloreon
(there are slight differences...) and Good Omens are good sources for this sort of thing, if you up the seriousness
level. When decoded, the message could be a sorcery ritual, or the name of a powerful spirit, or directions to
another
secret.

Personal Secrets.
Encourage the characters to have secrets, from each other and from the world. They already have one: they’re
Nephilim. Give them the chance to build up secret powers, secret reserves. Secret weaknesses and ties are also
good.
If possible, these things should also be secrets from the other players, but they should generally intervene to assist.
For example, one character might be much more powerful as a sorcerer than he lets on, while another actually has
extensive backing from a secret society.

The Occult
The other meaning of occult is also central to the game. This is based on the little I know of the occult, so people
who happen to be third degree Wiccan priests (you know who you are) should feel free to intervene...

Magic is an End, not just a Means


Magic is not just a tool for getting cool stuff: it is part of the path to personal enlightenment. This is reflected in the
mechanics, as doing magic will bring a Nephilm (what is the singular of Nephilim?) closer to enlightenment.
Unfortunately, without a bit of role-playing this will simply be another notch on the character sheet.
It isnot possible to do this all the time, but picking it up occasionally could add to a campaign. The first thing to do
is to make sure that characters design their spells in advance in real life, as well as in the game. This won’t work for

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first circle Sorcery, but it will for higher circles. Then run the casting of the spell as part of a session.
This will require extreme reification of certain mystical ideas, but this is a game, after all. There are limits on what
you can do. Also, only one player will be playing her normal character: the others will be assisting you. Write an
allegory of certain emotions, whether from the metamorphosis or otherwise, and have the character play through it.
Get the other players to play bit parts, or even continuing Nemeses. Let the character cast the spell successfully
without rolling if they make it through the session, and probably hand out a point of ka and a point in the Circle, to
emphasise that this is how Nephilim become spiritually enlightened.
An example sketch. The character is casting Tabula Est Terra. This is an Air spell, and is concerned with seeking.
The character is looking for someone who broke into her house, and is thinking of revenge. There are two other
players, A and B. The GM describes the vision: the character is standing within her astral temple, looking at a
featureless plain. She sets out across it, looking for her prey. On the way, she meets four characters, two played by
A, two by B. One is looking for her lost child, another for the way to Agartha. The third is obsessively and hostility
seeking someone who owes them money, and the fourth is a past simulacrum, seeking answers from the Neph.
She can get involved in each search, and should help at least one to succeed. If she does, the spell succeeds, but
she may now have a different perspective on the search. This should only take an hour or two, rather than a whole
session.

The World Within is the World Without


Prefigure events in the world in the Nephilim, and vice versa. Thus, a storm could be preceded by an Air Nephilim
being violently sick, or dizzy, or feeling unusually vigorous. The demolition of an important building could be
matched by the Neph breaking a cup. And so on. Keep them subtle and obscure, but not so much so that the
players fail to notice them. Remind players who want to manipulate these correspondences that that is magic, and
there are rules for it. Just give them the feeling that everything around them moves in sympathy to the outer world.
If you feel up to it, you could try having the world mirror the emotions of the Nephilim. (Doing this the other way
around interferes with role-playing.) Anger could lead to storms or car crashes, greed to a rapid rise in stocks or a
crash, envy to a robbery, and so on. Don’t make this so hardand fast that a character dare not even feel cross, or
have it happen every time. Just promote connections.

Summary
The two ideas under “Occult” are, obviously, flavour for a campaign, which should be driven by something under
“Secrets”. So, a possible structure might be as follows.
The main focus of the campaign is a secret society. They are all human, but they have been developing their Solar
Ka, and trying to integrate it with the elemental Ka. Their techniques are usable by Nephilim, and would be very
useful along the Golden Path.
At the beginning, the Nephilim have no inkling that this group even exists. The first sessions involve recovering the
stasis of one character from a collector, and contacting the Arcana in the area.
The characters are passed areference to the Prophecies of Nostradamus. They get one of the standard printed
editions, but discover that the referred prophecy (remarkably accurate, but about some occult event) is missing.
Fortunately, the reference mentions where the text was read. Unfortunately, it is missing from that library. Further
research indicates that it was probably stolen in the eighteenth century, and taken to another library. This library is
private, and the Nephilim cannot get easy access. Research reveals that it is supposed to have secret rooms, and
is controlled by a small secret society. The characters have to make contact with this society, and convince it to let
them in.
The library does have secret rooms, but none contain the book. More, none of them match one of the definite
descriptions that the Nephilim have. The society does not know of any others, but research in their library and
elsewhere suggests that there is a magical secret door, which can only be opened by sorcery during a particular
astrological conjunction. They cast the spell, the door opens, and they get the book, and a few other objects. Some
of these can be sub-plots, but one is relevant to the main plot.
This copy of the Prophecies contains references to the main secret society, references which should get a Nephilim
very interested. There are some clues, and the characters start researching them. This draws the attention of the
society, which begins watching the characters.
The item in the secret room is a mystical map of a gothic cathedral, and, properly interpreted, tells the way into a
secret vault. This was once the burial place of the leaders of the society. The characters enter the vault, and
discover that it is a Nexus. A representative of the society meets them there, and asks them their purpose.
The Nephilim can be initiated into an outer circle of the society, and begin learning the techniques. This will be
useful for them, but they should be aware that there are greater mysteries yet: perhaps some of the humans in this
society can actually use magic, of a sort.
The Nephilim are required to help the society cover up its existence, making secrets, and maybe constructing a
fake version which can be discovered and made public. The members of the society put a great emphasis on
spiritual readiness, so the Nephilim find their activities closely monitored.
After a while, the Nephilim are asked to help with the solving of the greatest mystery in the society. There are some
clues scattered around, pointing to the location of a vault which contains all the information necessary to become
immortal. The humans are stumped, and are willing to trade this information for final training for the Nephilim.
These clues, when followed up, finally make an allegorical picture, which contains the information within itself. It is
a technique that allows a human to merge his or her consciousness with a Nephilim, rather than being suppressed.
This would also give the Nephilim full access to Solar Ka, thus completing the Golden Path.
Unfortunately, the information is flawed, obviously so to a Nephilim. It does give a Nephilim much better
integration with the Simulacrum, making Shouit impossible, and it is suggestive of future possibilities.
At no point in the above campaign need the characters encounter a secret societybent on conquering the world, nor
are they likely to encounter orichalka bullets, elixirs, or homunculi. The conflict is mostly concerned with the
solution of mysteries, negotiation with suspicious humans, and the fears conjured up by the Nephilim’s own minds.
If they get into a fight, they’ve done something wrong.

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The Nephilim Job
There you are, all popped out of your stasis, in your spiffy new body, in some city newer than your last
incarnation, living out some insane science fiction dream. One minute you were being skewered by
Templars in the late 15th century and next thing you know, you’re standing on the streets of New York (or
Atlanta or LA or San Francisco or Seattle…) Things are weird but it’s better than being held in suspended
animation in your Babylonian sword. Speaking of your stasis… where is it, exactly? You didn’t think you
were waking up in a new Simulacrum with it in your hand, did you? Right off the bat, you have yourself a
problem. Or, more to the point, a set of problems.

Your body will help you on your mysterious quest. For their simulacra nephilim often choose ordinary people
with mystical, occult or mythical interests—they can then carry on their own magical pursuits without causing
too much confusion in their new lives. Another common choice for the conservative nephilim is to be a
person on the margins of society—again a way to act odd without attracting undue attention.

Not all nephilim are mystics. Another aspect of their nature makes them stars in their field. The best
detectives, the best soldiers, the best artists and the best tightrope-walkers all have some magical nature in
them that makes them excellent as simulacra. A nephilim can be capable of the highest levels of skilled
achievement, they can also be precocious geniuses, teenage heroes and natural leaders in any field.

Solar ka is the balancing factor to a nephilim’s desires. You cannot begin as a truly potent king or world
famous soprano because their solar ka is going to be too high for you to start out that way. But you can have
the talent and skills to become such a person.

Having awakened in this time what is the affinity you have with your simulacrum? The reason may not be
immediately obvious, but there is a reason. How long have you been awakened? What was the event that
triggered your awakening? Do you know? How was your stasis involved? How strong is your life experience
now, compared with that of past ages? How do your body, arcana, element and metamorphosis relate to
one another?

In all games a character’s goals are their gravity, they keep you oriented. With a strong goal you always
know which way is up. Without a goal, you can adapt quickly to a new situation, but you are always
something of a light weight. Anyways, goals make good starting points. They can prod you along the road.
And give you a lens through which to view the world.

1. Your Stasis is not sitting around in a convenient, low security location.


Babylonian swords don’t hang around waiting for Babylonians to come along and sword with them. That
sword is a precious cultural relic that goes for millions at auction. It’s either sitting in a museum, in a private
collection, or in an archeological dig. And if you didn’t just wake in a Simulacrum in Iraq — which would have

it’s own fascinating set of problems — it’s in a museum or a collection. And you’ve got to find out which one
it is, in the middle of an unfamiliar city, in an unfamiliar century, full of unfamiliar stuff.
You’re going to need some serious help.

2. You’ve got to get the crew together.


You cannot possibly be the only Nephilim in this God forsaken century and in this stinking, loud, insane city.
There must be other Nephilim wandering through the dark, strange, and Starbucky places, those places
where the occult and the hobo codes meet. And interesting enough, other Nephilim do wander the same
occulty gatherings hoping to bump into other Nephilim. Wouldn’t it be fortuitous if you happened to meet
Nephilim you knew?

Along the way, picking up some of the gossip about the various Arcana is helpful. Who is fighting with
whom? And who has the Tower stabbed lately? How have things changed since you last walked the Earth?
But now you have a few… not so much friends as Nephilim with some plans in common (for now) so now it’s
time to locate your Stasis.

3. Wouldn’t you know it, it’s being held by the damned Templars.
With the help of a crazed Chariot Angel with his head wired and plugged into the Internet while he does
some strange ‘net-based Alchemy you hardly comprehend, you locate your stasis. You didn’t think it was far
away: it’s in a swank expensive location owned, as you find out after some serious research and casing of
the joint, a prominent Templar. A Templar who believes a Good Nephilim is a Dead Nephilim. The kind of
Templar who has guards and security systems and friends.

815
Good thing you and your friends uncover an upcoming gala/an antiques auction/a huge benefit at a local
museum where lots of people will be around the stasis. You and your friends can maybe sneak in with a few
well-applied spells and summonings and waltz out with the Babylonian Sword in hand and a few other occult
and highly mystical trinkets.

4. Getting it has some operational issues.


Not only is the Stasis well guarded, a Babylonian Sword doesn’t slip into a convenient pocket. Getting it out
of the gala/benefit/giant well guarded fortress without riling up the Templar who owns it — and knows what it
is — isn’t going to be easy. It will take planning, and prepping spells, and intelligence. And even then,
something always goes wrong. Because that’s what happens. It goes wrong.

Even if the crew gets out of the Heist with the Stasis in hand and only a minimum of complete mayhem and a
smallish body count, it will leave a pissed off Templar in their wake. A Templar who knows Nephilim are
running around. And he wants them dead… before they interfere with his plans. Maybe for
World Domination! But maybe also just for pie.

Stasis, Athanors, Focii, Secret Mystical Tomes, Freeing Homunculi, foiling ancient enemies… Nephilim, as
an underground occult street species breaking reality for fun and profit, are natural thieves, hackers and
grifters.

The world is full of stuff to steal, enemies to rob, and marks to screw. Nephilim don’t turn to the temporal
human authorities to follow through on their plans. Instead they break into houses, run savage burns on
marks, and sneak off into the night with the new magic book full of the secrets of the Higher Planes of
Summoning in hand.

6. Past Awakenings
Past lives are dimly remembered fragments of far off times and places. Memories of them are nowhere near
as sharp as are perceptions of the present time. You recall very few specific details of these periods. Only
the most general things—bits of practical knowledge, tendencies and habits—remain. You’ve still got the
moves of a Saracen swordsman, but you don’t know why. All this being said, details can come back very
sharp and clear, like dreams, sometimes you ‘wake up’ from the past just like it was yesterday.

Characters who share past lives should have had some relation to one another in their past lives. They may
have been close comrades, or just passed each other on a train station platform once, but their stories and
goals in that time were intertwined.

7. How to Make One Nephilim Different from Another


Despite all the background variation, the mechanical front of a group of
characters can be remarkably similar once all is said and done. In order to make play
more interesting, and parties stronger, groups of characters should try to be unlike one
another. Here are some slightly drastic suggestions:

Group Solutions
The Unequal Circle No two characters have the same final circle of magical ability, with the possible
exception of first circle sorcery.
Ancient Allies Focus on different, but complimentary, arcana tribes. Sun and Magician, Justice and the
Wheel or Tower and High Priestess for example.
The Old and the Young Try to have each character in a group have a different number of past lives.

Individual Character Variations


The Superhero Doesn’t spend much time on magical skills, just lower sorcery will be enough. Instead
focused on physical skills. Probably you don’t need very many past lives, because you want to keep your ka
high to boost your stats.
The Specialist Magician Focus on one magical skill, you can usually attain third circle and will have many
bonded spells.
Ideal Vessel Having one or even no past lives keeps your starting ka high and lets you get a simulacrum
with a high solar ka, and commensurate abilities.
No past life nephilim (magical people) They will lack most of the mystical skills, but they’ve got talent,
and a high starting ka. They’re just finding their way into the occult world.
People with awakened solar ka (semi-magical people) Folks with powerful souls. Mystical types, with
some of the passive benefits of magic, but few of the active ones.
Ordinary people Basically just like simulacra or Call of Cthulhu characters.
Monsters Nephilim that are in monstrous forms, leprechauns, giants, werewolves and the like.

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How to play Nephilim
Historical Scenarios
The Hidden History is one of the engines of Nephilim and you will have to play around scenarios of past
occult events. Your historical and occult knowledge, as well as that of your players, will enrich your
games. You do not need to be an expert in history or esotericism. Part of Nephilim is not a school
exam.Inspire the books, movies and documentaries you know. If you play a scenario taking place in the 12th
century and you do not know the social, political and religious situation of Sicily, well, invent it. The
misunderstanding of a subject must in no case be a brake on the pleasure of playing and if you make
anachonisms, so much the worse!

At present

Use items from the Hidden History is the easiest way to invent typical contemporary scenarios
Nephilim. Many places are full of history or interesting legends. The Major Arcana and Minor , and many
other secret societies that have rich histories and some ancient events dictate their present actions.

Build scenarios referring to the Hidden History is quite easy. In addition, possible topics are vast: fight an
ancient secret society experienced by some players 5 centuries ago revive an esoteric project abandoned
centuries ago, reactivate magical places, find an artifact or a Focus , releasing an Immortalof Narcose ,
Follow in the footsteps of a legendary Fraternity, etc. The search for the past also allows us to better
understand the current issues, the rancours and the struggles between the various occult factions. In
addition, the memory of the Nephilim is fragmentary ( cf Mnémos-Effect ), many of them are seeking their
own tracks in the convulsions of history Invisible , hoping to regain their memories erased.

In the past

If Nephilim is the role play of the contemporary occult, you are not yet obliged to play always in the
present. For example, it is easier to replay the plot of the Name of the Rose or the Pact of the Wolves in the
past than nowadays ... If the beast of the Gevaudan is dead.

Several choices are available to you. You can ask your players to create Immortals that will only serve for a
single campaign. You can also build plots around the past incarnations of the characters of your players or
let them live their incarnations Immortals have forgotten. These memories hidden during long stays
in stasis are called Effect-Mnémos . What's more, the disorientation that these scenarios provide, this can
help the players in the interpretation of their Immortal. It is difficult to think and act like someone who has
lived several centuries. Scenarios that unfold in the past can help to understand the immortality and
impressions it can bring about: the more relative notion of time, the futility of human existence or the
inadequacy of modern times, and the nostalgia for The past.

Two remarks to finish. First, the course of history can not be changed.Whatever the players do, Jesus will be
crucified and Morderd will kill Arthur.They can therefore be frustrated if their grip on the scenario is too
light.Secondly, according to the date "in play", occult events may not yet have taken place: the universe of
the range has evolved since the year 2000.

Historical Scenarios

The Name of the Rose


In the present or in the past
The Pact of the Wolves
Cults of the Blood, Prêts du Parjures, Cours d'Amor
Cadfæl

Excalibur
Conan Epic, the Breath of the Dragon, the Arthuriades, the Akaska
The Lord of the Rings

817
Variation on the same theme
The adventure
Archaeological enigmas, discoveries of sites where no one has set foot for millennia, races chases
throughout the world, recurring enemies, scenario twists and benevolent chance are the main elements. This
is one of the simplest environments to use.

Indiana Jones
The adventure with a big A. The recipe is simple: great historical-occult themes - the Grail, the Ark of the
Alliance - Manichean characters, sadistic enemies - Nazis to the Templars there is only one Thugs and not
closely resemble the Mystes - places forgotten men harboring many traps, puzzles that are solved through
logic and culture but also the chance. With this atmosphere, do not skimp on the effects, the characters are
heroes and can therefore do "superhuman" actions. The searches in libraries are short, the enemies are
always a small advance.
The danger of this atmosphere is the loss of any mutility, in the opponents as between the players.

Corto Maltese
More melancholic, and less Manichaean than Indiana Jones, the series of Corto Maltese combines all the
ingredients to make scenarios of Nephilim. From profound characters to complex psychology, such as
Bouche Dorée, mystique, a woman of no age who knows how to see in the heart and soul of everyone - like
the Bohemians - or Rasputin, the enemy par excellence, always there when one do not expect it, sometimes
vile and devious, sometimes unavoidable ally - as Mystes . A great occult wealth: secret societies and
esoteric symbols in Fables of Venice, alchemical mysteries in the Helvetics or quests of the first civilizations
in Mu. Without forgetting the dreamlike delusions and, of course, the great theme of the journey that joins the
one, so dear to the Nephilim of the initiatory quest. This atmosphere lends itself to the encounter with cousins
of Nephilim, those of America or Asia, to the discovery of the oldest secret societies of Europe or elsewhere,
in search of the oldest secrets of the world as the Vestiges of the civilization of Mu or the mysteries of the
island of Easter. But the trip can also lead your players out of the secular world, to the Akasha , where dream
and reality intertwine, where the wonderful and weird have all rights.
The danger of this mistrust is to neglect action and action in general.

Adventure

Enigmas, discoveries, waterfalls


Indiana
Recurring enemies, twists and turns
Jones
Grail, Ark of the Alliance, Templar and Myst

Characters to complex psychology: Bohemians


Corto
Unpredictable enemy: Mysteries, secret societies and esoteric symbols, travel and dreamlike
Maltese
delusions, Shen & Wowakan, Hyperborea, the Akasha and the Mu Empire

James Jet Set & evenings BCBG / VIP,


Bond Prosecutions, shootings, explosions, infiltration

Buffy Superhero, reconciliation heroic life / social life, altruism, Ar-Kaim, learning power, rejection &
X-Men racism

818
Save the world
Chaun des Arcanes Mineurs has a gigantic project that would change the face of the world if it came to
fruition. Only intrepid immortals can prevent them.

James Bond
The James Bond atmosphere is divided into two distinct parts. On the program, champagne and caviar,
casino, and meeting with spontaneous or notables, characters rather Manichean but not dupes, James never
hides who he is and always spot his enemies at first glance. It must be the same with your players because it
is at this moment that the scenario really begins. The aim is to discover the opponent's plan and to make him
fail. Once the presentations have been made, the two camps gauge, provoke, spy and confront each other
with a kind of cordial hatred and sometimes a touch of respect. The second part of the James Bond
atmosphere is action-based. This must be explosive and surreal, incredible pursuits with all vehicles
imaginable, shootings against dozens of opponents ... but without injuries. Logic is sacrificed on the altar of
the great spectacle. The ingredients are thus the lucky heroism, the Machiavellian plan the luxury and the
enemies. These are divided into 3 categories that can be associated with 3 levels of initiation (such
grades Templars ).
The danger of this mistrust is to neglect the occult, the history and the spirit of the quest.

X-Men The superheroes and their spheres are evidently close to the Immortals; At least, if we put the
costumes aside. Much more powerful than humans, they live on the margins of their society and often have
to reconcile the social life of their Simulacrum and the more mystical one to be magical.But the X-Men go
further. On the one hand, the "gentle" mutants, willing to prove that everyone can live in peace, and on the
other, the "evil" mutants convinced of being the future of humanity and so persuaded that " A war will erupt
enrte the "normal" humans and the "neo-humans" that they wish to trigger as soon as possible. Your players
can voluntarily approach the superheroes of the comics. If it decides, for example, to erect a bulwark of
humanity face to the planes of Minor Arcana and even, why not, Major Arcana ? They can also become
Subversive Immortals, eager to reveal to mankind the magical reality of the world. Dangerous choice that will
expose the wrath of the secret societies, but also to those of God's House and Justice. But they can also
choose the other camp, that of the super-villains using their occult Sciences and talents to get power and
money. You can use the scenarios of comics: convoluted stories, recurring enemies, past very rich people
and unveiled little by little.
The danger of this atmosphere is to neglect the occult, the history and the spirit of the quest.

Save the world

The Book of Sapphire


Millennial enigma of a region,
The Codex of Cluny
Symbol half-erased, Khaiba, Narcosis, Hades
Rennes the Castle

The Foucault Pendulum


DaVinci Code Culture, History, Lies, Plots
The Ninth Gate

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The fantastic
Nephilim with his Immortals, his magical effects and his parallel worlds, is in essence a fantastic game. That
is why we are going to approach this atmosphere in its darkest aspect. Characters are not the only fantastic
beings that populate the universe. For hideous and mortal creatures are lurking in darkness and wait
patiently for their hour.

The myth of Cthulhu


Absolute reference to fantasy literature, mythology invented by HP Lovecraft can be used in many ways. The
most important quality of the author of the myth of Cthulhu was undoubtedly to know how to distil terror
without ever describing the filthy creatures of his universe. You can inspire yourself to play oppressive
scenes taking place in old homes, subterranean or dark subtle shots, Anti-Terres. Creatures
of Orichalques inhabiting Hades are not to remember the monstrous creatures so dear to Lovecraft, ready to
invade our world to feast on our lives. The Saurians, the first magical beings or the DraKaOn have much in
common with the Great Elders. All prepare their return and their vengeance. The atmosphere must therefore
be heavy, stressful, oppressive, even puffy. The characters must feel that the world is ready to topple into
horror and that their Ka is only a thread. Creatures are so powerful that they will sometimes have to choose
flight rather than direct confrontation. This atmosphere is perfect to dramatize the dark side of Nephilim:
The Selenim the Khaïba , ancestral rituals and impious mysteries ...The danger of this atmosphere is to
neglect the most magical aspect of the background and to sink in an atmosphere too unhealthy to make
people feel uncomfortable.

X-Files
The Temple and especially the Synarchist ot organized conspiracies involving the highest levels of
States. You will have no trouble using the man to cigarette. It could even become an ally of the Immortals,
several Occult Sciences to cure cancer. But is his natural or magical? The technological advance of R + C is
huge, Arcanum Etoile seeking to contact those who, in his theory, are the source of Kaim . As for the serial
killers and the genetic monstrosities created by such a secret society ... What role will your players have in
this atmosphere? The ardent defenders of the good chasing monsters and trying to defeat these plots? Will
they envy to reveal the secrets to the big day or the prey of hunters of strange?
The danger of this atmosphere is to neglect the story and spirit of the quest and discourage players with an
enemy too powerful and elusive. Elsewhere The world of Nephilm is our planet. But the profane world, the
one we know is only one side. Other realities, other worlds, known only to the initiated, exist and the events
taking place there are as important, if not more so, than those of the profane world.

Excalibur
The legends of Excalibur and King Arthur are known to all and can be the subject of a campaign taking place
in the past.

Matrix
All events in this movie can be used in Nephilim. Imagine the R + C have created a huge complex where
thousands of humans are kept dormant by drugs guiding dreams and generating a huge Akasha similar to
the world we know. Insiders of the Cup are using this world to create simulations of humanity in real
conditions to try to bring it as quickly as possible to embrace their truth.

The fantastic

Terror, oppressive scenes,


Creatures unclean in caves
Myth of Cthulhu Or Anti-Terres, Daimon, Saurians, DraKaOn,
The flight rather than the confrontation,
Selenim, Khaiba, Homunculization

The Temple & The Synarchy, The Man with the Cigarette,
X-Files Technology R + C, L'Etoile and ET,
Killers and Creatures created by various Arcana

Cybergnostic spaces R + C / Synarque,


Matrix Akasha artificial, cybertechnologies,
Interfaced arms and exoskeletons

The Mediums
Black Moon, Selenim, Spirits, Cult of Blood, Cult of Lilith, Arcanum XV
supernatural

820
Gothic Nephilim
A supplement to aid play of Nephilim in a truly Gothic setting.

Gothic is Not Angst-Driven.

Gothic is Not Victorian.

Let's be clear from the beginning, what we mean when we say Gothic. Gothic is a mood, a feeling, a
style. Recently in role-playing, a sort of nihilistic pseudo-Gothic has become popular, but it's not terribly
useful for Nephilim players. The older, original form of Gothic is far more useful for our purposes. It has
three main foci:

Inamicable nature

Triangular romance

Physical decay

In recent role-playing trends, physical decay has so overshadowed the other elements as to make them
invisible. Within Nephilim, however, these two are the most important Gothic elements, with crumbling
structures coming a distant third. The point of this essay is to give you a few suggestions for developing
Gothic stories in the old tradition.

THE TAINTED WORLD

Nature does not like you.

In Gothic tales, the weather, and more generally, most natural settings, dislike the protagonist and agitate
to harm them. Oddly enough, many players will become irritated at a GM who, for instance, creates
blizzards when they are least convenient.

Gamemasters are forced either to rely on coincidence or to stretch credibility. In some mystical settings
the presence of the menace, Dracula for instance, allows you to explain why the weather hates the
characters so. In Victorian London, the weather is always bad, so the players don't feel picked on when it
is bad for them. Before designing a scenario, try to find a way to explain why the weather is working
against the characters.

If you want to run an ongoing campaign, you might like to try the following rationale, which gives a
gamesmaster a blank cheque to bedevil the characters.

The Intelligence
The Nephilim were once KaIm, creatures of great power who revelled in the world, shaping themselves
and their environment to maximise their innocent pleasures. Then the Black Star fell, shattering the spires
of Atlantis and spilling its bile into the magical fields. The KaIm were crippled and cast down, their bodies
destroyed as their minds were shattered. Manipulation of the fields of magic, once as simple to them as
breathing is to us, became more difficult as those fields began to thicken. Ka vision became cloudy. Since
the time of the Fall, Nature has been at odds with the Nephilim.

The Millennium was a time of great mystical turbulence, but, in hindsight, most Nephilim felt the victory
had been theirs. Pope Sylvester the Second had failed to enslave the Nephilim and the Templar's Grand
Plan had been set back a thousand years. Unfortunately, ill-luck comes in threes. As the Second
Millennium dawned, the vindictive side of nature became self-aware. The Nephilim have no proof that this
has occurred, save that coincidence seems, at times, to work against them. Those few mystics who
consider these thingscall this entity "The Intelligence."

The Intelligence has been strengthening during the thousand years since its awakening. In medieval
times, it was able to do little more than create foul weather and the occasional rat plague. In the modern
era, its power to meddle with tiny electrical charges has made it increasingly powerful. In 1994 a Nephilim
who claimed to be a reincarnation of the Fool John, called the Baptist, claimed that the Intelligence was
preparing to take an avatar, who he called The Incarnate. He mentioned that its mother would be a new
Madonna known throughout the world.

The advantages of The Intelligence as a plot device are several:

As the Intelligence is developing, it is less potent in the Middle Ages, in case you want to try someClassic
Gothic, while being monstrous and frightening in the modern world.

821
You can feel free, henceforth, to stretch coincidence past the bounds of all reason, so long as you only do
it in certain areas where the Intelligence is active.

The Intelligence allows you to run the plot out of most Devil or Slasher flicks without using a Selenim.

As the powers of the Intelligence are never quite defined, you can feel free to have its servants do just
about anything and be fast and loose with the rationale afterwards.

The Intelligence can be held at bay, but never actually destroyed, as it is naturally disembodied. This
allows it to act as a re-occurring villain without the sticky matter of having to continually explain how the
Great Enemy escaped its last showdown with the player characters. It also, however, allows you to tone
down its powers, as it needs to work through vessels, none of which have more than a tiny fraction of its
power.

Having a Power of Evil gives characters someone to sell out to. Itgives evil a source, so that characters
can choose to damn themselves to a certain being in exchange for power.

Powers of the Intelligence


The simplest power of the Intelligence is lodestoning. Any piece of awakened orichalka suspended from a
silver thread or chain will rotate until one end points to the closest Nephilim, like a magnet toward the
North. Few secret societies are aware of this, because the trick with the silver thread usually has to be
taught. For the first twenty years of its existence,the Intelligence was incapable of any other power.

Since then, it has developed the ability to affect weather, to empower its minions, to preserve Orichalkan
spirits and to manipulate flows of Orichalka, so they are more likely to overlap. In the modernera, it is far
more potent, able to invade computer systems. The Secret Societies are far from safe from its meddling,
as the Orichalkan wards in their machines are, in a sense, an extension of its presence.

Once it incarnates, it will act like a sort of Ka sponge, sucking in magical energy and extruding litharge.
Finally it will be murdered, but in the process, it will open a path to a new form of Enlightenment,
previously known only to the Sun Arcarnum, the Invisible Way.

Servants of the Intelligence


Imagine that the Black Star Meteorite was the stasis of a Nephilim and that when it was crunched up, so
was the creature within it, divided into smaller and smaller pieces which were still in communication, until
they resembled, in a spiritual sense, the polyps in a coral reef or the neurones in a brain. This is the
structure of the Intelligence. If a piece of Orichalka is doubly awakened, that tiny section of the
Intelligence is able to manifest itself physically. Such double awakening is rare, as most pieces of
Orichalka are tiny, and the ceremony too difficult and costly to be performed solely to produce insect-sized
creatures.

The Intelligence is aware of a block of pure Saturnian stone some two meters across which is buried in the
Sickness Countryaround Coronation Hill, Australia. If it is able to dig it up, it could manifest one of its
largest subsections. Its second-largest section is in the Middle East. The largest is stored in the United
States, to await the Millennium and the Incarnation. It will manifest a special form which will allow it to
double awaken all Orichalka bought into its presence. The middling chunks, of which there are currently a
scant dozen, have produced Hollow Men, Selenim-like creatures. These beings are a little like the
Intelligence's split personalities. Occasionally, they war on each other, to dominate the Intelligence at the
expense of their fallen foe. Splitting the lump of Orichlka that made these creatures tends to kill them,
causing them to reproduce by fission. When viewed in the Magical fields, they, like all Orichalka, are a
void or space; they are literally "Hollow". [IMC, the spirits in SS are also hollow, not black. This is a minor
quibble, but I prefer to keep black colours for the Black Moon.]

The Intelligence really doesn't care if the world knows of its existence. Its servants advertise its presence,
forming their own secret societies. The highest priests of the Intelligence are warped by it, as in essence
they have surrendered their freedom to their master, in exchange for magical skills or powers. These
servants are usually called Archons. Their primary purpose is to create areas where the Intelligence is
strong. They usually do this by creating tiny, evil Aspiriations, a new magical creature which will be
described in a later article.

Creatures sometimes form in Orichalkan plexuses. The Intelligence uses them sparingly, as they are easily
depleted outside of those areas in which it is potent. To humans they are terrifying, but for Nephilim they
are even worse, as the creatures can be used in suicide strikes, where the creature and the victim
mutually annihilate. [Indeed, the Silver Death, a suicidal and destructive Orichalkan Creature, is described
in the recently released Nephilim Gamemaster Companion ]

Lastly, in places where the Intelligence's minions have been active for some time, reality warps to its will.
This is not an enormous change, but little things will tend to follow its instructions in this area. Candles

822
will snuff out at the most inconvenient of times, cars will break down, food will foul, street signs will
become coated in dust.

The Secret of the Intelligence


Some few Magicians prepare for the coming Millennium, but they will be betrayed and destroyed by a
powerful group of Nephilimwho wish to embrace the Anti-Prophet.

Have you ever wondered what makes the Solar Arcanum unique? After all, everyone seems to know their
Big Secret. Isn't everyone on the Road to Argatha?

No.

The Solar Arcanum takes things to a terrifying extreme,one so frightening that their early missionaries
were scorned or killed by other Nephilim, who have instead chosen the comparatively easy route of
Agartha's Golden Path.

The Solar Arcanum is a suicide club.

The believe that the Black Sun and White Sunshould be fused together to create a source of unending
power, a process that, to other Nephilim, looks precisely and exactly like being extinguished. In fact, they
aren't, they go on as Litharge spirits, invisible to the Ka Vision even of the Agarthans. They are, in
essence, above meddling with the magical fields. For them, the whole Invisible World of Litharge objects,
places and spaces is available. The Hollow Men may be the Jungian shadows, in a sense, of the elemental
Nephilim.

They believe that theanti-Fool will finally force other Nephilim to take their more extreme measures
seriously, will finally force other Nephilim out of their complacency and out of the half-measures employed
in the quest for Agartha.

Half-measures?

Yes. Solar Nephilim differ from the others in a basic respect. They believe that being elemental is
somehow wrong. Its regressive. Being Embodied in Matter is basically an anchor that stops Nephilim
taking advantage of the Great Opportunity. The problem is that the average Djin n thinks that burning is a
good idea. The average Slyph likes being a creature of the winds. The Invisible Path demands that all of
that be given up, that the Agarthan path of becoming so self-centred that the universe becomes
ignoreable be discarded. Try explaining this to a Satyr:

„But if I if I give up my element and my nature, then I'm nothing!"

"That's the idea!"

"Screw that for a joke."

You can see their problem. Enough Metaphysics! Back to some meat!

The point of the weather section of Gothic horror is to give you a moody backdrop for the main action, but
also to prevent the characters moving away from where you want them to be. You put them in the castle,
you move in the blizzard, they are staying there. You want the villain to get away andthe rain buffets
down or the pea-soup fogs rise.

The rest of nature is just as friendly. Trails move in woodlands, for example. Rivers rise and waves crash.
The sun doesn't come up at dawn, but stays down forever, if need be. Machines break down, horseslose
their shoes. Cats whine. If you accept the Intelligence, it is far from stupid. It's perfectly willing to make
the place where the characters live the gloomy castle, while that of its minions remains light and airy.
Remember, the characters are supernatural in this game. If you want mirrors to shatter as they approach,
then that's fine too.

823
TORRID LOVE
Gothic literature seems to have started as a sub-genre of romance. True Gothics contain a troubled
romance, often, but not always, a love trianglebetween the Hero, Heroine and Menace. Dracula, for
instance, contains such a triangle. Some later Gothic authors, Poe for instance, begin to leave this sort of
thing out, which begins the movement toward American Pulp. The rule of the Romance is:

It's got to be central to the story. The person threatened has to be important to the character. You have a
right to demand this from your players. If they are cynical, callous or just goldbricking, then you may
fairly set them up as the Gothic menace.

There have be multiple layers of threat to the romance. Harker's kisses with the Brides of Dracula are as
much a threat to his betrothal as Dracula's seduction of Mina. Note also that in movie versions of most
stories the Menace is sexy whereas the Hero is, well,gentlemanly. If you need inspiration, go past
alt.romance and ask "Why do nice guys finish last?" You'll get the same sort of response to that of women
in Gothic novels. They want a nice and respectable husband, but before that a bit of charming and illic it
lust seems attractive.

The point is that if the player, for instance, gives in to the menace rather than their Love, then they
should lose their "soul", that is, they should lose some of their free will and many of their options for doing
good throughtheir own will. Imagine what Mina would have lost had she become Dracula's Queen.
Enforce the costs of falling into temptation.

If you aren't going to go that way, reverse it completely and make the Rival so horrible that he can never
be accepted, so this drives him to do terrible things. Frankenstein's monster, for instance, offers to leave
Victor alone if only he will make a female monster.

The thing to do is review your players and use their preferences to set up the romantic partners for the
characters. There need not be pairs; Lucy Westrana's armours, for instance, demonstrate that a single
woman, in the right setting, can have her hooks in half-a-dozen men. Its not as hard as it sounds,
because, unless you are casting the player into the Menace role, the romance is all of the sending flowers
and swooning type. Gothic's heroes are generally not bodice-rippers.

Immortal romances are different to those of humans. The main problem is boredom. Humans can't keep
things together for a single lifetime inmost cases and Nephilim are little better. Those familiar with CQ
Yarbro's Saint Germain Chronicles will be familiar with her technique, where the hero is searching
continually for love, but only finds it after hundreds of years. In the interim, he has anon-again-off-again
relationship with a woman, most of which is carried in by letter. Its advantage is that when they do meet
each other, they have separate life-experiences to relate.

The Lovers Arcanum mentions that there are several ways to get a romance together which goes on
eternally. The easiest is to have two stases fused together, so that the characters are stuck together
forever, love or hate each other. The second method is rather more complicated, and is stolen from R.
Chetwynd-Hayes. It's based on shrines.

If two things have been together, metaphysically they stay together. This is the law of Contagion. Two
things that are similar are the same. This is the law of Similarity.

Once a romantic character awakes, he or she begins to gather together things that were prized in the life
of their love, or things similar to those items. Eventually, the links of contagion become so strong that
those mediating in these chapels can feel the an empathy with their lover. Eventually, the character's
shrine can awaken the loved one, with the character losing their next Ka advancement, to kick their love
out of their stasis. It is recorded that two Nephilim from ancient Greece hated each other so deeply that
they performed similar rituals, to renew their duel at each stage of human history. They are back in the
1990s, preparing again to slug it out, this time through the worlds stock-markets.

CRUMBLING THINGS
Things don't just break because it's possible; they do it to reflect a moral. The Church crumbles because a
place is godless. Houses fall because they are benighted by their inhabitants. When you are laying in hard
with the grey and black tones, be careful that everything is not uniformly squalid. There are so many
games out there based on dark themes, that I don't feel any need to go into Crumbly things, beyond this
minor caution.

824
World of Nephilim
Atmosphere, themes
The atmosphere of Nephilim is based, like most role-playing games taking place in a contemporary context,
on a revival of known history.However, this one presents an unusual consistency and precision: everything is
done so that every historical event, whatever its seniority and its framework, can be taken up very concretely
from the point of view of the game. In fact, The various guides, and in particular those addressed to the GM,
prove very dense, going so far as to make certain passages difficult to understand.

The concept of the game is therefore resolutely focused on the past. A certain knowledge of the epochs
approached is indispensable, especially as the latter reveal, within the framework of the game, an aspect
unknown to humanity. For example, the trial of the Templars is approached differently from the one we know,
even if the events of the background remains the same (the involvement of Philip the Fair has taken place,
but is justified in complex ways). This divergent version of the story is named Hidden History.

The game system itself does not intervene much in the course of a game. This is based on a Basic Role-
3rd
Playing amended, involving varying difficulty, partly left to the arbitration of MJ. The edition of the game
has introduced, among others, rules to popularize the game by bringing the existing standards (including
very precise rules of combat and conduct); However, these are regularly criticized by the purists of the game,
finding them useless.

Characters can be categorized into three broad categories.

• The Nephilim are immortal beings, condemned to live a cycle of successive reincarnations can not
stop at the death of the Nephilim, or release (Agartha). These characters are more complex because
their past presents unlimited possibilities (it is quite possible, for example, to play a character who
knew Homer , Jesus , and Francis I.). Creating the character sheet is all the longer as the character has
lived (a minimum of 6 to 8 hours is required). In the fourth edition the choices are much more oriented,
which facilitates and accelerates the creation, a character can be "culminated" in less than 2 hours.
• The Selenim are undergoing transformation. The other Immortals call them the Cursed, because
they possess the Black Moon and not the 5 Elements of the Nephilim (Fire, Air, Earth, Water, and
Moon). They no longer know reincarnations, but age much more slowly than humans (about 1 year for
100 years)
• The Ar-Kaim are humans who have suffered, usually by chance, a transformation related to the
Hidden History. In fact, they are almost unrelated to the past, and the parties involved generally address
relatively mundane problems (survival, social contact, fighting, etc.).

The last type of character has been introduced with the 3rd edition.

The second major theme addressed by Nephilim is that of esotericism and the occult. The background of the
game is definitely built around solid knowledge of mysticism current and past (eg, the Tarot de
Marseille or Kabbalah Hebrew). Accordingly, the game also addresses all secret societies (such
as Freemasonry ), sects (like the Rosicrucians ), real or fictitious elsewhere, claiming guarantors of this
knowledge, which could pose a Problem of ethics.

In general, the game is oriented towards the discovery of the meanderings of Invisible History and the search
for ever more complex facts to explain, from a gaming perspective, situations that only the GM can explain
(And still ... not always!).

825
Universe
Nephilim has a very broad background, since the history of mankind is completely taken up and seen from
another angle: that of Invisible History.

The Kaim are immortal and incorporeal beings made up of elemental magical energies. These energies are
organized in a Pentacle composed of five Ka-elements: the water , the fire , the Earth , the Air and
the Moon . These elements make up what is called the magical Champs, which bathe the Earth , also called
primordial Grail. Each Ka-Element is associated with a strong symbolism in different fields: ideas, traits,
materials, animals, activities, natural phenomena, etc.

There are several eons , a meteorite , "Orichalka" crashed on Atlantis , the continent where these Kaim
studying the human species in order to integrate Ka unique to humans: the Ka-Sun. This study is called the
"Golden Path" and many Nephilim attempted to perpetuate it in time.

When the meteorite hit Atlantis, she released the Orichalcum , meaning in Énochéen (language Kaim): Anti-
Ka.

The orichalque polluted the Magic Fields and affected the Kaim to the point of losing much of their powers,
knowledge, and memories. They were obliged to incarnate in Humans in order to survive. So they became
Nephilim.

Along with this, Prometheus , a Kaim, taught humans to acquire weapons in orichalcum to enable them to
break free from the yoke of his brothers.

Faced with the impossibility of struggling, some Kaim sacrificed their pentacles to the Black Moon, an aspect
of the Moon banished by the first Kaim, and became Selenim, creatures insensitive to orichalque, but forced
to feed on the Ka Sun Of humans to survive.

Under the aegis of Initiates, Humans formed four factions with different ideologies: the Minor
Arcana. Meanwhile, the Nephilim formed the Major Arcana, based on the 22 paths to enlightenment,
announced by the prophet Epimetheus . These pathways are supposed to lead the Nephilim to Agartha , a
state of grace close to what they were, of Kaim. History continues to this day, full of plots, reversals, and
struggles between these occult factions.

In the early 21th century , the Invisible World entered a new period: Revelation. Following the experiments of
a human possessed by two Nephilim, a new category of Immortals appeared: the Ar-Kaim. These are very
related to the Humans, and have a Heart composed of two to eight Ka-Elements (Water, Fire, Air, Earth,
Moon, the Black Moon proper to the Selenim, the Orichalque proper to the Ar-Kaim, Sun proper to Humans).

826
Chronicles of Darkness
(formerly New World of Darkness)

Many details of the setting, especially in regards to its history, are left vague or otherwise have multiple
explanations. Instead of reprinting a full rule-set with each major title, tweaked and modified for each game,
the new setting uses one core system for all games, a streamlined and redesigned version of the old rule
system renamed the "Storytelling System". A core rule book, simply titled The World of Darkness, has full
rules for human characters and ghosts; though it has no specific setting material, it establishes a tone and
mood for games featuring human protagonists. This is another contrast to the old games, where so many
different types of supernatural creature had been defined that normal humans often seemed unimportant.
The old setting also made humans a minor threat to the supernatural races, but the new rules make it
possible for humans to be powerful opponents to the things in the night.

Supernaturals about Nephilim


• Vampire: The Requiem “The Selenim are like us, they feed on Mortals”
• Werewolf: The Forsaken “The Nephilim are Elemental Spirits who possessed Humans”
• Mage: The Awakening “They said they knew Atlantis too, interesting”
• Promethean: The Created “They have our Elements inside, there where similarities”
• Changeling: The Lost “The Moon Nephilim are Dreamfilled Inspired”
• Hunter: The Vigil “Unstable Natural Desasters, must keep in check”
• Geist: The Sin-Eaters “The Selenim knew the Deathlands like us”
• Mummy: The Curse “The Nephilim reincarnate like us, and know the past times”
• Demon: The Descent “They fight the Secret Societies, who serve the God-Machine”
• Beast: The Primordial “The Nephilim knew a Tale of Lilith, and are old Beasts too”
• Deviant: The Renegades “The Ar-Kaim are like us, they too have instable Powers”

Nephilim about Supernaturals


• Vampire: The Requiem “They are like Selenim and are our Enemys”
• Werewolf: The Forsaken “They have the same Enemys, were glad to help them”
• Mage: The Awakening “Atlantean Heritage Humans who awaked their Sun-Ka”
• Promethean: The Created “Elemental Golems with a unstable soul”
• Changeling: The Lost “Fae of the Dream, only our Moon will understand them”
• Hunter: The Vigil “They serve the Secret Societies, beware”
• Geist: The Sin-Eaters “They walk the same Paths as the Selenim, don’t trust them”
• Mummy: The Curse “The Mummy reincarnate in Turns, and know the past times”
• Demon: The Descent “They fight a mysterious God, can be helpful sometimes”
• Beast: The Primordial “Bygones feed from Nightmares, like the Selenim”
• Deviant: The Renegades “Instable Human Experiments”

Metaplot:

827
MORTAL AND DEMON – THE GODMACHINE CHRONICLE

The Ways of the God-Machine


The God-Machine, while extremely powerful, is neither omnipresent nor omniscient nor omnipotent. It doesn’t have
mechanical extensions of itself everywhere and relies on its Angels to interact with the world. It cannot circumvent
the laws of physics, even if these laws seem paradoxical to the limited sciences of humanity. And while its
perspective is magnificently grander than that of any human, some details can elude its view.
To this end, Infrastructure is important. Infrastructures, as described above, generate matrices and Output, the
desired goal of the God-Machine, after plans known as Blueprints that are given to mortal cultists and angels.
However, these structures can be targeted or hijacked by those that have knowledge of its existence. All
Infrastructures have a single, unremovable weak spot, thelinchpin, which makes them vulnerable to disturbances
from outside parties. As such, secrecy is vital for most of its plans. The end goal of the God-Machine is unknown,
but it seems that it seeks to preserve the status quo of the Chronicles of Darkness, with monsters hiding in the
shadows.

The God-Machine and Humanity


The God-Machine has no concern for the well-being of humans. It is aware of their existence, of course, and it has
some inkling of their potential as far as their usefulness to the God-Machine’s plans go, but as a whole, humanity
has no greater value in the plans of the God-Machine. It does not operate on any moral code, it simply acts. The
God-Machine seems to be man-made, but isn't. Marco Singe was the first human in the modern age to describe it,
but others have stumbled across it before. Some, like the scholar Jane Cohen, discovered it by accident and were
driven mad by its discovery. Most, when confronted by its workings, choose to shut their eyes out of instinct, but
sometimes, this is not enough: Through an infusion with Aether, the mystical waste-heat of the processes that fuel
the Machine, they are altered in fundamental ways, turning into Stigmatics. Even animals are not immune to it,
having the chance to turn into Cryptids. Some try to harness it for the potential power it would give them. The Deva
Corporation has collected Singe's work and tries to harness the Machine for their own purpose, while others, like
the Mechanists, seek to understand the Machine out of the pieces they salvage. Others worship it as a God, while
others see it as God's steward over Creation. In the end, their views do not matter. The God-Machine remains
beyond the rational approach of the human mind. Humans, however, are not entirely beneath its notice. Some
matrices need human interference, while some plans of the Machine seem to revolve around humanity and its
ways. The God-Machine understands humans well enough to use rewards and punishments to direct their
behavior. Some people act as gears in Infrastructures without ever knowing that their actions were part of a greater
scheme.

The God-Machine and the Supernatural


The full extent to which the God-Machine works with the supernatural is largely unknown. Most have their own
battles to fight and mysteries to unveil and as such rarely notice the gears. That said, some become subverted and
directed to a cause of the Machine, or seek to fight it. In general, the Unchained have the most experience with the
God-Machine, having been former servants of it before they gained sentience. Others gain sentience, but do not
Fall, becoming Exiles that stand between the Angels and the Demons. How the Unchained see their Creator varies.
Some rage against it and want to tear it down, while others seek to return to its fold.
The Cults of the Arisen frequently clash with those of the God-Machine. Both promise safety and an explanation for
the mysteries of the world, but the cultists of a Mummy have the advantage that their god can be summoned to
protect them. The God-Machine has occasionally built Infrastructure around the tombs of the Undying or
incorporated one of their stolen relics into its projects, but this typically endangers Its servants.
Hunters have a conspiracy that was first empowered by an Angel, the Knights of St.Adrian, that hunts renegade
Angels. These serve the God-Machine as unwitting pawns. Demons that have met Changelings have since then
learned that the God-Machine has no Infrastructure within the Hedge. Changelings that have taken part in such
cooperations believe that the reason for this is because the Machine has no Contract with the Hedge that allows it
to enter. The Disquiet of the Prometheans interacts strangely with Infrastructure, causing unforeseeable effects. On
occasion, the God-Machine will work together with Alchemists for specific missions. Angels that have encountered
a Qashmal believe that the Principle that they serve is a strange spiritual mirror of the God-Machine, who interacts
with the world through intermediaries in the same manner as the Machine. Those with more insight into both the
Principle and the Machine come to many different conclusions. Some believe that the Machine is a more advanced
form of the Principle, while others believe that the Machine and the Principle are antipoles, with the Principle
manifesting change and the Machine manifesting stasis. The mages whose interests seem to coincidence with
those of the God-Machine the most are the Seers of the Throne, who occasionally assist in the construction of
Infrastructure (without really realizing what they do). The Abyss, on the other hand, has a warping effect on the
occult physics that the Machine relies on, causing enmity between the two. Archmages among the Alienated
believe that the God-Machine itself is a mechanism to initiate a Mystery Play that will allow one of the Old Gods to
return it to the Realms Supernal. Among the Uratha, the Lodge of the Field seems to operate on the standards of
the God-Machine, being a cult centered around the figure of Lycaon-Ur and seeking to gain the Essence contained
in human flesh to sacrifice it to the "gods". Demons that have contact with the Werewolves come to the conclusion
that the entity Werewolves refer to as Luna is indeed a powerful Defense Infrastructure, whose Lunes are control
mechanisms similar to Angels to manipulate the Uratha to do their biding. These Unchained find often common
ground with the Pure. Those few that have heard of the Idigam believe them to be God-Machines to be, and that
this was the reason they were originally contained. Among vampires, a small covenant is dedicated to the God-
Machine: The Holy Engineers, a group centered around Singe's Testament that seek communion with the Fury of
Death. The Ordo Dracul frequently come across Infrastructure in their search for Wyrm's Nests, and experiment
with pieces they can claim for themselves.

828
VAMPIRE – THE STRIX CHRONICLE

The Strix
The Strix, plural Striges, (also known as the Birds of Dis or Nemeses) are mysterious owl-like creatures with a
special connection tovampires. They date at least back to the time of Rome, where they made a bargain with
the Julii. No one knows where the Strix originated. The Strix themselves do not seem to know or care. Kindred that
ask them questions about their origins receive only contradictory answers, usually followed by an angry attack. One
story that is more repeated than others, however, tells that the Kindred were originally cursed creatures that still
had all human weaknesses. They had to consume blood, but did not feel the need to do it. They had to cope with
the fact that they were no longer mortal, but continued to think in mortal categories. One of these early undead
sought an answer and entered one of the deepest woods, finding shelter from the sun by burrowing in the ground
and slowly growing mad from hunger. As he collapsed and cried tears that contained the last of his blood, they
found him. They entered his body, becoming a voice that would remind him forever of the truth, that he was not
human and should not act like a human. The birds told him that this was their gift and he should not disappoint
them. But the undead did disappoint them. Instead of cherishing to be freed from his limited Humanity, he instead
continued to ape humanity. He and his descendants crouched in the shadows, making up hierarchies and
pretending to still remember what feelings like love and hope were. The Strix fell over him without mercy,
sadistically destroying everything the undead had hold dear, before retreating again into their realm

The Ways of the Strix


The Strix are jealous of all aspects of life, and bitterly hate all living beings for that vital force. They steal Vitae when
they feed, but many Strix want to take things further. Some want to punish the living by ripping their comfortable
existences apart. Some want to show the Kindred that there’s really no difference between them at all. The majority
of Strix are isolated by choice, individual monsters who fly, hunt, and feed alone. Sometimes, though, they work
together. A conclave of Strix — called a parliament by occultist Kindred — is a harbinger of doom for a city.
Whether they are drawn by some unspoken sense of impending disaster, like birds finding their way home to nest,
or they are themselves responsible for it, a large gathering of Strix always precedes some calamity. The Strix are
intelligent and capable of speech — their voices when in Shadow Form sound directly into the minds of those they
speak to. To hear them tell it, Strix originally taught vampires to discard their Humanity (a concept they loathe with
a cold intensity) and revel in the taking of blood. Some make claims that they are the manifested Beast, free from
the shackles of flesh, and that the darker urge within him is actually an unborn Strix that yearns to reunite itself. The
Strix can’t seem to make up their minds on exactly how they’re related to the Kindred, but they all see the relation
as self evident and are roused to terrible, vindictive cruelty when the Kindred deny it. Most Strix do not know what
they are doing in this world. They cannot return to the place that spawned them and they do not recall why this
happened. Without guidance, they are free to do what they want and their wants are usually terrifying from a mortal
perspective. They possess bodies and mutilate them just for the experience of pain. Unable to formulate a guiding
purpose or set of morals to guide them, the Strix wreack calamity without learning from it. They have no ambition
beyond their own demonic satisfactions and reptilian urges, all of which exist in the present, not the future.

WEREWOLF – THE IDIGAM CHRONICLE

The Idigam
The rarest of the Forsaken's enemies, these chthonic entities are the spirits that represent concepts that existed
before the world was fully formed. As such, they have no place in reality and exhibit powers and motives beyond
comprehension. Originally imprisoned on the moon, some of them were able to escape during the first manned
moon landing and now roam the earth. The idigam are spirits without clear analogs in the physical world. While a
cat-spirit is emblematic of a cat, and a hate-spirit cannot be other than hateful, these spirits did not have natures.
This should mean death for a spirit, and yet the idigam have been able to thrive. Moreover, they were able to take
other spirits (or living creatures) and assume their traits, which made them impossible to contain or kill. The only
way to rid Pangaea of them was to imprison them on the moon, in a place devoid of raw material. The idigam
therefore entered stasis, unable to mimic anything around them. As they have returned to Earth, however, many
idigam have learned to "congeal" themselves, developing true Influences at the cost of some of their inherent
instability.

The Ways of the Idigam


All idigam are capable of shaping and manipulating Essence to one degree or another, but one of them, Gurdilag,
was a prodigy. It maintained the formless chaos of its pre-banishment, but over its years in the lunar prison
developed a horrible and exacting sense of curiosity. It wanted to know how other spirits and "spirit derivatives”
(such as souls) worked, and the best way to do that was to observe them without all that meat in the way. So he
learned to remove spirit from flesh. And then he learned to reattach them, and this permitted the idigam to swap out
a human’s soul for a spirit. In this way, he created beings that, unlike the Ridden, could also be created
from Uratha, the Su'ur and the Duguthim. Because of the Brethren War, the Uratha noticed the danger only when it
was too late. Gurdilag was eventually defeated, but the danger of his discoveries remains.

829
MAGE – THE FALLEN WORLD CHRONICLE

The Fallen World


The World ins a Lie. A prison for souls warped by an Abyss of madness. People Sleep through their lives, never
knowing the wonders and terrors concealed from them. Awakened mages see the Lie for what it is, scratching the
surface and uncovering the World of Darkness’ Mysteries. Each is a revelation, a danger, an obsession in the
making. Armed with magic and a need to know, mages confront the supernatural and unexplained.

The Ways of the Fallen World


After the Exarchs committed the ultimate act of hubris, usurping control of the Realms Supernal, and the Celestial
Ladder was shattered during the climatic battle between their supporters and those opposed to their claim,
the Tapestry was shaken to its core. This allowed the Abyss to stretch itself between the higher truths and the
material realms, thus separating it from the truth of magic and bringing the Lie into being. All that remained from the
world was a fallen remnant of what it has once been. Within the Tapestry, the Fallen World lies between the higher
truths of the Realms Supernal and the gnawing void of the Lower Depths. The Fallen World is further divided into
two parts: The Realm Material, that is accessed everyday and forms the reality most Sleepers will ever know, and
the Realms Invisible, who have clearly supernatural traces left but are barred from the higher truths through the
Abyss.

PROMETHEAN – THE FIRESTORM CHRONICLE

The Pandorans
Pandorans are creatures spawned when a Promethean's creation rite goes horribly wrong. Instead of creating a
whole Promethean, the process transforms pieces of the reassembled corpse into small living creatures of a variety
of shapes and abilities. Like their Promethean creators, Pandorans draw power from Pyros, but they have
no Azoth of their own. Instead, they are creatures of Flux. Pandorans require Azoth to remain animate; without it,
they enter Dormancy. In this dormant state, they resemble inanimate objects of varying types and sizes - anything
from lumps of wood or rock through to sculptures or statues. They can even be shaped in the same ways as the
objects they resemble.

The Ways of the Pandorans


Where Prometheans identify their type by Lineage, the various types of Pandorans are identified by their Mockery.
A Mockery is the warped and twisted Pandoran version of a Promethean's Lineage. There are at least five
Mockeries, corresponding to the five common Lineages. These are: Ishtari, Mockery of the Tammuz Lineage /
Renders, Mockery of the Ulgan Lineage / Sebek, Mockery of the Osiris Lineage / Silent, Mockery of
the Galatea Lineage / Torch-Born, Mockery of the Frankenstein Lineage / The rare nuclear Prometheans, a
Lineage known as the Zeka, also have a Mockery: Carcinoma / TheUnfleshed, a pseudo-Lineage, likewise have
their own Mockery: Gremlins.

CHANGELING – THE HUNTSMAN CHRONICLE

The True Fae


True Fae are the immortal, mighty and remorseless inhabitants of Arcadia, which lies beyond the Hedge. Also
known as the Others, Gentry, Old Gods, Kindly Folk or simply Fae they are creatures that abduct humans and
gradually transform them into changelings.

The Ways of the True Fae


They seem to have no names for themselves as a "race", and indeed do not think of themselves as such; each of
the True Fae is unique, and they refer to other denizens of Faerie by titles and names. The euphemisms used by
changelings are many, which helps to prevent them being summoned at the sound of their names. When used to
mean the True Fae, "Fae" is always capitalised; "fae" without the capital refers to any creatures touched by faerie,
including changelings. The Fae's perceptions, motivations and actions are alien to humans. They seem to
understand the world through relatives rather than absolutes; many are bound by obscure and bizarre oaths and
rules; others act seemingly at random, obeying a logic opaque to all humans. While they may sometimes take the
form of human-like beings or animals, they are often incapable of understanding mortals, one of the reasons they
find them so fascinating. In their home realm, and to a lesser extent the Hedge, they possess god-like abilities, able
to shape and command all the elements of their domains at will. Their powers in the mortal realm are greatly
lessened, but still awesome; their influence extends there by means of Contracts they made with the mundane
elements long ago. The Fae are difficult to comprehend. Their true nature is beyond imagination and their might is
matchless in the mortal world — but they can’t always do as they please. In exchange for self-identity, they obey
powerful obligations. What laws bind the True Fae? Even the Lost don’t know for sure, but they’ve learned
fragments and patterns of behavior. These rare consistencies offer some clues, but there are no guarantees that
these, or laws that cause them, are stable facts. A faerie can never intentionally violate a Contract he swears on his
own name. When an Other commits to a namebound Contract, obeying it defines his existence. If he breaks his
word, he destroys his Name — and for the Gentry, namelessness is obliteration.

830
One World of Darkness
(formerly Classic World of Darkness)

Sometimes also referred to as "Original World of Darkness" or "Old World of Darkness". The original World of
Darkness line was created in 1991 with the release of Vampire: The Masquerade. Support for it ended in
2004 with the release of Time of Judgment. The theme of the Classic World of Darkness is described as
"Gothic-Punk" by the developers.

The World of Darkness resembles the contemporary world, but it is darker, more devious and more
conspiratorial. The dichotomy between rich and poor, influential and weak, powerful and powerless, is much
more pronounced than in the real world. Decadence, cynicism andcorruption are common. Humans are
unwitting victims or pawns of vast secret organizations of supernatural
creatures. Vampires, werewolvesand wraiths—among others—struggle with internal factionalism and against
other species in secret wars of intrigue for control of reality. The battles in these wars may last centuries,
beyond the realization or comprehension of ordinary humans. This status quo is recently threatened by the
rise of a global Technocratic cabal (and/or an animistic spirit of stasis and control) intent on monopolizing the
power of belief and destroying all traditional supernatural societies. The mystical abilities of these non-human
entities and their ability to alter reality at will are restricted by the rise of reason and disbelief in the
supernatural and they are forced to rely on more mundane methods in their struggles for supremacy. The
darkness of the setting is reflected everywhere: architecture is dominated by Gothic styling and fashion and
personal style embrace Goth, Punk and fetishistic elements. The game uses both historical (Wild West, Dark
Ages, and Victorian) milieus as well as modern settings. Despite the fantasy elements, the game emphasizes
that any action has real world consequences, and abilities beyond what is considered normal by mainstream
society will draw unwanted attention and potentially disastrous results.

Supernaturals about Nephilim


• Vampire: The Masquerade “The Selenim are like us, they feed on Mortals”
• Werewolf: The Apocalypse “Nephilim are Elemental Spirits who possessed Humans”
• Mage: The Ascension „Incarnating Elementar Avatars“
• Wraith: The Oblivion “The Nephilim attack us, the Selenim take us as Slaves”
• Changeling: The Dreaming “They are like the Inanimae Fae”
• Hunter: The Reckoning “Elements in Humans, should banished”
• Mummy: The Resurrection “The Nephilim reincarnate like us, and know the past times”
• Demon: The Fallen “Children of Angels and Mortals, one Sin to let us Fall”
• Orpheus “Humans not possessed by Ghosts, lets study them”
• (Streetfighter) (“Humans with High Elemental Chi, dangerous Task”)

Nephilim about Supernaturals


• Vampire: The Masquerade “They are like Selenim and are our Enemys”
• Werewolf: The Apocalypse “They have the same Enemys, were glad to help them”
• Mage: The Ascension “Humans who awaked their Sun-Ka”
• Wraith: The Oblivion “Restless dead Humans who must be banished”
• Changeling: The Dreaming “only the Inanimae Fae can be trusted”
• Hunter: The Reckoning “Paranoid Humans who hunt us”
• Mummy: The Resurrection “The Mummy reincarnate like us, and know the past “
• Demon: The Fallen “Fallen Angels, beware of them”
• Orpheus “Mortals who play with the Dead, take them a lesson”
• (Streetfighter) (“Mortals with paranormal fighting skills”)

831
Metaplot:

God created angels. Angels created everything. Angels rebelled. Caine killed Abel. Angels began killing other
angels. Azrael created the Shadowlands. Charon, Azrael's lieutenant, created a city (Stygia) where he made an
underground fortress. This fortress existed on all levels of reality and was separated from Creation by a black
spiraling staircase, which went through a vast Labyrinth which fucked with the minds and souls of any who entered.

He dug too deep to make this fortress and let powerful entities of uncreation in. Known as the Neverborn. Whom
were the "Children" of an entity called Grand Maw. This entity is either the remnants of a failed universe, lashing
out in anger against its successor. Or (as Lucifer believes) it is the Twin Sister of God. This entity could be Lilith
(whom is arguably an Ascended Archmage), however this remains to be proven.

The Wyrm is a force of Creation, thus it has no relation to Grand Maw or the Abyss. It also has very little relation to
that of the Shadowlands. The corruption of the Neverborn and their tormented dreams bleeds throughout the
Fortress and the Labyrinth in which they dwell. As Charon intended, this structure exists on all levels of reality.
Thus the corruption is strongest in the Shadowlands, but not limited to there. It exists even in the Middle Umbra,
upsetting the spiritual balance put in place by Angels long ago.

The Wyrm is both a force of Balance and Destruction. Like the other members of the Triat it is as much an idea as it
is an entity. Much of the entropy and corruption in the world can be laid at the failure of the Wyrm and the Weaver.
However, they are both symptoms of the far worse disease. The disease of the corruption caused by beings older
than time and far more powerful than any mere Incarna.

EDIT: Implied but not outright stated. Malfeas and the Black Spiral are the Fortress (known as Haven) and the
Labyrinth created by Charon. It exists on ALL levels of reality. In the physical world it exists as a network of caverns
underneath the island of Thera. Where Nergal, called Shaitan, the leader of the Baali dug deep to free the
"Children" into the physical world.

Charon reported his findings of powerful creatures that existed outside Creation to his commander. Archduke
Azrael the Angel of Death made a pact with Grand Maw. Who had been forced to allow her Children to feast on her
to survive. He would allow the Neverborn to dwell within the fortress under Stygia and feast upon the universe in
exchange for a promise. That should God or the Heavenly Host directly assault the Underworld the Neverborn
would defend the Shadowlands with all their might. That should the Fortress fall they would be protected by Grand
Maw herself.

The awesome power of these beings was too great for Creation to contain, however. Their mere presence upset
the balance of Entropy within Creation. Within the Middle Umbra the Wyrm did his best to destroy what was
corrupted whilst still maintaining his creations. The Weaver angered by the increasingly rapid destruction of her
creations, took to solving the problem. Unable to confront the Neverborn directly, the Weaver had no choice but to
stop this unending destruction in the Middle Umbra. In a desperate bid to save her web.

This failed. The Wyrm, after all, was not the source of this corruption. The Weaver's ensnaring of the Wyrm only
upset the balance further, by preventing the destruction of what was corrupted. The Wyrm, now insane and
corrupted itself, tore into itself to escape the Weaver's web. The fragmented and disorderly corruption that came
was a direct consequence of the Weaver's failed plot and the descent into madness of the Wyrm.

With the Shadowlands now thoroughly fucked up, and the Middle Umbra on its way down the toilet; along came a
new threat. Lucifer's rebellion took a turn for the worse. They were losing, and badly. Turning to horrid experiments
on mankind and memetic viruses which infected reality itself. Yet despite their power, and the heavy losses they
inflicted upon their enemies, the rebels lost. Instead of being outright destroyed they were shoved into the Abyss.
The realm of Grand Maw. Azrael asked himself "is this God's punishment or Grand Maw's protection?" As only he,
Asmodeus, Abaddon, and their favored followers even knew of the pact.

The disorder and unwatched experiments of the Fallen further wreaked havoc on Creation. The Neverborn now
unable to remain awake without the Angels aid immediately fell into a deep slumber. Dreaming their dreams of an
unending destruction and feast of the world which caused them pain... simply by existing. Their dreaming creating
entirely new dimensions and realms of chaos unknown to even the greatest of the Fallen. Such realms infected the
Middle Umbra as well as the Shadowlands with their hatred and power. Soon loyal Incarna turned against Creation,
and the first of the Yama Kings began to fall. On Earth the great flood occurred and much of the lore of such beings
was lost.

However, not enough was. The Archangel Lucifer used his knowledge and the power of Humanity to summon his
Lieutenants into the physical world. Creating the first Earthbound. Or at the least, the first Earthbound made
through ritual. One entity known as Kupala had managed the trick before. Was he a Fallen... or a Neverborn?

This new corruption, caused by maddened beings who once forged stars with their own hands, began its spread.
Demonic pacts, tormented spirits turned evil, mortal cults, and more. All of this was for the purpose of expanding
their power and ending the world they had come to hate. The seeds of Fomori and mortal cults of environmental
destruction began then. Whether formed by fallen spirits, fallen angels, or unfeeling timeless horrors. In any case
Entropy reigned supreme and Balance was lost.

832
With the Earthbound now in the physical world old evils long restrained were unleashed upon the world. Caine, the
Great King of Blood, the first vampire had left his wayward progeny to their own devices. The Antediluvians, both
the second and third generations, founded a great city. The city to be named the Second City by later chroniclers
was a den of Wyrm taint unrivaled even by modern times. The Antediluvian God-Kings, of both generations, began
the expansion of the powers of the blood. Creating new and strange disciplines. The first foray into blood magic
was developed and several of the Third Generation used these powers to contact foul beings.

The Third Generation, jealous of their sires power, hatched a plan to slay the Second Generation. Calling upon
pacts with spirits, fallen angels, and other entities they managed to do so. The earth trembled, the skies cried
blood, the spirits of the land screamed in anger. Caine was royally pissed. He returned to the city of his
grandchilder and smote them furiously. After this he claimed he would only return in the final nights to judge all of
his descendants for their crimes.

Feeling free to expand the their own personal influence the Third Generation sired countless progeny and founded
new cities. Creating a vast empire. Blood magics ensnaring demons and calling upon the aid of Wyrm aligned
Umbrood. Tzimisce allied with Kupala, Laza-Omri-Baras (Lasombra) allied with unknown forces of the Abyss
(Ahriman, Grand Maw, Lilith, or Azrael?), and the twisted children of Cappadocius allied with the Dreaming lords
that dwelt within the Neverborns' own hive mind.

Kupala used his new alliances to combat the Werewolves and corrupt the entirety of the "Land beyond the Forest".
The shades of the Abyss now able to enter the physical world and feast upon the life within (through the usage of
Obtenebration). Koldun of the Tzimisce clan using their magics unwittingly corrupted the spirits of the Elements
they commanded. Caine, though indirectly, was once again responsible for atrocities. Sutekh the Antediluvian used
his magics to carve out his own kingdom within the Shadowlands and annexed the land of Egypt into his domain.

However, the antics of the Antediluvians was not the greatest threat at that time. Though they corrupted much. The
Baali, using their newly acquired powers, began their own war against the Antediluvians. Not for the purpose of
destruction, but for distraction. The Baali sent out wave after wave of mortal servitors and frenzied childer. All the
while uncovering the lore required to break the dreams of their founders and summon them into the world. Some of
the Baali, mostly under Moloch, realized that such work was madness. Moloch turned his back on his brothers.
Taking his own progeny with him.

This loss of forces (along with Haqim's ploy to use ur-Shulgi to force the Baali's hand) managed to undo the Baali
advance. Though not entirely defeated the Baali were no longer a credible threat. The Children of Caine began to
rest. Eventually turning to intrigue once again.

It was during this relative peace that the Garou turned on their brethren. The Changing Breeds went to war. The
War of Rage consumed many of Gaia's noble children. Corax fleeing with what allies they could spare from the
fray. Bastet falling to Garou claws, Gurahl entering into hibernation, and so on. Why did the War start? Why were
the Garou fighting the Fera? Who knows...

Whilst the War of Rage continued a curious thing happened. The damned souls of the Yomi Wan ripped their way
back into the lands of the living. One such blighted individual, Xue, was blessed with lessons from two powerful
figures. Two Heralds of the Jade Emperor. One figure draped in shadow and another glowing with scarlet light.
They taught him the wisdom of Heaven. Giving him the Fivefold Way. Now called Arhat Xue, he taught this wisdom
to his fellow fugitives of Hell. They were to use their powers to watch the spirit realms and take up the mantle of the
fallen Wan Xian.

These two Heralds had their work cut out for them. Using their power to imbue mortals in times of great stress,
teaching the Changing Breeds through avatars, and keeping the Vampires from finding out too much. These two
figures were the last two angels left in Creation. Seraphim the both of them. Above all they kept a keen eye on
Charon and Lucifer. Two Fallen Angels left in Creation who for reasons unknown to them, had not entered the
Abyss.

Charon watched over the Shadowlands he had helped built. More over he was aware of the threat posed by the
forces at work. He spent many centuries guarding the lands of the dead and supporting allies he knew were worthy.
Granted the blessing to perform his task by the Lady of Fate (once known as Eve), the mother of all Humanity, he
did the best he could. However, the wars on the surface and the continuing corruption of the Fallen and the
Neverborn made his job difficult. However, not as difficult as was to come.

The Baali in the lands of the living continued to make good on their promises to their dread lords. Attempting
whenever they could to summon them. The Antediluvians had all but given up caring about it. Saulot had run off to
the East, Haqim was busy chasing some unknown threat and angered at his clan, and the other Antediluvians even
allied with the Baali from time to time. Only Lasombra seemed to care enough to send his progeny to face the Baali
directly when Nergal (under the guise of Shaitan) attempted to summon Namtaru into the world.

The forces of countless vampires (aided unknowingly by Garou) assaulted Nergal's fortress. Only to discover in the
end, he was not there. He was on the island of Thera. Close to summoning his lord. Eventually his efforts failed.
Once again the Children of Caine thought they were through with the Baali. Only centuries later to discover that
Moloch was still active. He now dwelt in the city of Carthage. More and more information made its way to Rome,
and eventually the Roman vampires felt they had no choice but to destroy Carthage.

The Punic Wars began in earnest and the Roman vampires made great progress. Aided by two individuals of

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unknown clan. Ellimelech the Twice Damned who shook the foundations of Carthage itself. His powers driving the
Brujah into a frenzy which they never fully recovered from. As well as aid from Cybele a powerful sorceress. After
the battle was won they discovered that Elimelech had up and disappeared and Cybele was the child of Nergal.
Who had given her aid to defeat Moloch out of anger for his leaving Nergal to die.

The Methuselah who supported Rome: Cybele, Mithras, Dracon, Antonius, Michael, and others all left the city.
Without their aid it eventually fell. The fall of Rome led countless Wraiths entering the Shadowlands. Meanwhile,
Charon in his duties of keeping the Shadowlands from collapsing under the weight of its own entropy made a new
law. He required that all Wraiths who entered Stygia pay two coins from their death to be used in the reforging of
the city. However, the vast numbers of Wraiths from falling Rome could not pay this tax. So Charon demanded the
eyes be taken from those Wraiths who could not pay. These hordes of blinded lost souls made their way down the
Labyrinth's black spiral. Crying out to the all consuming Grand Maw for vengeance.

The Abyss shuddered and the Tempest, storm of the Shadowlands, began turning. The First Great Maelstrom
begun. The lands of the dead were scoured by Her awesome power. Cities laid to waste and entire legions
destroyed. The Shadowlands were forever altered. Charon repealed his law and asked the Lady of Fate for
forgiveness for his sins. Still large and in charge Charon rebuilt Stygia once again.

Unfortunately for Charon, the fallen Spirits who once led balance within the lands of the East began expanding their
evil shard realms. The Yomi Wan and the other minor Hells began snatching souls which were meant for the
Shadowlands and (in some cases) Oblivion. Charon could not protect them. The Wan Kuei used their knowledge
from Xue to challenge this growing evil, but for little gain.

Over time a mystic and master scholar of the east used his knowledge to become the lord of such a Hell. Named
Mikaboshi, he founded his own dark city. The Wicked City. Which was to become the greatest haven of evil and
tainted chi within all of the Yomi Wan. Such world altering events were not constrained to the lands of the dead.
Tremere and his inner circle of Magi witnessed the ending of old magics. The constant changes in Creation were
altering the fabric of reality, and thus magic as well. Humanity was changing the universe through their collective
will. All the while without even realizing it.

The members of House Tremere stole the curse of Caine from his descendants. Tremere himself attempted the
diablerie on Saulot, which ultimately failed (though the clan at large did not realize this). Using their new powers the
Tremere clan constructed horrible monsters and corrupted the land they claimed as their own. Twisting the ley lines
beneath the ground and forming their own dark Caerns to imbue their blood with greater power. All this and more
drew the attention of the Kolduns of clan Tzimisce. Who used their own foul blood fueled magics to combat the
Tremere's efforts. Summoning Banes and expanding Kupala's demense.

The Tremere, not to be undone, searched for even greater magics. Etrius himself summoned Fallen Angels into the
world in his attempts to defeat the Tzimisce. Ultimately even his powers were not enough to control the very beings
he summoned. All while this happened the last of the Inconnu, who had followed Saulot, retreated into Hunedoara
castle. Powerful Cret convinced his fellows to enact a pact with a Fallen Angel he had summoned from the Abyss.
A pact to keep themselves safe from the Tremere. Out of fear they all accepted. Thus even those most devoted
towards redemption fell.

All the while the elders of clans plotted to overthrow their Antediluvian sires. Only to be surprised by the coming
Inquisition. Among the inquisitors were mortals empowered by awesome faith... as well as divine powers. It seemed
the Heralds of God were doing their work again. As more vampires, mages, and other supernaturals fell to the
flame something worse happened. The Black Death. Plague had come to Europe and North Africa. As a response
to the Mongolian advance. Massive deaths in battle coupled with those who fell from the plague overcrowded the
Shadowlands. Once again the Tempest began to stir.

A Second Great Maelstrom made its way across the lands of the dead. Destroying many and bringing down
everything that was in its path. This event caused a slight alteration in the plans of a centuries long dead
Necromancer named Augustus Giovanni. It was the First Great Maelstrom which forced his family out of Rome.
This one depleted many of his coffers of shackled souls. He set about gaining several new allies required to enact
his grizzly plot.

In the 15th century several Antediluvians fell to the fangs of their childer. Lugoj attempted the diablerie of Tzimisce
(only to find out he was no where near strong enough). Gratiano stole the blood of his sire, but not his soul.
Lasombra escaped into the Abyss through nearly forgotten pacts made during the nights of the Second City.
Augustus Giovanni and his childe Claudius both claimed the blood of Cappadocius and Japeth, but neither claimed
their souls. This all during the Anarch Revolt that was to reshape the society of the damned.

As society changed, so too did Humanity's outlook of the world. The greatest power in the world was not the Triat,
not the Incarna, not the Antediluvians Blood Gods, not the Fallen Angels, or even the Neverborn. The greatest
power in the world was Humanity. Made in the image of the ONE. Whilst Werewolves believed in the supremacy of
spirits and the truth they held, the Awakened viewed the world differently. They saw the truth, that all things that
existed were shaped by perception. That spirits were created by belief. What the Angels called Faith.

In the earliest days of Humanity, hope was everywhere. Imagination shaped the very world. Where once death only
occurred to lesser creations, Caine used his power to end the life of his own brother. Something so common in
these modern and final days was once thought impossible by those who created everything. A man slew his
brother. A woman defied her God. Through out time the will of individuals was enough to reshape the entire

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cosmos.

The Awakened suffered much in the last thousand years. Witnessing the ending of human belief in miracles. To the
point that even the awesome powers of Will-Workers failed before the collective weight of disbelief. Humans who
had realized their true power, the power that Angels once feared, could not stand against Banality. All to late they
discovered the truth. No one human possesses more power than any other. True Magic, the power of Mages is not
something that they possess unlike mundane mortals. True Magic is simply an expression of the true power of each
human soul. Thousands of mages may have the might individually and combined to assault Hell itself and turn back
the will of Gods.

However, no number of Mages can stand against the Consensus of Apathy. The mortals of earth had been
tortured, used, and broken by the evils of their world. Banes, Fallen Angels, Yama Kings, Vampires, and mislead
Garou... all of them had sapped the strength of the heirs of Creation. They had become tired of the endless torment
and with them so too had the universe. In the few fading centuries left the Awakened would perform miracles and
make the impossible possible as the dying testament of the descendants of Eve.

Humanity, and its Mages, would see the industrial revolution. They would traverse new dimensions and unlock the
secrets of the universe. Discovering knowledge unknown even to the Fallen themselves. Going to the moon and
the few enlightened would travel farther than ever before. Reaching beyond the farthest stars. However, the twisted
Order of Reason which morphed slowly but surely into the Technocracy had other plans. Science would become
the supreme religion of mankind. All people would hear the siren call of Unity, join hands and walk proudly into a
known Universe.

As the Wyrm loosened its chains and sought to devour everything... the Weaver did marvel upon its creations. All
the while the Wyld died.

While the Technocracy had made great strides in the elimination of all deviation from an ordered reality, they had
pushed to hard. The had decreed the existence of Ether false and attempted to restrain the freedom that the
Internet represented. As such the Sons of Ether and the Virtual Adepts left their fellows and joined the Traditions.
Increasing the variation and strengthening the position of those who sought Ascension above pure order.

However, the continual march of progress and society had far ranging implications that the Technocracy had failed
to consider. Whatever the Weaver creates the Wyrm can corrupt. The rise of Pentex and its subsidiaries was
backlash against this unchecked progress. Progress which had festered and rotted away the core of the Human
Spirit and the spirits with which Humanity touches. Humans who had been empowered by the Wyrm to see beyond
the Veil, now wielded corporate power towards foul ends. The corruption and destruction of the entire Earth on an
unprecedented scale.

More and more Garou were viewing strange features appearing in the surface of the Earth through the Umbra. A
giant eye, scales, and talons emerging from the depths. It seemed the Wyrm was within the Earth. Through
corruption or as some sort of prison no one could say for certain. Suffice to say that Pentex's goal of deforestation,
despoilment, and slaughter had far darker ramifications then simply spreading Wyrm taint. Perhaps the goal was as
grand as to free the Wyrm into the physical world.

However, the power that Pentex wielded paled in comparison to other forces in the world. The Orphic Circle, a
cabal of necromancers, was getting closer and closer towards their goal. The goal of ripping down the shroud that
separated the lands of the living and the lands of the dead. A goal that the Giovanni clan also sought to complete.
Coincidentally the Giovanni were allies of Pentex and worked with various Wyrm tainted corporations for a myriad
of complex schemes that defy sane explanation.

Both the Giovanni and the Orphic Circle had their sights set on the prize of all Creation. Whilst both were also
watched from afar by Voormas the Grand Harvester of Souls... the greatest Archmage master of the Sphere of
Entropy. A being who had used his awesome power to create a memetic virus which infected the very concept of
Necromancy. Any who learned and practiced the art for too long would become obsessed with understanding the
true nature of death and separating the barrier between life and death.

All these schemes and more were about to fail. Due to the oddest of coincidences. In the subcontinent of India the
Wan Kuei and the Children of Caine had been fighting for millennium. Now, however, they were both stepping up
their assaults against each other. The Wan Kuei calling upon their greatest allies and the Children of Caine mass
embracing mortals to use as shock troops. The psychic backlash of creating and destroying so many Ravnos (the
chief vampires of India) stirred Methuselah from their sleep.

Ancient beings, some of whom were 10,000 years old, took to the field. Chimerical spells taking the power of
dreams into reality was the chief weapon of such beings. Even the enlightened demons of the Wan Kuei could not
tell real from illusion. The continuous onslaught stirred the blood, awakening something worse than mere
Methuselah.

Zapathasura the Demon King awoke.

Zapathasura looked upon the world and found it wanting. His frenzied fantasies began altering the world around
him, as intensely as those of the Neverborn. Horrid monsters spawned out of thin air to do battle with those that
opposed him, and disappeared just as quickly. Legions of spirits, mortals, vampires, kuei-jin, and werewolves died
in the ensuing battle. All of this and more drew the attention of the Technocracy and three powerful Bodhisattva of

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the kuei-jin. Eight Thunders Sage, Rising Majestically to the Western Sun, and Black Earth Boy all battled
Zapathasura.

Fate had planned that Rising Majestically and Black Earth Boy would both die against Zapathasura. The
Antediluvian would then be weakened enough for Eight Thunders Sage to kill him, and thus end the fight. Mages
care little for fate, however. The Technocracy aware of a grave threat unleashed Project Ragnarok. Allowing the full
use of their resources to end this threat. Spiritually enhanced neutron bombs were hurled at the Bodhisattva and
the Antediluvian. These nukes not only tore through the undead, but the Umbra itself.

Whilst this epic battle happened on Earth, similar cataclysmic events occurred in the Shadowlands. Wraiths under
the command of the Smiling Lord were assaulting the fortress of Enoch. The lasting memory of the First City
founded by Caine, the first vampire. Within its dread black walls were over a dozen of the most powerful vampires
the world had ever seen. Whom collectively made up the Tal'meh'ra... the True Black Hand. This group of vampires
were essentially a cult who heralded the coming of the Antediluvians and sought to serve them. As many of them
were the direct childer or grandchilder of the progenitors.

These vampires were holding their own against the army of Wraiths. Using arcane and forgotten vampiric arts to
hold their enemies at bay. There chief strategist Izhim wafi abd'Azrael ur-Baal was away from the city. Fighting the
Wraiths directly, unable to come to the rescue of his beloved city. While the battle was raging (both in the living
lands and amongst the Wraiths and vampires) the Smiling Lord ordered the use of the spirit of a Nuclear bomb to
be dropped upon the city.

As the bomb dropped another thing was happening. Xerxes Jones, a Void Engineer, was detonating an
experimental bomb in the Labyrinth... just to see what would happen. As he pressed the button to detonate he was
entirely unaware of what was to happen. His bomb exploded, as did the bomb which hit Enoch, as did the bombs
which hit Zapathasura, and the powers summoned by the Bodhisattva did clash with his might. At that moment the
sun pierced the clouds and hit Zapathasura with the wrath of God. The psychic blast of his death combined with the
other massive explosions ripped apart entire sections of the Umbra.

The lands of the dead exploded into a terrible storm, greater than any other in history. A storm so great and terrible
that it ripped apart the souls of all those caught within its terrible grasp. A storm so powerful it ripped through the
layers of the Umbra and tore the shard realms of Archmagi, the Yomi of the Yama Kings, and the lands of
countless spirits to to pieces. Countless millions of wraiths were launched into the world, animating their dead
bodies once again. So many souls attempted to flee that some bodies had as many as several dozen souls
attempting to animate them at the same time.

An Antediluvian fell, three Bodhisattva burned in magic fire, the members of the Orphic Circle were caught blindly
and were destroyed, the Mages in the Umbra were lost or torn into pieces, and worse things happened. In the
moment before this Six Great Maelstrom started something strange happened. In the lands of the dead two great
figures arose from the city of Enoch. One woman draped in scarlet energy and one man obscured by shadows
ascended upwards. Looking down upon the lands of the dead, before vanishing.

In that moment a faint cracking sound could be heard where before there was nothing. In the cold, hungry, and
lifeless void of the Abyss... a small crack appeared in the side of the walls. Soon, light began to pour in and for the
first time since before the Flood... the Fallen were free.

The Fallen escaped from their ancient prison and were now free to enter a world that had changed far beyond their
memories. Free to explore the universe they created and command the lands of the dead which hold their
fortresses.

The Neverborn, rocked by the explosions in the Shadowlands, began to awaken from their long slumber. Partially
due to the resurgence of the Fallen Angels.

The Technocracy, the Camarilla, and various other groups had strengthened the powers of the Weaver. Pentex,
the Sabbat, and the Nephandi had strengthened the Wyrm. Meanwhile few, if any, truly strengthened the Wyld.

Lilith is unaccounted for, as always. Were as Lucifer is, as always, wandering the world. Dread Caine is nowhere to
be seen.

The vast destruction of the Umbral realms makes the jobs of Garou and the Wan Kuei increasingly difficult.

The Yama Kings discovered all too late why the Jade Emperor smiled at them and left them be. Many of the Yomi
Wan realms were situated between the lands of the dead and the Abyss. As such the escaping Fallen ripped their
way through those realms as they did the great storm.

Voormas, the Grand Harvester of Souls, is in a tough bind. His memetic virus seems to have failed and all that he
has left to undo the separation of life and death is his own power. Perhaps he can steal the power of other beings
of death. Which is, after all, precisely his backup plan.

Whilst all these events had happened a perfect Metis had been born. The coming herald of the Wyrm, perhaps
even his mortal form. Seems the end is coming soon.

Worse of all, a red star now shines in the Deep Umbra. Many see it as the Eye of the Wyrm or the herald of the end

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times. Called Anthelios.

The two figures which emerged from the lands of the dead were the Scarlet Queen and the Ebon Dragon. The last
two Seraphim in creation. Who had lured the powerful vampires of the True Black Hand to the underworld. They
had played the game of manipulation well and, in their own way, saved the world ever so slightly. Along with them
one other Angel has reclaimed his rightful power. Charon has joined his fellows and what he intends to do is hard to
say.
There are many different endings, which makes it hard to choose a specific set. Suffice to say that in a combined
cosmology... many of the possible ones would not work. Here is an example of what I like.

The Perfect Metis is the avatar and reincarnation of a sane balancing Wyrm. Using his powers and presence on
Earth to unite the Garou and other Changing Breeds as best he can. He seeks to end the tainted aspects of himself
as well as the portions of the Weaver that have overstepped their bounds.

The Perfect Metis may be the Wyrm, but his incarnation in a living body allows for him to gain sanity and a more
Human and Garou oriented view point. As such he is among the best hope of Gaia.

However, the tainted aspects of the Wyrm do not give up easily. Zhyzhak, in service to the Green Dragon, goes into
battle. Killing Albrecht and attempting to kill the last champions of Gaia. With her onslaught against the Garou
heroes, she is getting ever closer to the goal of freeing the Wyrm's tormented incarnations. Eventually she is
contacted by Karsh, Warlord of the Camarilla. He informs her that he wishes to aid her in this task.

Karsh shows up with his entire warband. He immediately sets upon Zhyzhak and manages to kill her. As it turns out
Karsh is the chief lieutenant of the Antediluvian Ennoia. Ennoia is attempting to merge with the Earth itself,
overtaking and consuming the soul of the world. Ennoia is devouring Eshtarra and does not wish the tormented
aspects of the Wyrm to be released... as doing so would undo her efforts and kill her.

Meanwhile the vampires find that Augustus Giovanni is dead. He was killed by the surviving Cappadocians, now
called the Harbingers of Skulls. Whose alliance with the Nagaraja has allowed them access to ancient necromantic
lore of Korea and Japan. Lore they traded with the Tremere for the assistance of Meerlinda and Abetorius. These
powerful blood sorcerers undid the Giovanni progenitor.

A side effect of the traded lore was the True Name of Mikaboshi. The strongest Yama King who was ascending to
the position of Demon Emperor. With his True Name the Antediluvian Tremere summoned the power of his clan
and destroyed him. Ravaging his power for the purpose of assaulting Saulot and Tzimisce. Both of whom called on
long forged pacts with Angels and Demons to protect themselves.

With Mikaboshi's death the Yama Kings all scrambled to recoup their own losses from interpersonal battles. To
protect themselves from the potential threat of being destroyed by these "Antediluvians" they reached out for
assistance from other beings. Tou Mu the Iron Empress, a powerful Yama King, was courted by an Arch-Mage
known as Voormas the Grand Harvester of Souls. She was deceived by him, however, when he stole her power
and ascended into godhood.

Voormas then put a very convoluted plan into effect. Using his divine power he snatched the weapon of the First
Murderer (Caine). A smooth stone used to bash in Abel's brain. Using this as a focus Voormas was able to use one
of the greatest acts of magic ever seen. Using the power of the soulshards which where tearing through the Umbra,
as well as the souls that belonged to Tou Mu, he attempted to destroy Anthelios and stop the Apocalypse.

Meanwhile the Antediluvian Absilimiard, founder of the Nosferatu, put his own plan into effect. Throughout the ages
he had used fear as a weapon against his progeny. His Nictuku childer scared them into hiding. All part of the plan
to claim their souls and present them to Caine as a gift, so that he would lift the curse upon him. Or so the
Nosferatu believed. In truth, the Antediluvian used knowledge of sacred geometry to push his progeny into building
their havens in accordance with the ley lines beneath the Earth. Knowledge he had acquired from the demon
Kupala.

When the right moment passed the Antediluvian performed a powerful rite drawing the blood and souls of all his
childer who were in their havens into himself. Effectively killing his clan and devouring their power. Such awesome
power allowed him to transcend the Curse of Caine and remove his disfigurements from himself.

Absimiliard, now successfully undergone Apotheosis, begins to wage direct war on his siblings. Marching
westward, out of Russia, to slay those who cast him out. Arikel awakens in Greece to find her once great empire in
shambles. She calls upon her progeny to spread her word as she enthralls the world. Using the full extent of her
might she draws the attention of the world once more to Greece. With this attention comes her enemies.
Absimiliard engages his former love in battle. Wearing Obfuscate to appear as his broken self she attempts to
triumph over him.

As her blows connect her mastery of Auspex pierces the illusion and she sees his near perfect face. Enthralled by
Absimiliard's beauty she fails to notice his hands crushing her throat. The father of the lepers slays the mother of
muses. Meanwhile the Archduke Belial looks upon the world and sees its ending. For the first time in ten thousand
years there is enough faith to sustain his corporal form. So the Great Beast rises and begins to devour the world.

In Los Angelos a black cathedral appears overnight. Its giant black spire touches the heavens. Lucifer has taken to
the streets and begins converting all he can. Hundreds of thousands of fallen join under his banner and begin the

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war once more in earnest. This time fighting not against Heaven, but against the Archdukes themselves. Belial
battles with Lucifer, only to fall to the lance of the Morningstar. Azrael seeks to claim the lands of the dead, only to
be hurled into the maw of Oblivion by Charon himself.

The Antediluvian Veddartha awakens to find the world under siege. He leaves his safe haven within London, where
for centuries he was guarded by his loyal childe Mithras. Where he consulted with Haqim before his absence at
Alamut. Where he marches onto the set of a live broadcast from the BCC, and Dominates the world.

From their view in space the Controls of the Technocracy watch the world burn. Ragnarok, Gehenna, Armageddon,
the Apocalypse has come. They view with even greater intrigue a curious event. The raw apathy of mortals begins
abating. Belief enters the world once more. The Fae are on the march and gods long forgotten demand sacrifice,
and with it all their mighty plans have come to an end. Yet a glimmer of hope dawns on the horizon. Disbelief has
died and with it... Paradox.

The Traditions enter the fray with the might of Archmages at their side. Flame and lightning fly as those that sought
to bleed humanity of faith and blood are rent asunder by the might of its Seth's children. Fallen wrapped in chains of
primal energy and cannibalized by mages. Anthelios, the Red Star, which brightened the skies is dying. Voormas'
spell, while not entirely successful, has wounded it too thoroughly to perform its task. The tenth sphere of
Judgement arrived, but it was undone by the might of mere mortals. Mortals who decided that they alone would
judge their world.

As the traditions wage war on the Fallen and Vampire ancients who attempt to enslave Humanity, a plot is
developed in the heart of Vienna. Deep within the confines of a fortress of the Camarilla sits the Inner Council. Its
surviving members attempting to gather the resolve and the might to hold fast
against the coming dawn. The council members witness the Founder of the Camarilla, Hardestadt, speak.

In a moment of great desperation the Founder had reached three conclusions. They were not mighty enough to
face the Antediluvians and survive. They did not have the resources or power to combat the Mages and Hunters
who were taking back the night. Finally, the Sabbat (now in tatters) had left behind a valuable resource... the Black
Hand.

It was now that Hardestadt of the Ventrue proclaimed that in order to fight such threats, the elders
must be willing to use any tools available to them. All vampires who wish to fight for the Camarilla should be
considered full members of the sect. Any clan that can organize the numbers to rival one of the pillars of the
Camarilla must be allowed full clan Status within the organization. That the Black Hand will serve the Camarilla,
and crush all that oppose them.

In this hour Hardestadt of the Ventrue argued for the forgiveness of Diablerie and the temporary suspension of the
Traditions. This was WAR, and no one fights war like the Ventrue. The Inner Circle members, cowing to his Majesty
and the truth of his words, agreed. The Camarilla was now a weapon of its elders to save their souls from their own
sires. All pretensions gone and morals irrelevent. Survival was all that mattered.

Tremere, now standing in the Wicked City, had saved much of his clan. The surviving demons had plead loyalty to
their new god. Though he had gained much from this assault, he was now too busy combating the armies of
Emma-O and of Fallen who had descended into these worlds to claim the souls that had been stolen. Halaku
ripping their way through the surviving demons in the Yomi Wan were distracting the Yama Kings from claiming the
mantle of Demon Emperor.

This distraction cost Tremere time against Tzimisce. His flesh and blood, his entire clan, was changing. Tzimisce's
influence was corrupting them, but not to his own designs. The tainted Chi of the Ten Thousand Hells corrupted
even the discipline of Vicissitude. Making the Tremere as monstrous as those they had conquered. Vicissitude may
have awoken in them, but so had other things.

Tzimisce focusing hard on ending Tremere quickly missed a crucial piece of evidence. Once again Lambach
Ruthven saw through his manipulations and for the first time in two thousand years... he held his ground. Tzimisce
looked up from his corpulant mass too late to save himself from Lambach's fangs. Too late to save his soul from the
frenzied anger and despair of his favorite childe. Lambach, unlike Lugoj, captured the ancient's soul.

In the Underworld the lord of the dead, Charon, gathers his forces. The Storm is abating and with its passing he
senses a great darkness. The surviving legionnaires and Halaku who join under his banner form an army ten million
strong. Stygia is gone, but the souls of the dead continue fighting against Oblivion as best they can. One of the few
entities in the Shadowlands to not join Charon is Osiris, who is busy with the final confrontation of a battle that has
lasted millennium.

Within Du'at the mighty Osiris does his best to fight off Set, the Antediluvian who seeks the secrets of life and
death. Set has rallied his armies, called the souls of his clan to him, and summons powerful spirits to aid him. Set
begins his assault and victory seems assured. Were it not for the manipulations of one of his own childer. Kemintiri
has used her mystical might and a little bit of blood from the last Typhonic beast (carried within Enkidu) to sever an
ancient curse. The diaspora of the Silent Striders has ended, and they claim their vengeance. Set may have been
able to fight off Osiris, but not a tribe of Garou and his own childe as well. He quickly falls to fang and claw.

Meanwhile a small group of Virtual adepts claim to have found Turing's Avatar within the Net. They claim they have
found a backdoor into Heaven. Nineteen Adepts download for one final time, only to disappear from Creation. As

838
this happens a small group of Etherites return from Horizon with a band of powerful mages. One of whom claims to
be Merlin. As they lend their aid to the Traditions who are battling threats wherever they appear.

Voormas has fled from the living world and dwells within the Shadowlands. Using the powerful of the few remaining
souls he has chained, as well as his limited divinity, he seeks to undo the barrier between life and death. Standing
upon the Labyrinthine stair he conducts a ritual of unparalleled complexity and power. As his ritual comes towards
its conclusion the ground beneath him gives way. He looks down in horror as Zyras the All-Consuming consumes
even him. Somewhere in the midst of the war that consumes the Underworld is a man named Jack Tilton... and he
is smiling.

Charon knows what is happening now. He has waited ten thousand years for this battle. The Labyrinth is unfurling.
Grand Maw is approaching and the Neverborn rise. Ancient Pacts made by Azrael have reached their conclusion
with his demise. Charon lets out the signal and the dead begin to march.

The flames rise high from the burning armies of the Battleground, within the Umbra. Emerald flame washes over
both Wyrm enemies and allies alike in the chaos. Hellbringer, General of the Armies of the Wyrm, command from
on high a Wyrm Dragon. Laughing at those he slays. His dragon cries and he feels a sharp pain. His limp body falls
from high and the Perfect Metis claims the mount as his own.

Insanity is all amongst the field as monstrous Kupala demons and things from the Beyond seep into
Creation and join the fray. The Gaian forces are losing badly as the Vo'lag rip their way through the Utkena and the
Shadow Lords fall beneath Kupala's demons. However, Gaia's children bring allies as well. The Verbena,
Dreamspeakers, the Sidhe, and others come to defend the spirit of the Earth.

The Perft Metis looks down upon the world below and sees doom coming to his people. Eshtarra has lost,
devoured whole by Ennoia. The Progenitor of the Gangrel clan has claimed the Earth as her own, and with her so
many of the Gaian spirits scream in agony. The Weaver's forces stop, unable to process this turn of events. The
Wyrm both scream in horror and shout in victory. Yet even then the battle does not end.

Much like the Middle Umbra the Low Umbra watches the beginning of the end. The Onceborn Malfeans and the
Neverborn are feasting upon the souls of the dead. The Nephandi practice rituals to summon them into the world.
All seems as according to plan. Yet as the Abyss shudders and Grand Maw begins devouring her own children,
they begin having second thoughts. Their Mother has come and she too is hungry.

This occurrence forces the last Cappadocians to act. Using their potent death magics three Ancients, one of whom
is an Antediluvian himself (if only in age), act to breach the wall between life and death. Japeth and Lazarus hold
high a stone that fell from Voormas' grasp. Unre says the words and the stone falls. The play of the first murderer is
the thing which spurns Creation itself and breaks the shroud.

The wall thins and begins to disappear completely. The three Ancients walk proudly into Death and claim their
birthright. However, Lamachis too attempts to claim what she believes is rightfully her
own. With her scissors in hand she walks proudly into the lands of the living. Only to realize too late that the energy
of life itself burns away her foul soul. A small shrieking sound comes from her
lips as she is undone.

Tremere watches from the ruins of Emma-O's keep. He sees the two worlds becoming one and the destruction of
Earth's soul. So small does his accomplishments seem now. Saulot who has claimed his apprentices. Tzimisce
who has warped his clan beyond recognition. Mikaboshi's power which warps his magics. Ennoia who destroyed
the world he once loved. Yet Tremere has never looked back upon failure and misery. He climbs his way to the top
of the Yomi Wan and declares himself it's King.

Death is consuming all of life and from it the world is reborn. The Shadowlands merge with the lands of the living.
The Euthanatos know what must be done to atone for the crimes of Voormas and save the cycle from total
destruction. As they put their plans into motion the Neverborn and Onceborn Malfeans find themselves defending
Creation from Grand Maw, all so they too
will not be devoured.

At the side of those born from the Abyss fight the Halaku and Wraiths who united under Chaon's banner. He throws
his might into the fray and they battle Grandmother. All the while attempting to save what little they can around
them. In a strange twist of events a number of the surviving Giovanni aid them as best they can. After all, what
good is being the rulers of Creation if said universe is being devoured.

Magic against magic and might against might. The Onceborn die as so many of the Wraiths fighting do. The
Neverborn fight valiantly alongside Charon. Zyras wields her mighty blade forged from Angst itself and cuts deep
into the Grand Maw. As fervently as they fight, Charon knows they cannot win. They are no match for such a being.

The Shadowlands scream as the veil is ripped back even further. Downwards come every single Euthanatos
available. The might of over a hundred Mages smites Grand Maw. Each and everyone gives their lives to battle her
and inflict upon her the "good death." As she devours Zyras, Grand Maw is forced into the lightless howling void of
the Abyss. It seems even Gods can die. The Labyrinth closes and Charon cherishes his pyrrhic victory.

Charon watches the world dying and sends his troops to march into the lands of the living. Charon says his
farewells and lets loose his full power. His body composed of Wrath, Glory, and Faith is ripped apart. One final act

839
of charity. His power finishes the act forced by the Cappadocians. With a slight twist. The greatest Halaku uses his
Faith to make the World whole again. Those who fought at his side live once more. Those who die will nevermore
linger and the cycle is fixed.

The dead have risen and join the living. However, there is no time to celebrate. Veddartha still claims the minds of
many mortals and uses his powers (as well as theirs) to hide himself from all who wish to find him. He watches as
he always has, and waits. Saulot looks upon the tortured world and cries. He turns around and asks forgiveness
from his father. Caine gives none.

Lucifer battles his lieutenants with all the might he can muster. Yet it is not enough. The collective spiritual weight of
the Archdukes finally brings an end to the Morning-Star. As he falls he laughs at his former comrades. From him
erupts the fury of a dying star. Burned in primal fire the Archdukes are banished for the last time. The surviving
Fallen are not redeemed, their God does not call to them, they did not destroy Creation, and much of their battles
ultimately seem meaningless.

One by one the creatures that threaten Humanity are wiped out by the imbued. Mages and Fallen help rebuild the
broken world. The Changing Breeds patrol and protect the dying Umbra. The Fae are trapped in their mortal
frames, destined to be reborn again and again until the ending of time. The immortal mummies keep their secrets
and gain even more. The Kuei-Jin lost their battles and are now as thoroughly corrupted as the Akuma they once
opposed. All the while, the Children of Caine stalk the night.

840
The Settings of CoD and oWoD
Can be useful for Past Incarnations, for historical Games or for futuristic Games.

Official Historical Settings


Titel and Description Era Gameline System and Book
1. “The War of Dragons”: 200 Million Years WTA oWoD – Shattered
Paleozoic and Mesozoic Eras BCE Dreams
2. “The War of Rage” Pre-history 200000-2000 BCE WTA oWoD – Shattered
Dreams
3. "The Sundered World": 5500-5000 BCE MTAw & WTF CoD – Dark Eras
Neolithic Era
4. “Giants in the Earth”: Bronce 4000-3000 BCE DTD nWoD – Storytellers
Age Guide
5. “The Cannibal Hymn”: The 2371 BCE MTC nWoD – Sothis Ascends
First Turn
6. “Wolves of Ur-Sag” Ziggurats 2371-2120 BCE WTF nWoD – Forsaken
of Sumer Chroniclers Guide III
7. “Rise of the Convenants”: 1279 BCE VTR nWoD – Ancient
Ancient Egypt Mysteries
8. “The Mighty Despair”: The 910 BCE MTC nWoD – Sothis Ascends
Second Turn
9. “Requiem for Rome” Roman 753 BCE – CE 476 VTR nWoD – Settingbook
Vampire
10. “Black Streets of Babylon” The 625-539 BCE VTR nWoD – Ancient
Seven Spirits Mysteries
11. "To the Strongest": Alexander's 330-320 BCE MTAw CoD – Dark Eras
invasion of India
12. "Three Kingdoms of CE 220-280 CTL & GTS CoD – Dark Eras
Darkness": Three Kingdoms
China
13. “Return to Dusk”: The Third CE 551 MTC nWoD – Sothis Ascends
Turn
14. "The Wolf and the Raven": CE 700-1100 WTF & GTS CoD – Dark Eras
Viking Era
15. “Wolves of the Sea”: Viking CE 850-1050 VTM oWoD - Settingbook
Era
16. “Croatan Song” Middle Ages CE 900-1500 WTA oWoD – Setting Book
America
17. “Clash of Empires”: The CE 1095-1300 VTR nWoD – Ancient
Crusades Mysteries
18. “The Dark Ages”: Middle Ages CE 1197 VTM & WTA oWoD – Setting Book
19. “Blood & Silk”: Middle Ages CE 1197 KOTE oWoD – Setting Book
China
20. “Wind from the East”: The CE 1197-1388 VTM oWoD – Setting Book
Mongol Empire
21. “Dark Ages”: Middle Ages CE 1230 VTM, WTA, CTD, oWoD – Setting Book
MTAs, HTR & DTF
22. “Father Govens Child”: The CE 1238-1368 VTR nWoD – Ancient
First Kingdom of Thailand Mysteries
23. "After the Fall": The Ottoman CE 1453-1458 DTD CoD – Dark Eras
conquest of Constantinople
24. “Iberian Nights”: Gremo De CE 1415-1580 VTR nWoD – Ancient
Corajoso Mysteries
25. “The Sorcerers Crusade” CE 1466 MTAs oWoD – Setting Book
Renaissance
26. "Beneath the Skin": Aztec CE 1486-1502 Skinchangers & DT CoD – Dark Eras

841
Empire D
27. “Nightmares in the Jungle”: CE 1500-1600 WTA oWoD – Shattered
The Age of Expansion Dreams
28. "Requiem for Regina": CE 1587-1593 VTR & CTL CoD – Dark Eras
Elizabethan England
29. "Lily, Sabre and Thorn": Three CE 1600s-early CTL CoD – Dark Eras
Musketeers 1700s
30. “The Lost Generation”: The CE 1618-1648 VTR nWoD – Ancient
Thirty Years War Mysteries
31. "Fallen Blossoms": Samurai CE 1640-1660 HTV CoD – Dark Eras
Era Japan
32. "Doubting Souls": Colonial CE 1690-1695 HTV CoD – Dark Eras
New England
33. “Feeding the Fire” The Haitian CE 1791 VTR nWoD – Ancient
Revolution Mysteries
34. “The War of Tears” Againts the CE 1788-1980 WTA oWoD – Shattered
Australian Bunyip Dreams
35. "A Grimm Dark Era": CE 1812-1820 CTL CoD – Dark Eras
Eighteenth Century Germany
36. “The Wild West”: Wild West CE 1830 WTA oWoD – Setting Book
Werewolf
37. “Blood Flows West”: The CE 1839-1869 VTR nWoD – Ancient
Montrose Party Mysteries
38. “Age and Treachery”: The CE 1857 VTR nWoD – Ancient
Great Rebellion Mysteries
39. “Victorian Age”: Victorian Age CE 1880 VTM oWoD – Setting Book
40. “Sunset Empires”: Victorian CE 1880 KOTE oWoD – Setting Book
Age China
41. “Victorian Lost”: Victorian CE 1880 CTL nWoD – Setting Book
Changeling
42. "The Ruins of CE1893–1924 MTC CoD – Dark Eras
Empire": Collapse of the
Ottoman/British Empires
43. “The Great War” First World CE 1914 WTO oWoD – Setting Book
War
44. “Goodbye to All That”: The CE 1914-1918 VTR nWoD – Ancient
Great War Mysteries
45. "A Handful of Dust": The CE 1933-1940 PTC CoD – Dark Eras
Clutch Plague/Dustbowl
46. “Mage Noir”: Two Fisted Mage CE 1940 MTAs nWoD – Setting Book
47. “The Shoah”: The Second CE 1939-1945 WTO oWoD – Setting Book
World War
48. "God's Own Country": 1950s CE 1950s GTS CoD – Dark Eras
New Zealand
49. "Into the Cold": Cold War CE 1961 DTD CoD – Dark Eras
Germany
50. "The Bowery Dogs": New York CE 1969-1979 WTF CoD – Dark Eras
City in the 1970s
51. “New Wave Requiem”: CE 1980 VTR nWoD – Setting Book
Vampire in the 80s
52. “Gothic Punk”: Supernaturals CE 1990 All Gamelines oWoD – Setting Books
in the 90s
53. “Personal Horror”: CE 2000 All Gamelines nWoD (CoD) – Setting
Supernaturals in the new Books
Millennium

842
Official Future Settings
Titel and Description Era Gameline System and Book
1. “Time of Judgment”: The CE 1999-2012 All Gamelines oWoD – Setting Books
Apocalypse
2. “Fear Tomorrow”: A World CE ???? DTD nWoD – Storytellers
Unmade Guide
3. “Altered State”: Cyberpunk CE ???? DTD nWoD – Storytellers
Guide
4. “The World of Darkness CE ???? All Gamelines nWoD - Mirrors
Revealed”: Supernaturals
exposed
5. “The World of Darkness CE ???? All Gamelines nWoD - Mirrors
Destroyed”: The Post-
Apocalypse
6. “The World of Dark Fantasy”: CE ???? All Gamelines nWoD - Mirrors
New fantastic Elements
7. “Bleeding Edge”: Cyberpunk CE ???? All Gamelines nWoD – Mirrors Bleeding
Edge
8. “Infinite Macabre”: Space CE ???? All Gamelines nWoD – Mirrors Infinite
Opera Macabre
9. “Monte Cook's World of CE ???? All Gamelines nWoD – Monte Cook's
Darkness”: Post-Apocalypse World of Darkness

Inofficial Historical Settings


Titel and Description Era Gameline System and Book
1. “Pangea”: Jurassic Era 175 Million Years WTA oWoD – Fan Setting
BCE
2. “Paradise Lost”: First 250000 BCE DTF oWoD – Fan Setting
Civilisation
3. "Uraeus": Gods of Egypt 3000 BCE WTA, MTR & VTM oWoD – Fan Setting
4. “Ancient Mesopotamia”: 1700 BCE VZM oWoD – Fan Setting
Babylonian Vampire
5. “Glora Mundi”: The Roman 30 BCE VTM oWoD – Fan Setting
Empire
6. “A Poet and His City” Geists of CE 1250-1320 GTS nWoD – Fan Setting
Florence
7. “After the Thirty Years War” CE 1493 VTM oWoD – Fan Setting
The Convention of Thorns
8. “Muscovite Era”: The Russian CE 1668 VTM oWoD – Fan Setting
Revolt
th th
9. “Roaring 20 ”: The Golden 20 CE 1920 VTM oWoD – Fan Setting

Inofficial Future Settings


Titel and Description Era Gameline System and Book
1. “The Promethean World”: CE ???? All Gamelines oWoD – Fan Setting
Exposed Supernaturals
2. “The World of Future CE ???? All Gamelines oWoD – Fan Setting
Darkness”: Cyberpunk
3. “Mirrorshades Project”: CE ???? All Gamelines nWoD – Fan Setting
Cyberpunk
4. “HUSK”: Post-Apocalypse CE ???? All Gamelines oWoD – Fan Setting
5. “After Gehenna”: Post- CE ???? All Gamelines oWoD – Fan Setting
Apocalypse
6. “Fallout”: Post-Apocalypse CE ???? All Gamelines nWoD – Fan Setting

843
Other Rulesets
(from White Wolf / Onyx Path)

Exalted
Original Setting: Exalted is the tale of a forgotten mythic age, a time when spirits walked openly among
men, the world was flat and floated atop a sea of chaos, and the restless dead roamed on moonless nights.
Heroes granted power by the mightiest gods war and intrigue against one another for the fate of the Realm.
These are the Exalted, and their one-time rulers, the mighty Solar Exalted, have recently returned to reclaim
the world from those that betrayed them. The Solars can slay gods with immortal blades, balance on a
drifting feather, master all-powerful sorcery, walk unburnt across endless deserts, and outwit the demon
princes of Hell. Exalted took fantasy gaming by storm and launched a renaissance of pulp-inspired, high-
octane, swords and sorcery roleplaying.

Nephilim Rank Exalted Power Level


Initiate Dragon Kings, Jade Born, Fair Folk
Adept Dragon Blooded Exalted
Novice Lunar Exalted, Sidereal Exalted, Alchemical Exalted
Master Solar Exalted, Abyssal Exalted, Infernal Exalted

Advice: Take the Charms and Sorcery instead the Occult Sciences from this Book.

Scion
Original Setting: The ancient powers never fully went away. They wander our roads and cities, mingling
with the teeming masses of humanity. You are one of their children, born to the magic of yesterday and the
promise of tomorrow. Now begins the war against the Titans, elder beings who rage against the human world
and its wayward gods. Commanding the push and pull of Fate, you will ride into battle and work wonders, the
better to prove yourself worthy of legends. Scion is a contemporary game game of modern myth and epic
heroism.

Nephilim Rank Scion Power Level


Initiate Adventurers (Dark Heroes from nWoD Mirrors Book)
Adept Heroes (from Hero Scion Book)
Novice Demi-Gods (from Demi-God Scion Book)
Master Gods (from God Scion Book)

Advice: Take the Birthrights and Knacks instead the Occult Sciences from this Book.

Trinity Continuum
Original Setting: The world is fraught with dangers, from the products of mad science and corporate greed
to the perils of lost civilizations. Fortunately, as many of the Talented will tell you, danger is their middle
name, and the Æon Society is here to help them put things to right. The only constant in the world is change,
and that’s where you come in. Talents: the subtle champions, daredevils of unparalleled skill and
luck. Psiads: those able to employ the powers of their own minds to affect those around them. Novas: the
stalwart few with the power to alter the very fabric of reality. These Inspired arise in times of need. Few of
them will ever sit idly: they seem to be driven to act. Some will be crowned as super heroes, others as
power-mad aberrations. In addition to the main three eras listed below, other eras are also planned,
including Ægis (ancient Greece), Anima (2084 memory tech sci-fi), and more.

Nephilim Rank Trinity Continuum Power Level


Initiate Extraordinaire Mortals (from nWoD Mirrors Book)
Adept Talents (from Adventure Continnum Book)
Novice Psiads (from Aeon Continnum Book)
Master Novas (From Aberrants Continnum Book)

Advice: Take the Talents/Psionics/Powers instead the Occult Sciences from this Book.

844
Dark Eras

845
War of the Apocalypse
War of the Apocalypse. The background being the most important element in the game Nephilim, the
discovery as well as the understanding of certain elements are the foundations of the initiation trajectory of
the players / characters and this results in the obtaining of experience points related to The Sapience. It
would be a shame to deprive yourself of the innocent joys of the discovery of Great Secrets other than during
a game. Players, what follows is about the calendar of the wars of the Apocalypse.This information comes
from the NEPHILIM range (precisely from the supplement Figures) in order to compact and synthesize the
data into a summary sheet for the Maîtres de jeu who do not necessarily have all the existing supplements
and want to develop scenarios based on the events Which take place during this period.

2000

Maggiore Conclave held in Saint Petersburg, the advent Kwisatz Haderach


- The Militia of Christ remain in the Absolute Manor.

1st January: official of the Militia of Christ became president of the United States.
(At the end of the last volume of the Chronicles of the Apocalypse, bombs were launched on European
capitals leaving a world map "devastated" and a nuclear winter.)

The Russian generals manipulated by Gregor Kostacinov trigger a putsch.


- The US president declares the country at war and imposes a state of emergency.
- The 82nd Airborne of the Special Forces Templières seize the main centers and paralyze the country. The
Martial Law is decreed: the Army and the National Guard enforce it.
- 4 and 5 January: Circe Launches ritual to transform KL KS in what will be a failure (V, 1, p47)..
- Thanks to the Order of Malta , Temple of the doors will open ushering elementary wars in the Akasha .
Launch of Daimon & Mapping Astral .
- Division of Great Initiates (BG) into 3 factions: Honored, the Reverend and Humble.

February: Behemoth meeting a delegation of 666 and proposes an alliance (p17 of Figures) February 19:
Launch of Horrors by Shaitan in the Astral and the Major
Arcana I , II , III , IV , VII , VIII , XI , XII , XVI , XIX and XXI . The Reverend attack Philosophers
houses Arcanum XIII .

March: The Knights-Dreamers ( Johannus Marcus Larménius Jerusalem ) attack the Absolute Manoir
AntiGalion to recover the air and creatures: mission success.

April: creation of Knight Immaculate.


Propaganda campaign of Orkuz (p64 of Figures) Former OSMTJ joined Akashain a metal swan and emerald,
imparts knowledge of the Templars, joins the Nephilim.
A shaman performs a Sundance to break the link holding Wakinyan Tanka toAggartha . He becomes
the Dummy .

June: Meeting of the probouleuma .

July: R + C capture Behemoth want to analyze which ended in complete failure but also by recovering a
Spirit Dragon.
- Awakening of the Saurians: attack of the human populations / Selenim by mists / Drop of the magnetism /
Poltergeist.
- Former OSMTJ meets the World-Ship and Moor taught the existence ofFarstrider of
Entremonde and IEVE . Former OSMTJ renames the OCTS and search share this fraternity.
The Scribe is removed by Cyliani (R + C) and is held near New York.

August: Sara gave birth to her son Emmanuel to the Shrine of children Phu.

September: in Brooklyn, the Bohemians realize a Terrain Vague. Synarchy seizes Locus creating a new
building.

December: Attack Selenim led Orkuz on the center of the Order of Malta(Valletta): Death of Philippe Villiers
de l'Isle Adam . A large amount ofOrichalcum and Homunculus is recovered.

846
2001

- Attack of Horrors on Philosophers Houses V , VI , IX , X , XIV , XVII , XX andthe Mat .


- The Cults of the Blood gather together with the Saurians.
- Night of Walpurgis: awakening of Vafneer.

February: The Cult of Lilith attack the Nephilim and the Major Arcana .Shaitan, profiting by this inspired aid,
splits the Horrors into two armies:
Akasha sheltering Nephilim
Grail Primordial (vs the Major Arcana)
February 18: the Servants of Eris ( Atalanta ) use the bones of contention, creating elementary hurricanes
upsetting all Magic Fields . (P22 of the Figures).

March: Release of Ka-elements of Lysimakhéïa before a young initiate: Creating an Ar-Kaim Aquarian
named Iyas.

April: The Great Initiates (BG) learn the motivations of JMLJ and OCTS (egOSMTJ ).

June: contact and alliance between Al-Kaim & Johannus Marcus Larménius Jerusalem .

July: BG contact Dracka and combine with the House of God .

September: organizational beginning after seven months of inter-arcane negotiations to fight against the
Cult of Lilith .
September 11: the 2 World Trade Center and the Pentagon are covered by an air attack.
End of September: Dead during an explosion in a factory in Toulouse (Aiwass )

October: Dracka pressured VII , X , XIV , XVII , XVIII for testing Exodus Sidereal are performed in the transit
zones of the Nave of the OCTS.

December 12: FBI arrests Mike Low Dog (Wowakan / Wambali Wi). The Solar Enlighteners discover the
access to an Indian sanctuary pueblo where is hidden the arrow Thunder of Ka-Eau.

2002

January: Arcanum XV and the Cult of Lilith combine (p40 of Figures)


- The Farstrider EntreMondes to learn the quest of the Knights-dreamers.They decided to lose the OCTS
aisle in the inland ocean.
- Representatives of the Arcane VIII (Justice) condemns the actions of the Arcane XVI (God's
House) , JLMJ become a key agent of Nephilim .
- Successful negotiation between Orkuz and the mysteries of Hecate . New appearance of a generation of
the Dark Brotherhood and a new Pelican, the Eth discovers the Gypsies on the occult scene.

2003

The Reverend traveling in Akasha discover the Arkhémia anchor just after that of Arkhumains.

2006

The Eth fled the Kingdom of the Eumenides: the struggle between the Ethand Ram can start using the
Servants Invisibles, the Pelican and to Selenim Arcane XIII.
End of the settings of the 4 geostationary satellites of Denier.
February 12: Discordians use their apples to trigger elementary storms north of the US

2007

In the Other World, the court of the Shadow imposes itself.

July: The Emporato incarnates.

847
The Return of the Seekers
San Francisco, 1969 AD XIV: Temperance
“My wand, a playwright’s pen. My incantation a rock- This was the age when the ideal of peace and love rose
and-roll song.” again. Temperance wove a great ritual to open the eyes
and hearts of the world to goodness and healing. Bodhi-
In this epoch the next millennium began. Conservative satvas returned from the divine peaks and the execu-
nephilim say that in this time the world came closer to tioner’s swords broke upon their necks.
collapse than anytime since the fall of Tarshish, only the
heroic efforts of the Old Order kept the macrocosm from XII: Hanged Man
being blown wide open. The great south american post modern authors and
In this era people explored the subtle realms through countless other poets and musicians trekked across the
magic, journeys, drugs and other consciousness raising globe, from Boston to London to the Himalayas to San
acts. As the decade drew to a close, these seekers had Francisco and beyond. Annoucing, mixing and circulat-
returned from their metaphysical journeys and brought a ing the ideals of the new age where ever they went.
dream to the world through poetry, music, new religions
and new community. For many, the time was right for XVI: Tower
the next giant step on the golden path. The closed poli- “Kill an illuminati for the Empress”
cies of the conservative arcana were bankrupt and the It was the best of times and it was the worst of times.
next age was dawning. Magical kingdoms sprang up There was a lot of killing to be done: Rock prophets, po-
around the world, lots of spiritual things became part of ets, Kennedy the emperor, communist illuminati and
everyday talk, and the old order was rejected by more. And plenty of cover: Revolutions, biker gangs,
nephilim and ordinary people alike. drug culture, riots, hot and cold wars. On the other
The response of reactionary arcana tribes and secret hand, in this age, the tower was sundered almost to its
so-cieties to a hemorrhage of occult knowledge unseen founda-tions. Subtle arcana created battles that had to
since Napoleon’s invasion of Egypt was brutal. The be fought and violence, once let slip, could not be
world exploded into a full occult backlash. The saturnian restrained.
influences of Aquarius were invoked.
The powers of the world—the illuminati, emperor, tower
and their ilk, sent their armies to war in the streets and Sisterhood of Isis
jungles of Chicago, Los Angeles, Biafra and Vietnam. The priestesses of counterculture where everywhere.
The prize of the age was the new millennium. Who They changed the way people talked and walked and
would rise and challenge the unseen masters of the last thought and made love and made war. Their hard-
thousand years? Who’s rites would have the greatest edged philosophies and concious abandon drove the
power in the new age? What would the shape of the diffuse arcana tribes on. One need only read their
soci-ety to come be? pamphlet to know that this was their age.

The Priere De Sion


Tragic heroes. They had planted their spear in the
VI: Lovers wrong lands. The old French knights weakened as the
Sex. Drugs. Rock-n’-roll. It was the summer of love. The new em-perors grew strong. The illuminati ground them
decade or mind expansion. An age of carnality and down in Algeria and Indochina as vengeance for the
pow-erful words. The lovers had recovered and returned great war.
to their dreams and eternal battles of the flesh. Lovers The priere had no place to go, the holy land was closed
nephilim led society towards the garden of earthly de- to them. They washed up, angry and depressed,
lights, but ended in the over indulgence of the land of scatter-ing the world with expatriates from a cause
Cockaigne. greater than just France.

The World Wars, 1910-1949 AD


A Human Struggle

Nephilim incarnated in this period filled their time with war. During the period
from 1910 to 1949 there were almost 30 years of war, starting in Ottoman Turkey and
ending in Communist China. Including The Russian Revolution, The Great War, The
Spanish Civil War and the Second World War. This was a period of human struggle,
arcana, secret societies and individual nephilim fought on all sides of all the conflicts. See
Histories in Chronicle of the Awakenings for some details.

848
Bookhounds of Nephilim
This an example of a full Nephilim campaign.
Out on the edge of town a small band of strange people run an eclectic bookstore. They show up to all the
estate sales and pick over the booksellers searching for choice and rare books, the more occult-like the
better. One or two of them are auction hounds known for sniping sales. And they are a bit creepy.

They’re Nephilim. And they’re Bookhounds. They have been Bookhounds for thousands of years. Now
they’re awake and they crave knowledge.

1930s London is soaked in the Occult


It is the time of the Emperor Arcanum. Great powers grind together across Europe to slow inexorable
destruction. A country falls to the forces of the occult. The Hermetic Order of the Golden Dawn is on the
wane and their secrets published for the world to see. Aleister Crowley still lives — bloated, fat and drunk,
but alive. Would-be occultists lounge in coffee shops and exclusive clubs to swap politics and gossip. Dark
things stalk the alleyways of London and most of them inhabit human forms.

No one likes Occult books like Nephilim


Floating around among the detritus of the swiftly changing world of the 1930s is the hastily copied and poorly
printed accumulated knowledge of the Occult Nephilim since the Dawn of Time, badly copied and
handwritten and misprinted. One man’s Kabbalah scratchings in the frontspiece of a book is another man’s
Greater Summoning. Occult tomes are like Pokemon to Nephilim — no matter how worthless one
must catch them all. The Nephilim collect books with purpose. Those half-hearted confused rituals work for
them, after all.

And Sometimes the Books Come With Bonuses


That book full of Theosophy and Dream-Magick has, buried in it, the ritual summoning of a horror from
beyond time and space, ripped from some plane unexplored by Nephilim-kind. It’s a little unexpected but
hey! It’s a new Summoning! We want to keep that one in case the Templars show up…

Everyone wants — and are dying for — occult books


In the meantime, something new and horrible grows. The rise of the Thule Society in Germany in the 1930s
is deep and fertile ground for Nephilim Adventures stationed in London. The world’s first truly magickal
human government is bent on world domination, and eliminating all Nephilim. Not those who stand in their
way — all Nephilim.
– The High Priestess Arcana will do anything to collect the now-scattered secret Occult knowledge before the
now highly trained occult societies of humans do and they will kill to defend their libraries;

– The Emperor wishes to preserver his power from the rise of the Thule in Europe and expects those who
dwell in his Domain to do his bidding and collect the Occult knowledge and shoot Nazis for him;

– The Tower scours the Auction halls and bookseller tables to pull forbidden knowledge from the hands of
humans, knowledge leaked out by the rise of Occult Societies in Victorian London;

– The Magician wants to put magic into the hands of mankind to help them combat the rising tide of Occult
Evil and sponsors more than a few post-Golden Dawn Occult Circles and is getting into all kinds of trouble;
– The Templars, via Secret Governmental Organizations, consider working — maybe, in an enemy of my
enemy is my frenemy — with the Nephilim Arcanum JUST THIS ONCE to combat the rising horror of the
Thule but they still will pull Occult books out of the grasping hands of Nephilim Bookhounds at estate sales;

– Meanwhile, the Thule Society may already have their hands on the Spear of Destiny and, worse, are
establishing Occult bases from Berlin to Alexandria to Tibet and they are hunting Nephilim;

849
– The race is on for the Thule, the Nephilim, the Templars, and any opportunistic secret societies — ancient
Nephilim-worshipping groups and Black Moon Selenim and horrible cults — to collect all the Occult tomes
floating around on the streets of London and use the magic contained within to win the upcoming World War.
That 15th century grimoire is more than a book full of dark evils; it may be the key to winning the World.

Bookhounds of Nephilim is a heady stew of Occultists who can actually practice the occult, London, Nephilim
Major Arcana jocking for position in the morning hours of WWII, Templars making backroom deals, Nazis,
trips through the snows of Tibet, chases through the desert for ancient artifacts of power, guns, car chases,
book auctions, and more Nazis. And maybe the Ark of the Covenant. Or Cthulhu. It all starts with a couple
of Nephilim, friends throughout their Incarnations through time, putting up shop in a bookstore. Who would
ever suspect eccentric book collectors in a book store in London?
Start with the Nazis and Occultism resource and work from there. It’s a fertile ground for great stuff. Also
some high quality crazy. Simply read through the Internet and assume every rumor about the Nazis and the
Occult are true. Now, stir.
You can get Bookhounds of London from Pelgrane Press. But I assume you already own a copy. Setting is
“Extreme pulp.” It’s not the right system but it’s full of the right flavor.
The 1930s Nephilim Bookhounds vs the Thule vs the Templars game is high on my list of games to run.

The Swastika and the Spear


God is Dead.

After Germany’s defeat in the World War, a new group has arisen to prominence in the occult world – The
Thule Bruderschaft. Once dismissed as lowly servants of the Illuminati, they now are fully embracing the will
to power. The Thule’s mundane political wing, the National Socialists German Workers Party, have just been
voted into power in Germany. Their leader, Adolf Hitler, has been elected Chancellor, and is moving rapidly
to centralize all power of the German state to him. Insiders know that he plans to rearm Germany, to avenge
its defeat in the Great War, and create a new empire in the East for the expansion of the “pure” Germanic
race at the expense of all others. Whilst the Illuminati struggle to regain control of a sect they created, the
Templars are ready to meet with Thule representatives to form an alliance to bring about the Great Plan and
change the world. Here in the city many occultists and conspirators come together to discuss the fate of
Europe. German troops are amassing at the border, and time is appears to be running out for the city of
Alchemists.

This game features the machinations of the Thule Bruderschaft, the Illuminati, the Templars, the
Rosicrucians, and the Prieure de Sion amongst others. The Nephilim Arcanum are well represented as well,
with Nephilim players of the following Arcanum given preference for Incarnating in this period – The
Magician, the High Priestess, the Chariot, the Wheel of Fortune, Strength, and Justice.
The setting for this game is the city of Prague, Czechoslovakia, in the year 1933. We warn prospective
players that this game will be very dangerous – no one escapes unscathed from the storm that is coming.

850
The Wild West, 1877 AD
High Noon; Good against Evil.
The Kingdom of the West is a wild frontier, filled with powerful wilderness and
magical places. People like Harry “the sundance kid” Longabaugh, “Mysterious Dave”
Mathers, Count Moon, The lawyer and gunman Temple Houston and the grey-eyed
lawman, John “King” Fisher. Fight each other in places called Justice, Promise, Burned
Bush, Gilliad and Zion. It is an age of heroic battles and epic pursuits. The man in black
is fleeing across the desert, but you’d better have a lighting draw or all you’ll win is an
orichalka bullet and an unmarked tombstone.
From time out of mind the kings of the Sun had dwelled in the deserts of the west.
Their golden land had flourished for thousands of year. But now it has been destroyed.
Beleaguered by conquistadors, crippled by dark latin magic and earth-breaking rituals and
set upon by plauges, the kingdom of the sun has vanished from the desert world.
But the battle is not over. The fading kings have sent out a call for aid, a call to raise
the war bands of old. Fighters have come from across the seas to join the battle: Knights
of the sun from the old celtic kingdoms, Irish sun gunmen and rebellious highlanders;
Seekers from the orient; Old french knights and sages from the center of the world.
Ancient enemies have also ridden forth to challenge the sun. Templar barons, Black Star
artificers, Nibelungen delvers, Illuminati capitalists, dead-eyed selanim and many more.
Mad for a taste of the solar power than flows across the land. They’ve delved up orichalka
from the virgin depths, and strung cruel metal bonds across the west: New telegraphs,
railways and barbed wire fences break the currents and weaked the old ways and the
ancient land. The battle lines are drawn, the foes are within gates. Light and darkness will
fight it out with blazing guns.

Secret Societies
Big Game Hunters
The Orichalka Men came to the west first as lone hunters in the wilderness and later as
professional killers. Tapping easily recovered orichalka, they slaughtered hundreds,
perhaps thousands, of moon nephilim. Shipping the elixers back east to build up the
arsenals for the struggles that were brewing in Europe.

The Mormans
A strange messianic sect, following a prophet. Their leader sought to build the kingdom of
the fool on the ruins of the sun. But he revealed too much. In a swift campaign, these
agents of questionable arcana were supressed. And their magically receptive followers put
under the watchful eye of the emperor tribe.

Hermetic and Indissoluable Order of the Egyptian Shelter


Circuses, fortune-tellers, carnivals, snake-oil salesmen, magicians and tricksters fanned out
across the west. Hunting for oddities, chasing down the moon, gathering up the awakened
and other amazing things. Some circuses brought evil for the nephilim, some brought
solace.

Templars
Trying to regain the ground lost to their young illuminati rivals on the eastern seaboard, the
templars sought to divide the west and bound and bonded it with rails and wires. They
fought hard battles against many forces and even brought in Chinese workers to prevent
infiltration by european enemies.

851
Dominant Arcana
The battle for the west took place while the empress’ colonial world empires took
Africa and Asia and the madness of the Magician and the Tower rolled across Europe. The
old spirits of the land, who had explored and nourished the magical landscape could not
resist the powers from outside. Without any technically sophisticated magic they could not
counter the new rituals or win mortal wars. Other tribes came to the deserts drawn by the
grail: Young emperors, carving out their domains. The knights of strength, always
prepared to fight Ragnarok against the darkness. The fool, and his hound. Justice was
already there, waiting.

XIX: Sun
As their ancient kingdoms vanished, many sun nephilim answered the call for
champions, and are among the legendary fighters of the west. They came from all over the
world, though old solar lands—Ireland, Scotland and Wales—furnished the majority: Irish
gunslingers or Priests of the old gods— driven out of Japan by the growing power of the
Illuminati for example.

XVIII: Moon
Along side the sun, the moon had prospered in the big wilderness before the fall of
the kingdom. As the west was opened up to the world, they became the prey. The moon
activly fought to stem the tide of settlement and exploration—turning natural forces against
the invaders— but the weapons of the orichalka men were too strong for the animal people.
In the end the moon was driven into the northern wilderness and up into the high
mountains.

The Lord of Misrule, 1590 AD


..when the planets
In evil mixture to disorder wander,
What plagues and what portents, what mutiny,
What raging of the sea, shaking of the earth,
Commotion in the winds! Frights, changes, horrors,
Divert and crack, rend and deracinate,
The unity and married calm of states
Quite from their fixture!

England stands poised to assume its place as a dominant world power. Only the Spanish, who are said to be
amassing an armada, can stop the Ascension of Queen Elizabeth. Her court Magician John Dee and his
circle are attempting to cast Elizabeth’s court in the mould of the semi-mythical Camelot, with the Once and
Future Queen leading a new, universal Protestantism to dominance over Europe. However, Elizabeth herself
may not be committed to Dee’s ultimate plan, as others struggle to persuade the Queen into different
courses of action.
The Rosicross and the Templars vie for the Queens favour, with the Magician Arcanum trying to eliminate all
other Arcanum’s influences on the future of the occult world. Agents of the Hanged Man Arcanum-
Shakespeare, Spenser, and Marlowe, set out to save the future for all mankind.

852
The Renaissance - Serenissima
Vinculum quippe vinculorum amor est
The destruction of the feudal order by plague, warfare, and the ambitions of kings has left Europe open to
new things of every kind: new philosophies, new art and architecture, and new patterns of development. The
richest, most advanced places in Europe are the Italian city-states, which have made vast profits from the
Crusades, combining advantageous location for trade with political and economic sophistication. These city
states, run by the great families of Italy – the Medici, the Sforza, the d’Estes, the Borgia, the Colonna, and
the Orsini – are the breeding ground for everything that flourishes at the end of the dark ages: art, politics,
science, treachery, magic and heresy. The first among equals is Venice, known as Serenissima – the most
serene Republic. Ruled by a Doge who is elected by the mysterious Council of Ten, Venice has created an
intricate web that holds all of Europe together. And so the manipulators come to pluck the strands, to cause
tremors that will awaken the makers of a new age.
The Chariot Arcanum, led by Leonardo da Vinci, is attempting to gain primacy as the weakened Emperor and
Hierophant Arcanum struggle to maintain their position of power in the world. Opposing them is the Empress
Arcanum, who champion the rebirth of humanistic passion as the old medieval order disintegrates. Both of
these groups are in turn opposed by the Wheel Arcanum, who, for reasons of their own, have determined
that it is not the right time for either to Ascend.
In the midst of this epic occult struggle, due in part to the ceaseless activity of the Nephilim, human secret
societies begin their own magical experiments. Templar commander Machiavelli prepares to battle the
Medici, pawns of the Prieure de Sion, over control of the richest cities in the world. However, an expedition
across an ocean is about to change the world as they all know it, forever.

Cast: The Romans, The Florentines, The Neopolitans, The Venetians and The Milanese

Persia, Khorasan, 1300 AD


Kubla Khan & The World Empire
The great Mongol Empire stretched from Korea to Vietnam, Persia, Mesopotamia,
Poland and the Balkans. It encompassed Turks, Russian, Persians, Chinese and many,
many others. Under the auspices of Empire nephilim could travel across the world, re-forging old links,
uniting against old enemies and gathering lore.
Driven by nephilim power the Empire grew vast, but before it could stretch from
sea to sea before it fell to machinations from within. Secret societies and some Arcana
fought against the Mongols, spreading a pall of fear which still remains.

Secret Societies
Assassins
Their methods or secret killing that worked so well to control the crusaders and Arab kings,
human and nephilim alike, fell flat against the Mongol armies. Their demands were
ignored, unassailable fortresses sacked and members slaughtered. The order was scattered
and driven underground.

Tuetonic Knights
Once rulers of vast domains in Poland and Russia, their lands, serfs and fortresses were
laid waste by Mongol armies against which they had no power. They were saved from
annihilation by the schemes of unknown forces.

853
The Dominant Arcana
IV: The Emperor
The Mongol Empire carried the plan for world empire almost to completion. This arcana
drove conquest and ordered the new empire. The plan collapsed as other tribes, societies
and powerful individuals carved the empire apart from within or rallied to hold it back from
final conquest.

VXI: The Tower


The shock troops of the empire, this tribe slaughtered widely. Destroying heretical
Christians, Muslim astronomers, sacking Baghdad and more. Their greatest victory came
at the destruction of Alumet and the shattering of the Order of Assassins by the Hulagu
Khan.

XIV: Temperance
Working hand in hand with the emperor to unite the world, spread tolerance and promote
Buddhism. Their plan to heal the world empire from the inside out collapsed as hotter
heads prevailed. They succeeded in moderating some slaughters in China and Russia.

III: The Empress


Worked in subtle ways to strengthen the Mongol’s foes and weaken the Empire, thus
preventing the Emperor from gaining total world domination.

Albion, 415 AD
The Dance of the Sun
In the great darkness that swallowed Europe after the collapse of the World Empire
and before the rise of Great Churches of the Wheel the Boat of the Sun came to rest on the
green isles of Albion. In three separate places and times the Sun Tribe attempted to bring
the Solar Kingdom into the realm of humans: The Ireland of the Tuatha de Danan, Wales
under the son’s of Math and King Arthur’s Camelot. Each time they failed, the kingdoms
disappearing in the misty darkness at the periphery of the world.
The solar king is the embodiment of the union of temporal power and mystical
potency. The king gives up their individual life to take up the life of the whole. They, the
physical land and the mystical state are all linked into one. In such a realm the golden path
is once again accessible. The king has vast awareness and heavy responsibilities, but they
must carry this weight on their own shoulders. Mortal shoulders are often not up to this
challenge.
In Ireland and Wales the sun gathered bands of heroes and champions around the
kings to uphold their kingship and the golden path. However in the end, there was not the
power in the land to hold out against the combined onslaught of the Selenim and the Black
Star, which eventually brought down the ring of heroes and their kin. In Camelot the
arcana built a stronger kingdom: The greatest leaders, the most powerful magicians, and
most potent suns gathered together and threw back their evil enemies, and for a while peace
and goodness reigned. But then corruption crept in and the arcana became rivals, distracted
by personal and mortal concerns and forgot what they were fighting for.
In one last attempt to hold the kingdom together, Arthur the King sent his heroic
band out into the world to quest for the lost Holy Grail, whose steward he had been. The
grail was last seen for sure in this age, in these green isles. One by one the grail knights
died, slain by monsters, lost in the wilderness, butchered by templar bands and overborne
in mortal struggles. The grail was lost to those of this age. The grail quest goes still goes
on—the grail itself has sometimes been found occasionally and won, but never held, it has
passed from hand to hand through the last thousand years of history. All the time protected

854
and pursued by the knights of sun king’s round table.

Secret Societies
Black Star
Raised the armies of darkness to resist the sun. The ancient orichalka men were broken in
this war, pulling down the sun twice but, thrown back to the edges of the world in the third war.

The Judas Brotherhood


The thieves of the grail. They pursued it from the center of the world to this green and pleasant land.
Eventually they wounded the king, by wounding his ring, his body and his kingdom and stole the grail.

Templars
The Templars borrowed the ‘posse comatatis’ of the Teutonic knights and the orders of the Emperor and
created highly motivated bands of warriors who could fight to Sun’s champions on their own terms

Dominant Arcana
XVII:Sun
The arcana of the mystic’s kingdom tried, and nearly succeeded, to build a foundation in
Albion. Solar kings, mythic kings, festival kings and the button kings of Nottinghill are
the result. The Sun created mystic circles and bands of heroes and champions to hold back
the dark and uphold the kingdom of the golden path. Some still carry on the grail quest to this day.

IV: Emperor
Trying to build again its vanished world empire in these sceptered isles, the hubris of the
Emperor sowed discord in the kingdom of the sun and brought it down. In the end, Arthur
redeemed his tribe by inspiring the grail quest.

III: Empress
Seeking to unseat the Magician as the hand of the Emperor, Empress became the power
behind a diminished thrown. Many would say that its means, the Judas brotherhood, was a
step too far.

Camelot, Britain 542 AD


The Rise and the Fall of the Grail Kingdom
Once properly embodied you were able to see what was going on. Here is a synopsis of critical events. Britain of 495
AD was a land of shattered dreams. The Romans had withdrawn generations before, leaving be-hind only
crumbling forts. Vortigern, Ambrosius and Riothamus were all dead, and with them the hopes of a British revival.
Pict, Angle and Saxon raids intensified, and it seemed that the end of British civilization was near. But then, there
came word of a cavalry leader named Arthur. Of Celtic birth and Roman heritage, he com-bined the best features
of both people. Some whispered that Arthur was of a certain mystic bloodline, and he proved them true when he
took up the Holy Grail, be-coming Guardian of the Church, and High King of all Britain.
There are many stories about the Grail. Some say it is a chalice carved from the emerald which was once embed-ded
in Lucifer's forehead. Others equate it with Dagda ’s bottomless cauldron. Various tales say that it was owned by Adam,
Seth, Methuselah, Enoch, Melchisedech, and finally the Zero Trump. The stories of its powers have a
similar variety; they tell of it granting immortality, heal-ing mortal wounds and transforming the magical fields.
All that is truly clear is that the Grail is a mighty artifact of magic, and that its power gave Arthur the means to
unify the people of Britain.

855
Though he was mortal, humans and Nephilim alike gath-ered behind Arthur. When the Magician, Merlin, pre-sented
Arthur when the first of many Excaliburs, he led his people to victory in 12 great battles. The last wasatop Mount
Badon in the year 500, and afterwards the Angles, the Saxons and the Picts feared to show them-selves within
Arthur's Britain, the Grail Kingdom. For twenty-two years, the Grail Kingdom was the shin-ing hope of the West.
The continent was ruled by bar-barians, but in Britain civilization lived on. Then, the Judas Brotherhood
descended upon Camelot, led by the fallen High Priestess Morgan Le Fay. Once more, they betrayed the Fool.
Arthur was nearly slain, and the Grail was stolen away.
In 522, the human’s Grail Kingdom died. In a desperate attempt to recover the Grail, Arthur made alliances with
the Nephilim. He allowed a Phoenix to incarnate within him, and thus became Arthur Pendragon. For twenty
years, the Pendragon led the quest for the grail, but itwas hopeless.
Without the powers of the Grail, Arthur’s Britain was doomed. Angles, Picts and Saxons rose again. Templars
moved into Britain, eager to spill the blood of the Fool.
In 542, the battle at Camlann came. It was the Templar Mordred who struck the final blow against the King.
Rumors and prophecies say that Arthur will reincarnate at the Millenium, but already one has passed, and the
Once and Future King has yet to rise.
The remnants of civilization in Britain did not even last a generation. By the end of the Sixth Century, few traces
of the Grail Kingdom remained. Even the name Britain was gone, for the Island of the Mighty had become the
Land of the Angles, England.

Secret Societies
Judas Brotherhood
The Judas Brotherhood had been dormant in Britain since the comin of Joseph. When Arthur took up the
Holy Grail and became the High King of Britain, they once more began their plotting. It was the Selenim Mor
-gan Le Fay who used her stolen High Priestess secrets to lead the Judas Brotherhood in the theft of the Grail.
Since that day, the Grail has been used by the Judas Brotherhood and their Selenim allies as a receptacle for
Solar Ka.

Order of St. Sulpice


When Joseph brought the Grail to Britain, he formed a Church to protect it, and gave guardianship of that
Church to the High King of Britain. Due to the evil plans of the Selenim and their Judas Brotherhood, Arthur
failed in that trust, and the Grail was lost to him. Thus, Arthur formed a new organization, the Order of St.
Sulpice. Since 522, their goal has been to recover their Grail. They were at the height in the last twenty years of
the Grail Kingdom. Their numbers have lessened, but with the help of the Knights of the Golden Fleece, the
Sons of Tuirenn and others, they still work towards the completion of their ancient quest.

Prieure de Sion
After successfully raising the Merovingians to the King-ship in France, the Prieure de Sion turned to Britain,
where they helped Arthur, another of the Blood, to come to power. The ancient enmity which lies between the
Prieure de Sion and the Templars was once of the final factors in the destruction of the Grail Kingdom.

Templars
In the time of Arthur’ s Camelot, the Templars were jack-als, feasting on the corpse of a once mighty Kingdom.
They were not seen in Britain until after 522, when the Grail had already been stolen away, and Arthur's King-
dom had begun to crumble. Eager to bring about the de-struction of their enemies, the Prieure de Sion, the Tem-
plars struck the death blow to a dying kingdom.

The Dominant Arcana


I: The Magician
Although the Grail Kingdom was human, the Magician Arcanum was a mighty power within it. They had origi-
nally come to study the secrets of the Grail, but when Merlin was named the King's advisor, they began to look
towards the future of Arthur’ s Kingdom as well.

IV: The Emperor


Jealous of Arthur's mighty Grail Kingdom, the Emperor Arcanum seized upon a moment of weakness when the
Grail was lost. By convincing Arthur to let the Phoenix Gwydion incarnate in him, the Emperor gained control
of what had been the greatest Kingdom of its Age.

XIX: The Sun


Some four centuries after the destruction of their Second Kingdom in Wales, the greatest of the Sun Arcanum
once more incarnated in Britain. Among the Sun Gods were Owain, Percival, Tristram, and Gawain. It was the
last who was the greatest, for he had also ruled Ireland as Lugh Lamhfada, and had been the mighty Lleu Llaw
Gyffes in Wales. They and many more swore their allegiance to the human Arthur, as warriors and friends.
By teaching their ideals to Arthur, they made the Grail Kingdom the Third Kingdom of the Sun, but like each of
its predecessors, it eventually failed.

856
The Arthuriad
Chronology

Timeline: The Awakening 420-425


Unification
The revolt of the twelve kings
Oath Danna
The Plot Brazep
The design of the ante-king

Timeline: The Breath 426-435


The anathema of the Dragon
This is the bitter struggle launched by Merlin against the Cult of the Dragon .In recent years, members of the Cult
will greatly reduce, captured by the Force , God's House and Justice . Anathema This had two effects: the cult
dived underground and attention Adopted of the Force , pointed at the Cult of the Dragon , not perceived the other
esoteric conspiracies. This is a darker time than the Rebellion of the Twelve Kings (Arthur vs. Lot), no human
affair legitimizing these clashes.

Merlin and Viviane


Unable to seize the Grail and unable to attack Arthur under the protection of the Fraternity of the Round Table,
the cult of the Dragon decided to deal a blow to the reign of Pendragon in the person of Merlin . Dahud forma
insider, Viviane, so that it becomes the basic ideal of the Prince of the Force . TheSatyr , giving way to his
instincts, fell under the control of Viviane and was imprisoned in Brocéliande, the fate he had learned it.

Lancelot, the perfect knight


A French knight came to the court and soon to shine by his martial skills. He pledged allegiance to King Arthur
and to the Round Table. The young man performs prodigies which no one else was able to realize before him. He
intuitively felt magical phenomena and instantly recognized the Nephilim . It was then the subject of numerous
studies by the Arcane Sun who tried repeatedly to seize humans. The Ka-Sun of Lancelot , true light core so
dense that it seemed ready to explode, allowed him to be insensitive to any form of use of Sciences Occult . The
most terrifying phenomenon is that someNephilim began to experience Overpower vis-à-vis personalizing this
extraordinary human.

The illusory field


The Grail Quest
Expansion of Terres Gastes
Education Mordred
The Queen's Brotherhood

Timeline: The flight 436-450


Queen booed
Invasion of Terres Gastes
The Grail Quest & Arthur's disease
Pathways Zakai
's adultery Gwenever
The nadir of the Force

The subtitle is Incarnation 5th century, the Dark Ages.

The Layout is pretty simple.

0 - The Mnemos Effect: Discussion on how launch the campaign with your modern characters
1 - The Gathering of Mists: History of 5th century Britain
2 - Earth’s Songs: Setting, places, dramatis personae
3 - The Gest: The campaign proper.

So before we begin, let’s talk about the Arthuriad place in Nephilim setting: While Nephilim authors were always
more interested by northern French legends and so were bound to use Arthur and Viviane, the Grail Quest and
Merlin are too important in occult thinking to not use them.

I have no idea if in 1996 when the book hit the shelves, it is already popular to set the Arthurian setting in Late

857
Antiquity but three years later was launched a comic named Arthur being set in the same time.

In Nephilim the Arthuriads are an important time since they enable the discovery of the second Kabbalah world
Zakaï, the codification of the Grail quest proper and the last breath in the Western world of these overt alliances
between humans and Fallen.

0 - The Mnemos Effect


That will be short as it is just a list of pretexts to launch an historical campaign. They count:

Flashbacks for glimpses of the setting. The books emphasizes that Nephilim as immortal creatures are often lost
in memories and so are prone to flashbacks and reminiscences at opportune moments. Arthurian memories could
be encouraged by visiting some places in Brittany, hearing the name of a famed knight you fought with, seeing
evidence of Merlin/Myrdin continued existence.

Adapting the characters: Easy you take character creation but stop to the Arturian Incarnation and benefit from a
greater choice of Simulacra in this time. That means, no alchemy and in practice a very difficult access to
Kabbalah. So your characters will be more obviously supernatural than normal (cause their higher Ka) but have
less occult experience.

The Subtle Planes are also a good occasion for a fantasy/historical campaign as they represent the dreams of
humanity. There is of course many of them dedicated to Arthur and co.

Seriously the simplest solution would be to run the Arthuriads with new characters. Adapting your
present day ones is fine if they have the incarnation period but can be difficult if you have not talked with
your group about your intention to run the campaign. All in all this mini-chapter has the merit to propose
systems to run historical campaigns so that’s a plus even if the adaptation rules are just plain good
sense.

1 - The Gathering of Mists


The story begins long before Arthur’s time. Some could even say it begins before Atlantis itself when the Drakons
were born. One of these beasts was harried to what is now the British Isles and chained here by sorcerous
means. Its presence made what is now England and Wales magical lands or rich potential but of powerful
dangers as the Wyrm’s dreams beget more and more Dragon-Effects, elemental monsters.

Long after the Fall, a Compromise was passed between the humans inhabitants of nearby Ireland and the
Thuatha de Daanan and the Fomorian, a motley of Nephilim and Selenim fascinated by the Astral Plane. This
Compact was unable to expand to Britain, where local Fallen had begun to worship the Dragon and organized
themselves in a mighty Cult, but was renewed when the Western and Northern Mysteries arrived with the
Milesians as is recounted in the Book of Invasions.

Centuries passed. The Thuatha retreated in the worlds beyond forsaking Ireland, Lug the mightiest among them
being the ephemeral first Prince of the Strength Arcanum before leaving his place to a satyr named Merlin.
Romans invaded England and kept it despite Boadicea’s revolt. Everything was peaceful in Britain (that means
that the occult factions were embroiled in a vicious cold war with the Cult of the Dragon dominating the moors and
highlands beyond Hadrian’s Wall)

Everything was peaceful until Rome abandoned the isles to their fate and retreated to the mainland. There arose
the question of leadership and all the assorted mayhem. From Rome’s departure to the dawn of the 5th century,
reigned petty kings of no renown. Until Vortigern that is.

All began with not unknown scene. The King of England (no idea how the land was called) died leaving three
sons. The eldest Constant was a monk while his two brothers were too young to reign. Vortigern, cousin to the
princes and powerful chieftain, decided to place Constant on the throne under the condition he became his
warchief. The monk accepted and became a weak king under Vortigern’s influence.

Unfortunately the war chief’s ambitions were not sated by his position. He contacted the Cult of the Dragon who
hovered around the royal court and persuaded them to assassinate Constant to secure his own accession to the
crown. The legends said that when the Pictish henchmen reported to Vortigern, he immediately accused them of
murder and gained the crown with the promise to fight the tattooed warriors.

Considering Picts were renowned warrior with a whole magical faction behind them. That was not the brightest
idea around. That led to an even dumbest idea when Vortigern simply asked the Saxons for help in exchange of
lands and privileges.

Long story short, the Saxons managed to gather all the most powerful British lords and murder them in the “Night
of Long Knives” (I have no idea why it is named so, for me the only Night of the Long Knives is the Nazi’s purge of

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the SA). Vortigern was contacted by Merlin, refused the advice of the Enchanter, and died when his stronghold
was lit ablaze.

The reign of Uther and Ambrosius could begin;


So when we left, Uther and his brother became kings. Uther was soon the only one when his brother fell in battle.
The Cult had no problems with the young Pendragon of Britain and competed actively with Merlin for his ear.
Nevertheless what happened next was strictly Merlin’s fault.

You see as a Prince, Merlin had had the privilege of gazing upon the Strength Arcanum Blade, the massive stele
where the quest of the Outside’s Control is written. When he saw it for the first time, his pentacle was stricken with
vision about a messiah: the perfect being with all elements.

The Kwisatz Haderach

I can’t fathom how Multisim had no copyright problems with the use of the term. Adding insult to injury,
there is also a Shai-Hulud (high level Pachad creature) and the order of the Bene Gesserit, further divided
into Honored and Reverend.

To be clear, the project of Merlin was doomed since the beginning, Nephilim Kwisatz Haderach is
Akhenaten the Rex Mundi.

So to create this Perfect Being destined to be the legitimate king of all Britain and a lighthouse on Agartha’s path.
Merlin arranged the mating of Uther with Ygernes a ranked priestess of the Cult who was charged to raise the
Simulacra of the high priestesses.

Two things. One that makes no sense whatsoever: The rules were never printed as Nephilim doesn’t
concern with this subject but nothing in the setting even suggest children born from Nephilim-Human
couplings, are special. Or rather the only instances we have of special children are from high-level quasi
Agarthian Nephilim like the future child of Moor and Shaitan (Princes of the Mat and Devil Arcanum) or
the strange child of Kerwiden the Moon Princess.

To add to my point, Nephilim are not presented as being particularly averse to sex. They have a
Metamorphosis named the Satyr for Epimetheus’ sake. Children from such pairings must be rare but not
really unknown.

So I don’t understand this choice at all. As only legitimate heir, there are already plenty of reasons to hide
Arthur from the Cult of the Dragon’s influence without falling into messianic delusions.

So in my setting, Ygernes and Uther meeting go along Arthurian legend, she became his wife after her
mortal husband death. Merlin abducts the child to be raised by Strength sympathizers.

Two. I love the dark potential of “raising” Simulacra, this is one of the few instances (and the text doesn’t
quite realize the implications) that drives home how much bastards the Nephilim can be.

So Arthur is born, hidden by Merlin, and Uther’s eventual death begins twenty years of bloody interregnum. The
campaign begins at the very ending of this interregnum but first:

2 - Earth’s Songs
Roots : Characters in Arthurian Times

That will be quick your character can be

A Briton: Normal choice, they are described as loyal but impulsive.

A Pict: Despised and feared but can come with magical tattoos

A Roman: Not really a roman but a city person who identifies itself as Roman even if the Empire is not gone. The
biggest difference between Britons and them is they are generally Christian. (I think that the Britons are still pagan
in the 5th century is a bit of an anachronism though)

An Irish: Pirates! No seriously the only simulacrum listed for them is pirate.

Oaths: Occult Factions in Arthurian Times

In addition to the Major Arcana you have the Cult of the Dragon who dominates all the North and the Highlands.
To join them you have to participate in a ritual where you must stare down an avatar of the Drakon.

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Funny facts: Even if the Cult worships the Dragon, they don’t want to awake it completely. In fact it is implied in
the text that the leading priestesses are content to siphon its power to their own ends and political power.

The only thing we know about the way of the cults is they are divided by elements. Water, Moon and Earth
Nephilim take female Simulacra and are priestesses, Air and Fire Nephilim take male Simulacra and are
enforcers.

Non Arcana Nephilim brotherhoods in activity encompass also the Pilgrims of the In-Between, a group of Astral
explorers, the Awakeners, a group of Dusk-compromise nostalgics that think they must teach humans to live in
harmony with the earth, the Mist Legion, a group of Roman Nephilim unofficially leading defense groups and
militias and at last the Faithful of Amor, a group dedicated to the worship of feminity and responsible for the
invention of “courteous love”.

The main regret of this chapter is that the Cult’s dogmas are never expounded (a problem endemic to the
campaign). I know some GM’s who treat the Cult as the Devil Arcanum (Enlightenment by the release of every
instinct with pseudo-Tantric justifications) but all is possible. The others groups appeared only in this chapter and
not in the campaign proper but the Pilgrims are a canonical faction in lore.

Wisdom
Blah, blah, Celts practiced New Age paganism, blah, blah, Celtic paganism is better than Roman ones, blah, blah
Earth-worship.

Seriously the only things worth in these 5 pages is the mention of the Pictish myth having a Tree of Life and thus
be usable to Kabbalah. The rest is New Age generalities

Occult Knots : more setting info

The Mat, the Magician and the Pope Arcana are building a « Celtic church », that is basically Christianity but
better. (Seriously the Celtic fetishism begins to irk me a lot)

The Lover Arcanum is very popular with the Dusk Compromise and the Roman Occupation being in fashion as
incarnation periods.

The Hermit are dispersed in the woods doing their business (As a Kabbalah-centric Arcanum the discovery of
Zakaï in the campaign is an obvious plot hook to use)

The Nameless are unknown and are mentioned only for someone to justify wanting to play a Selenim

The section on the Strength Arcanum clears off some of my earlier misgivings: Merlin plan was revealed to him
while he contemplated the Strength Blade and the mating between Uther and Ygernes was but one part of an
undescribed magical uber-ritual.

The Knights of the Round Table are presented as an elite group that the PC’s could join if they are mighty
enough. They are meant to be Arthur’s praetorian guard/black ops team

The Cult of the Dragon section presents as only new information the existence of a goodish faction of the Cult, the
Ladies of the Lake led by Nimue.

As for the minor Arcana

The Temple is represented by two factions: The first, The Military Order of the Legitimate Keepers of the Grail is
supposed to seek the relic and find a way to use it. They have the Holy Spear with them.

The second, the Resplendent Order of the West, wants to invade Britain and impose its version of Christianity
sans-Nephilim. Fortunately for everyone they are not allies of the first, better established factions.

Note: The names are wildly anachronic, this type of name is good to evoke the medieval knightly orders
and their conventions but in 5th century Britain they clash with the setting quite a bit.

There are two Mysteries churches described. One of the Zenith based in Bath using the springs for magical
research, and one of the Orient based in York trying to recreate gateways to the Hades.

High places of Britain

The Kingdom of Logres is the most important, its places of interest are:

Camaalot: The castle was built by Merlin’s magic and is a nexus between worlds. The forest surrounding the
castle is home to many a locus of magical power and gates to the Other World of Celtic myth.

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Salisbury Plains: In addition to the circle of Stonehenge, the plains are the setting of pagan games with magical
goodies and blessings as rewards.

Glastonbury: One of the most important places in the land, the island in the marshes is both an Omphalos (a
permanent Nexus) and the suspected remnant of the passage of Arimatheos and his companions to safeguard
the Grail. The Cult of the Dragon considered this land their holiest ground and the maw of their dread master.

Avalon: Haven in the subtle planes linked to the Earth in many places of the Somerset Marshes. Only members in
good standing in the magical community are authorized to see the Ladies of the Lake

The kingdom of Cornwall is a wind-swept wasteland with many magical sites.

The barony of Totnes has a giant problem with giants (don’t ask where they come from) terrorize the population

Morrigan’s Forest: A deep thorny woods suspected to be the domain of a paranoid Selenim.

Lyonesse Kingdom: a little state where the king has married an Undine. So frivolous the neighbors think it’s a
piece of Faerie.

Nothing more to say about places as the three remaining kingdoms are

Cambria : Actual Wales. Bastion of the Eleventh Arcanum and seat of the resistance against the Saxons.
Cumbria Border with the Highlands
the North Savage Land of the Dragon

so on with the Next Chapter The Glowing Path and so the nightmare begins.

You see Nephilim cosmology had its share of retcons and as one of the first campaign supplements, The
Arthuriads are victims of this.

From 2nd edition onwards, the universe can be summarized as follow.

Eidos: The Sublime World of Forms: Think the Supernal of Mage the Awakening, If you write yourself in there,
you become an universal constant. To Nephilim’s perception it is entirely built with Sun-Ka and it gnaws at the
core of their being.

The Akashas or Astral Plane : They are divided in three categories.

The Shores are nearest of the human world, they are the perceptions of the place: A battlefield relives endlessly
the battle, a temple is a haven providing succor and rest.

The Foams are the spirit of a peculiar dream or legend. There is numerous Foams dedicated to the Arthurian
Legend or ideals like Socialism or Enlightened Capitalism.

The Archipelagos are the farthest from human experience and they represent the deepest of human dream: The
Perfect City, the Great Mechanism are good examples of Archipelago.
The Material World with its magical fields and secret conspiracies and cryptids.

Below (metaphysically speaking) the Material are the Anti-Lands, the countries of nighmares. Where the
Akashas are built from dreams and Sun-Ka, the Anti-lands are built from fears and Black Moon Ka.

They are divided into two categories

The Mires are reflection of places and individual nightmares

While The Bogs are the great and lesser fears of humanity: Undeath, Darkness,

Below all at the Nadir of the Earth is Hades the realm of Orichalcum created by the fall of the meteor. The line is
unclear if it is a physical realm or the incarnation of the death pulsion of humanity (The symbolic of the
Orichalcum being nothingness and destruction)

Now, this cosmology was not in place when the Arthuriads were written. The Other World of the later Nephilim
Line is a haven in the Subtle Planes built by the Sidhe with a heavy dose of myth-weaving and raw magical might.
The Other World of the Arthuriads is the magical double of the world that was, the pitiful remnants of the magical
reality that was before the Fall.

Now there are few consequences to the differences.

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Arthurian Akashas are composed of Elements-Kas rather than Sun-Ka, so they are affected by Magic and can
offer bonuses or maluses to Nephilim depending of their dominant elements.

They are home to Dragon Effects, elemental creatures rather than dreams and perceptions.

Fortunately it exists a solution to reconcile both visions: The Great Secret, the Third Circle of Magic. This Circle
enables the magister to create an “elemental Akasha” with a menagerie of Dragon-Effects and Kaïms mastered
these arts. So you could simply rename every instance of Akasha in this book by “abandoned elemental domain”

3 - The Gest
The Grail Message

Like many stories, the Grail had its beginning in Atlantis. Well not exactly in Atlantis but in the gardens of
Prometheus on Madagascar. Prometheus was obsessed with the peaceful coexistence the Kaïm and humanity
could share but the Fall had shattered this dream with many others. The only act he could do was to teach his kin
a lesson who would lead them to treat their human hosts with respect if not understand them.

He took a gigantic emerald and crafted a cup from it. Before his most faithful disciple Azare (later the Hanged
Man Prince), he filled the recipient with his own blood (most likely liquid Ka) before enjoining him to take it. The
Fallen obeyed and made several people drink the strange liquid before drinking the rest. All who had drink and
their descendants after them became immune to Nephilim possession. More exactly, they forced any possessing
Nephilim in them to enter into Shadow and be able only to influence the dreams of their hosts. Azare’s host put
the cup away letting it fall into legend.

Eons later the emerald cup passed into the hands of Jesus who thought he could be used as a symbol of the
union between mortals and immortals. Arimatheos a Fallen close companion of the Messiah filled the Grail with
the blood of the Son of the Ethers, who like Prometheus’ before him contained all his Wisdom and memories.
Arimatheos being no fool left Israel in haste and made to the British Isles where he hid the relic in the Spinning
Isle, a hidden refuge already used by King Salomon to store uber-magical artifacts.

Soon many people came to seek the relic for it was said that she who would drink to it would gain the Wisdom of
both the Lightbringer and the Savior understanding how to forge peace between the two warring races. The Minor
Arcana seek also the cup for they think it will bring them immortality, knowledge and power beyond mortal ken.

That’s the Third Edition quest by the way. In the book things are a bit muddled as the Grail is forged into a cup in
Jesus’ time (before that it was only an emerald with the subtext possibly implying being a sort of data/memory
cristal for Prometheus secret teachings.) The book doesn’t precise any of the “peace between human and
Nephilim’ angle and suggest that the players make their own mystic truths.

Personally I prefer the Third Edition’s interpretation who make more sense, tie the thing to the Hanged Man and
propose your characters actively seek the relic in modern times a la Bretonnian Quest Knights.

The scenario begins with the PCs going to a conclave in the Hongaïl Torgab. The book is explicit that they need
not to have been precisely invited, as these gatherings are generally open to all Nephilim who can access them.
They can know each other since or be strangers but it is suggested to make them play some britannian
adventures before they set off to the conclave.

While they walk, they hear a song whose singer is obviously a Fallen. Investigation will reavel a young woman
marked by Water singing to a white doe who kneels before her. She, who calls herself Maryloreleil is the future
queen Gwener and her beauty is so stunning it is advised one or more characters know instantly a Fulgurance,
the Nephilim equivalent of love at first sight. Of course, any cursory knowledge of the Arthurian Myth will tell you,
it is a very bad thing for the kingdom.

The conclave itself is composed of eminent characters of both the Cult and the Strength Arcanum plus some
neutral parties including the PCs. As it is just a means for Merlin to make his plots public and try to gather
followers, the characters are not in danger even if they are surrounded by much stronger Nephilim.

The Cult’s representatives are


Morgana: Under her guise of seductress, Morgana is the head of the Cult in this meeting and will alternate
provocative gestures and reasoned arguments according to what will serve her best in the negotiation.
Loth: As his simulacrum is a King, one of the most important members of the Cult in theory. In fact he will follow
Morgana’s lead as he is part to others esoteric projects in his northern lands.
Yvain and his Lion: Two members of the Cult (The Lion is a zoomorph, a Nephilim who has taken the flesh of an
animal) who will mock any compromise the conclave manages to achieve.

The Strength representative (save Merlin) are

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Gauvain: Traitor to the Cult, Gauvain is here to warn people of the menace of the Wyrm even if his word has no
value when compared to Morgana.
Pellinore: A peacekeeper who will try to create agreements between the factions while being slowly snared by
Morgana.
Palomides: Not a Nephilim but a Rom, one of the Bohemians, Part of the bloodline who brought the Strength
Blade to the Dusk Compromise he’s greatly respected by this Arcanum and is a prodigy in Tarology and magic.

The Neutral are


Nimue the Lady of the Lake who is here at the express invitation of Merlin
Ygernes Arthur’s mother who has no idea why she is here
Thugain: a member of the Thuata de Danaan : none knows what he wants exactly

So the conclave begins with small talk (and the occasion for the PC’s to position themselves in the chessboard of
Occult Britain) until Merlin makes his entrance clamoring he created a messiah who will rightly reigns on Britain
and lead it to a new golden age.

Now the reactions of the Cult representatives are overtly aggressive and to be frank I kinda think the PC’s should
not be very happy with the whole thing. Indeed the fact that the Strength rallies unanimously behind its Prince
strains my suspension of disbelief a bit.

The Fallen already tried to create a messiah: They crafted Jesus who decided almost immediately he refused to
play their games and that he’ll forge his own path to enlightenment. Why in the hell anyone in the room would bet
on Arthur. I mean, to let him access the throne, yes he’s the legitimate heir. To teach him Nephilim custom and try
a renewal of the Compromise? Sure why not, as always the priority is to get the Minor Arcana off the power. To
consider him a messiah though? Even Palomides the Bohemian should be concerned for his people, granted that
was not defined yet, worship Akhenaten and view the Fool as dangerous upstarts.

Therefore, the conclave would have to be heavily reworked to make sense, especially in a post 3rd edition world.
I’m almost tempted to retcon the Arcanum of Merlin and make him a Fool, that would explain his messianic
delusions at least.

So the players are invited to join in the discussion and serve as neutral parties. Nevertheless the conclave
disperse with everyone at least agreeing not to murder Merlin and his subordinates on the spot.

Leaving the scenes the PCs see an Unicorn who signals them before fleeing. The book assumes the players
would like to hunt them but fails to provide any incentive to do so. The hunt lead them to an ancient ruin where the
Unicorn seems to explode in a shower of light. The PCs are then treated to a vision of a Round Table where
giants seat. If they continue their path they will arrive to the village of Stonebridge where they will learn an ancient
portal to the Other World, now closed, lay. A careful investigation will yield the legendary place is an inactive
Nexus which is a prize too tempting for the PCs to let go.

Tara, Ireland, ca. 600 BC


Historical Context
Once properly embodied you were able to see what was going on. Here is a synopsis of critical events.
When Akhenaton died, the Nephilim tribes were scattered across all the world. Many accepted the failure
of the Pact, and returned to the old ways of the Compromise, taking up the forms of Gods in Mycenae,
Carthage, Italy, and many other lands. There were some, though, who kept the hope alive that a path to
Agartha might still be found, where humans and Nephilim worked together, marching hand-in-hand
towards their ultimate destiny.

One such band of Nephilim was led by an Elf named Danu, of the Sun Arcanum. They searched for many
generations before they finally came to rest in a land beyond the Ninth Wave, where no Nephilim had ever
walked before. The Nephilim arrived in their new land, a green and verdant place, on Monday, the First of
May, and that would be prophetic. Upon seeing the land, they named it thrice: Banba, Fotla, and Eriu, and
those names together held the secrets of the landDanu’s people, or the Tuatha de Danaan, as they would
be called, warred for a time with the native Fir Bolg. But eventually, peace came, and the Tuatha de
Danaan began to work with the humans, as they had wished. They built a great castle upon a hill, and

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that was Tara, and its walls were shaped to form the symbols of the Nephilim's im mortality. The time was
the start of the Eighth Century, BC.

But, the Tuatha de Danaan had arrived in Ireland on the day of the Moon, in the month of the Water, and
so creatures of the black, corrupted moon rose from the water to destroy them. They called themselves
the Fomorians, and they were Selenim. Only after some of the Nephilim had taken on the Fomorian’s dark
visages was the Phoenix Lugh able to slay their leader, Balor, and drive them away. Blinded by their
victory, the Tuatha de Danaan thoughtthey had escaped their doom, and so they turned back their work
with the humans. One hundred and ninety-seven years passed.

By the Sixth Century, BC, the Tuatha de Danaan felt they were close to Agartha, that their Sun path had
proven correct. But then, on the first of May, their doom returned. It was men who invaded Ireland,
though they said they came from Hell itself. They were Celtic by blood, and named themselves the
Milesians. The Fir Bolg fled in fear, and the Tuatha de Danaan were left to face the invaders alone. Two
great battles were fought, and in each the Tuatha de Danaan were defeated. The ruling triad of the Sun
Arcanum was slain, and the Tuatha de Danaan were soon no more. In the days afterwards, the Tuatha de
Danaan hunted down the Fir Bolg like dogs, and so was the greatest of the Sun Arcanum’s kingdoms
destroyed.

Still, they left a legacy: long after they were gone, the Milesians worshipped the Tuatha de Danaan as
Gods, and took all their traditions as their own. In addition, the greatleaders of the Sun Arcanum who had
ruled in Ireland for 197 years would try twice to recreate their lost kingdom: in Wales and in Logres. Even
millennia after their downfall, in the 16th and 17th centuries, they would still be remembered, and diverse
parties would try to emulate their success

SECRET SOCIETIES

The Druids
Amongst the Milesians were a religious people who carried on the teachings of the White Lodge. It was
they who ensured that the culture of the Tuatha de Danaan was preserved, so that all their knowledge
would not be lost.

The Order of the Noonday Eclipse


In this time, the Black Star took a new name, to fight against the powers of the Sun. They told the
Milesians of Ireland, bringing Iron to that land for the first time.

The Sons of Tuirenn


Tales tell of the Sons of Tuirenn, who gathered together the Great Treasures of Ireland at the behest of
Lugh Lamhfada. Since the Fall of the Tuatha de Danaan, the Sons of Tuirenn have alternatively sought
and guarded the treasures of Ireland, the four greatest of which are: Nuada’s inescapable sword; Lugh’s
piercing lance; the Dagda’s bottomless cauldron; and the Stone of Destiny.

THE DOMINANT ARCANA

XVIII: The Moon


There were many of the Moon Arcanum in Ireland during the rule of the Sun. For 197 years, they found
the island to be a pleasant place, where they could live their lives in peace. The best remembered are the
Children of Ler, who spent 900 years as swans. They migrated throughout the island of Ireland, and when
they returned to Tara, to find it deserted and destroyed, they wept bitterly.

XIX: The Sun


After the failure of the Pact, the greatest of the Sun Arcanum resided in the Mediterranean for a time.
They tried to revive the old ways there, but finally realized it was pointless, hid away their Emerald
Tablet, and went looking for a new land. In Ireland, they worked with humans to rediscover the power of
Solar Ka, fighting against the darkness the whole time, but eventually it consumed them. The greatest
leaders ofthe Sun Arcanum in this time were: Danu, who was named first by Akhenaton; Nuada, whose
Stasis was a silver hand; Bress, who was once a Selenim, but regained the other Elements; Lugh
Lamhfada, who had been incarnated since the Compromise, and knew everything; and Mac Cuill, Mac
Cecht and Mac Greine, the last three rulers of the united Sun Arcanum, who were slain by Milesians. It is
notable that at this same time, the Sun Arcanum also rose to the fore in Babylon, under the leadership of
Mithra.

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Amarna period under Akhenaten
-1356 Birth of Amenhotep IV

Amenhetep IV becomes Akhenaten

Expansion of the cult of Aton.


Akhenaten dismisses the priests of Amon-D from all the key posts.
Other tolerated cults

Other cults are forbidden and the texts refer to the ancient gods destroyed.

Initiation of Tubalcaan

Akhénaton compiles his knowledge and asks Imhotep to build a city resting on the Solar Fields: it would allow
him to access the Akasha. It would be its new capital: Akhetaaton, the Solar Horizon.

Tubalcaan initiated its 11 Invisible Knights

Having the power to mobilize incredible magical forces, Akhenaten plunges into the Quest of the 22 Blades. His
subtle body travels, sustained by the architecture of the City and by the Prism. He retraces in a dream the
millenary journey of his Brothers.

After each journey, Akhenaten rests. Nefertiti occupies the regency (in the same way as
Horemheb Pharaoh) a time. At the same time, the royal scribe uses the mystery rites on the
monitors recommendations of Pharaoh to note his journey of the 22 Quests leading to the Agartha. His
Akhesa subtle body meets many of his brothers, he comes in contact with 21 of the wisest to bring
them into his city.

Akhenaten leaves to Irysos, the royal scribe, the reindeers of the temporal power, while he knows the betrayal of
Irysos and Horemheb, for he is shocked to see the Perfect Man he would incarnate in the times to
come.Akhenaten entrusts the Abra-Melin ritual to Irysos.

After completing his 22 Quests, Akhenaten decides to forge 22 stelae to receive his revelations. He leaves
Akhetaton to gather the necessary components. He leaves for Asia. He finds Lixian (Shen). With his help, he
reaches Shamballa and meets Ram around a long discussion. Ram refuses to help her. Akhenaten tears 22
petals from the cosmic Solar Rose and returns to his city.

The 22 Blades are created and each hosts a Rose petal

Akhenaten confides to Irysos that his Blades carry a secret, his will. He asks her to reveal this secret by
concealing it in the form of an enigma, then to erase the memories of the scribe concerning the Blades.

Akhenaton makes a call to the Boheim.

Horemheb pacts with the Mystes, an army is formed

The Temple of Life is born, Tubalcaan "sees" the Major and Minor Arcana.Beginning of disappearances and
attacks

The Bohemians arrive at Akhetaton and contact Pharaoh

Tubalcaan captures the Emerald Lady and gradually encircles Akhenaten's entourage.

865
Akhenaten awakens 18 Nephilim (in fact, probably less, more others come of themselves in the city) and
proposes to them to incarnate 18 Arcana.

The army myste leaves Thebes under the command of Horemheb.

Akhenaton instructed the Bohemians to watch over the 22 Blades and their holders. He divides them into 5
families.

Choice of Kumpanyi leaders. 4 Kumpania are divided 21 Blades, the 5th guards that of the World.

Akhenaton offers the Brume aux Bohémiens

Attack and siege of Akhenaten by the army of Thebes. Akhetaton will resist two years

Using the powers of the Mist, the Bohemians can escape. Templar torture intensifies

The army of the priests of Amon-Ré conquered the city.

Attacks of the Nephilim and Mystes by the Templars

Pact Nephilim-Myste. Irysos unveils Abra-Melin

The Gypsies and the 21 Founders reached the roof of the world and began to build Aggartha.

Mystes and Nephilim (including Horemheb) participate in the Abra-Melin.Bast , Princess of the Moon , exchange
blood sister and launches Glam Dicinn on Tubalcaan .

Akhenaten seems to be suffering from an illness, he asks Nefertiti to be the princess of Mat, who
refuses. Akhenaton disappears.

The barking of Sirius chases Tubalcaan, the lieutenants are executed, the faithful templars hide

866
The Major Conclave
Historical
By forging the blades of Arcana , Akhenaten was aware that he put in place structures that would govern the
relations of the Nephilim for centuries to come. Through the foreknowledge that the Prism infused in him, Pharaoh
realized that he must give the Major Arcana a way to come together and get along despite their
differences. Akhenaten therefore said to the Bohemians a secret that would contribute to the harmony between
the Arcana : the Stellar Link .

When some signs were revealed by the stars, the People's Church- could, by aritual complex, enchant any place
and open a passage Elysium , an Akashamobile related Ægypta .

There, delegates from each Arcane , chosen by the magic of stellar Link , were brought together to form the
Greater Conclave, whose task would be to provide answers to questions of the agenda.
Thus, during the troubled times where the union is required, the Arcane could gather in a safe place, discuss,
make decisions and move forward together despite their differences.

The Troy war


It was during the Trojan War that the first Major Conclave was called in Athens. Major sidelines Conclave itself,
the city became for a while a place of exchange and forum for all Adopted .

But for the differences that opposed the Arcane at the time, no decision was taken and discussions embittered the
situation instead of out.

The Incident Jesus


The second Maggiore Conclave meets in Jerusalem 42 and was the occasion for the twenty-three Elected
officials present to review the Incident Jesus .The Arcane then discovered the fundamental interests of
conclaves. It was not an organ of power, but a formidable communication tool and an aid to decision-
making. Indeed, the opportunity was given to all to exchange information, to settle accounts in public, to
denounce betrayals, to warn against threats, and so on.

One of the four questions of this Conclave was: "Who should watch over the order of things?". The chosen
answer was "Justice", finally entering the Arcane VIII in the role of "peacekeepers" of the Nephilim .

867
Babylon Legends of Mesopotamia
Babylon
River : The Euphrates, called Arahtu, crosses the city, and canals surround it. A bridge in
Hard (wood and baked bricks), one of the only ones in the Middle East, makes it possible to
The Esagil and the Etemenanki both banks. In order to avoid flooding and protect the city
Nebuchadnezzar built a huge brick reef in order to break the force of the current
And to force the river to make an elbow. The districts of Kadingira and Eridu are separated
Of the river by walls pierced with posterns. Shuanna, and the western districts,
Directly on the banks. About twenty canals run around the city and bring water.

Doors : 64 km long walls begun by Nabopolassar, finished by


Nebuchadnezzar. 3 walls of 7 meters wide brick, the whole (24 meters) was used
Of the taxiway. Every 18 meters or so, the first two walls were reinforced
Staggered towers.
The 8 doors:
Urash Gate: " The enemy is disgusting "
Zababa Gate: " She hates her attackers "
The Gate of Marduk: " His Lord is a shepherd "
Ishtar's Gate: " Ishtar overcomes his assailant "
The Gate of Enlil: " En1i1 makes it shine "
The King's Gate: " Let his founder prosper! "
Adad Gate: " O Adad, protects the life of the troops "
Shamash Gate: " O Shamash, support the troops! "
The access to the city was made by a magnificent avenue of 250 meters long, flanked
Walls 7 meters thick, with three sets of bastions. These walls were cut to
Intervals by towers constructed slightly protruding. They were decorated with friezes of
Bricks in relief and enamelled in bright colors (blue, yellow, white and red),
Lions, the emblem of Ishtar.

Neighborhood of Kadingira (or Babilim): the Divine Gate. Palace District, encompassing
An administrative district, noble, literate and very wealthy trader. The South Palace,
322 x 190 meters. It was the royal palace begun by Nabopolassar and enlarged by
Nebuchadnezzar, called " House of the Amazement of the People ". This vast set of
Trapezoidal form consisted of five blocks of buildings, each centered around a large
Court of a width of about 56 meters. Auxiliary rooms and apartments housed the
Personal, servants and administration of the empire. The throne room was situated to the south
Of the central courtyard, the largest. The hall itself measured 52 x 17 meters and the throne of
King was probably in front of the main door, in a recessed recess. The palace
North has an extensive library.
Temple of Ishtar Innana: the house of starry nights.
Temple of Enki and Enlil: the Gardens of the river.

Eridu district : Eridu takes its name from the city of Eridu, great religious center
Sumerian, city of Enki / Ea, father of Marduk. The whole complex was rebuilt by Nebuchadnezzar
II. Centered on the Esagila, the Etemenanki, and the adjoining temples, the district of priests and
The wealthiest aristocrats.
Etemenanki: (the house-foundation of heaven and earth). 7 stacked towers, 2 ramps
Leading to the Ginunû, 91 meters high. The tower was built of unbaked bricks and
Bricks forming pilasters found on two adjacent sides, each measuring 91
Meters in length. The last level consisted of six sanctuaries, a room and a courtyard
opened. Only a chosen one of the god could dwell there.
Esagila, temple of Marduk (the house whose top is high) 180 meters in length
And 120 meters wide, 10 meters high. Outside courtyard, monumental doors, courtyard
Inside. Chapels of Zarpanitu and Nabu.
Temple of Ea: House of the shining dock. Portal to the stars and water.
Eturkalamma (the enclosure of the beasts of the earth), Temple of Ishtar: center of the cult of Ishtar,
But formerly also dedicated to Anu, Inanna, Nanay ...
Sanctuary of the sons of Asag: dedicated to repelling the restless.
Temple of Ashratum (or Asherah, or Astarte): House of the maternal matrix.
Woman of Anu.
Temple of Sîn: the House where it is good to rest.
Temple of Madanu: the house of hairdressers. Hypostasis of justice, traditions.
Temple of Amurru: the house of the one who cleans the Esagil.

868
Between Kadingirra and Eridu, the Processional Way, "Let the arrogant enemy not pass
not ! ", 20m wide and 900m long, decorated with friezes of lions and rosettes, is used
For religious ceremonies.

Shuanna neighborhood : the "Hand of Heaven". Residential area, shops.


Temple of Gula (home of the pure mountain).
Temple of Ninurta (House that exterminates the mountains).
Temple of Nabu (the house that remembers).
Temple of Urash (home of those who return the earth).
Temple of Nidaba (House of those who write and who learn).
Temple of Tammuz: house of trees.
Temple of Pabilsag: home of the hunters.
The gate of Urash opens on the road to Dilbat, city of which Urash is the tutelary divinity, and
Nippur, the city of which Ninurta is the tutelary divinity. The area benefits from this opening
Business.

Alueshu district : the new city. Large avenues intersecting at right angles, in a
Sort of checkerboard plan. Residential craft. From time to time, an old temple has escaped
Renovations.
Temple of Gula (the house that raises the sick).
Temple of Ishara (the house of handshakes): Hittite goddess of treatises.
Temple of Marduk (the house of the one who shines in the sun).
Temple of Shemesh (House of the High).
Temple of Ninkasi (the house of fermentation): inn, beer, brewers.
House of progress: ancient temple of Ashur renovated to serve as a library.
Temple of Ishtar Ninua: house of the orders of heaven and hell. Old temple dating from
The Assyrian period.

Kullab district : (ancient name of the district where the sanctuary of the god of the Heaven is located,
Anu, in Uruk). Popular neighborhood, artisans and merchants.
Temple of Ishtar of Akkad: House of the Lady of the battles. Real place of worship
Of Ishtar by the people, very frequented.
Temple of Enlil: the house of heaven.
Temple of Nabu: House of the scepter on the throne and the earth.
Temple of Papsukkal (the house of the porter of Anu).
Temple of Ningishzida (home of the exalted nobleman).
Temple of Marduk (the house of the dragon orders). Close to the gate of Marduk.
Temple of Zarpanitu (the house of marriages).
Temple of Girra: the house of the forges.

Te.eki district: Residential, rural and commercial district, quite peaceful. The door of
Zababa opens to Kish.
Temple of Zababa: the House of him who justly defeats his enemies.
Temple of Sîn: the house of the Very bright.
Temple of Anunitu: the house of the one who multiplies the Me of Babylon. Daughter of Sîn.
Temple of Lugalbanda: the one who defeats the sons of Asag in the spring.
Ninsum Temple: The House of the Sacred Herd. Mother of Gilgamesh, married to
Lugalbanda.

Neighborhood of Lugalirra : Neighborhood very poor, overcrowded, animated. To the north, huts
Extend outside the walls.
Temple of Ninmah (House of the Beneficent Ocean): public charity.
Temple of Enlil and Nusku: the house of lights.
Temple of Geshtinanna (the house of the guardians of the steppe).
Amurru Temple the beloved.
Temple of Ishkur: the house of storms.
Temple of Elyon: House of the righteous.

Kumar district: Port area that benefits from trade on the river, popular
Even poor, very animated. To the west, the king's gate leads to Harran.
Temple of Shemesh (House of the burning statue).
Temple of Nabu (House of Duties). River taxes.
Temple of Adad (House of the hoe).
Temple of Ishtar of Eanna: House of pleasure in the heavens and in hell.
Temple of Shulpae: House of the summer festival.
Temple of Negun: House of the children.
House of baths.

Neighborhood of Tuba : Neighborhood poor, agrarian, peaceful. To the west, outside the walls,

869
Gate of Adad, beyond the canal, there is a cemetery dedicated to foreigners and those who do not
Of house. To the south, the gate of Shemesh opens on the road to Larsa.
Temple of the Anunnaki: the house of lamentations.
Temple of Ishtar Lamashtu: the house of the Lady of the Dead.
Temple of Nergal: the house of diseases.
Temple of Ereshkigal: the house of forgiveness.
Temple of Lahar Sumuqan: the house of the shepherds.
Ninazu Temple: home of plant care.
Beyond this first enclosure extend the outer ramparts, much longer.
Few important public monuments stand there, apart from the royal summer palace. On the other hand,
It is the favored area for agriculture and palm groves. The fields and houses of
Campaign of the aristocrats rub shoulders.

Occult
La Rota : brotherhood of nephilims, and agents of the Denier, who seeks the discoveries of
Solomon, and progresses in Kabbalah. They were allied to Mir Ka El, and rested on his
power. Since he left, they are mistreated by Shemesh, who demands their discoveries
(And know where Mir Ka El is gone). They were driven from the cult of Marduk, behind which they
Protected. However, the absence of Mir ka El was not completely negative, since
Those who initiated the research have made amazing discoveries on the
Kabbalah. They deduced from their studies the existence of the 5 worlds. They have put in place a
Experience opening a door to a place they have discovered, which they
To Zakai. Their enemies are the Watchers of the Seven Seals, the Attuku, and the Brotherhood of
Sarmoung. The opening of the gates of Nemeth terrifies them. Chef: hlioranide named

Shekinah . Daniel , a sphinx repatriated from Jerusalem by Mir Ka El in 597, serves as advisor
Occult at Nebuchadnezzar II, and shades at Shemesh.

The Guardians of Dazzling Nests : Adopted Brotherhood of the Wheel of Fortune and
Force, who watch over the Mushussu. Their leader is a firbolg who calls himself Amar
(Taurus). In reality, it is Teshub, former high priest of Baal. The mushussu are
Of the power of Mir Ka El, who fertilized 5 plexes in the city to give
Birth to these dragon effects: plexus of fire in the Esagila; Plexus of water in the cellars of
Royal palace flooded by the river; Air plexus at the top of the Etemenanki; Plexus of the moon
In the temple of Sin; Plexus of earth in the gardens of the temple of Enki. The mushussu are
Of the servants used by all the nephilims of the city. Many of the inhabitants have seen it
One or two, but they are considered good geniuses.

The Hierophants of Immortality are adopters of the Chariot and the Temperance who
Seek to obtain immortality for their simulacra. For the most part, they are content
Of expedients, and manage to transform themselves into younger versions of themselves.
However, some have obtained magical means to achieve it in the akashas, as
Their leader, the new Keraspush .

The Zammaru (poets) , masters of the Me : brotherhood of the Papacy, the Wheel of the
Fortune and the Hermit, who keep the magical resources of the city, open to
Nephilims, and list the story for future generations. It is a fraternity open to
All the nephilims, vast, but very hierarchical: that which is at its head, a zephyr named
Jnitri , adopted of the hermit, does all that is in his power to regulate the excesses of
The arcane of the Sun.

Chrysomorphs : fraternity of adoptees of the Sun, the Chariot, and the Empress who
Hope to change a part of their pentacle (often the ka moon) in ka sun. Ways
Contemplated are diverse, it is a very wide fraternity: meditation, insolation, drugs,
Physical or mental feats, faith (to Shemesh), sex, torture, anything
Endogenous to simulacrum. Chrysomorphs have no respect for human nature, and do not
To achieve results. The least ethical methods are not mentioned
Outside the fraternity. Secretly, the R + C inspire their work and steal their
results. The head of this fraternity is none other than Shemesh himself. His right arm is a
Djinn named Dicadesh . Gibil , a salamandrin, and Nusku , a djinn, are both adopted
Influences of this fraternity.

The miraculous rays : fraternity of adoptees of the Sun and the Bateleur, extremely
Minority, claiming to be closer to the original ideas of the blade, which they claim
Their leader, Kroeden , a crushed one, could have touched her. They try to introduce ka sun into the

870
Pentacle by exogenous means: a fabulous mortal, a relic linked to the sun ka, or a
Place. Unlike chrysomorphs, they respect mortals, or rather their ka
Sun, as something sacred, which makes them suspicious of Prometheanism. They are
Despised by all the Babylonian nephilims as incapable.

The Faithful Surveyors of the Golden Trail : fraternity of adoptees of the sun who seek to
Synthesize the ka sun from the ka moon. This often happens through onirim torture. They
Flow molten gold mixed with rare earths in the simulacrum of onrim. Nagrash , one
Manticore incarnated in an old bearded and paunchy man; Nowaz , a seraphim, incarnate
In a young fanatical priest; Tobannon , a centaur incarnated in a noble warrior
Blind; Midzar , a fritter incarnated in a meager astrologer; Leonkydos , a lammasu
Incarnated in a rich merchant; And Dorael , a triton incarnated in a Jewish kabbalist. They are
Allied to the Brotherhood of Sarmoung.

Proselyte Birds are the faithful of Ashurban , often adopted by the Emperor
When it comes to nephilims, or simple rich mortals aided by magic. they have
Generally Assyrian origins, and work to ruin the foundations of the empire
Chaldean. Many are artists or courtiers, infiltrated even into the higher spheres
power. Nostalgic of the Assyrian empire, they seek to cause the most possible
Shemesh. They are allied to the Brotherhood of Sarmoung.

The Heirs of the Etemenanki : brotherhood of the Papacy and the Lover, (with
Less an adopted of the Bateleur, and several of the House God), whose researches go back
Until the foundation of Babylon. They search for the origin of the legends related to the ziggurat of
Babel, and suspect that Sumer was not founded by the selenim, but by
Nephilims, which would have put in place a compromise as old as that of Egypt, but without
Myste. It would be the selenims that would have ended Sumer, led by Lilith. Their company
Would have rested on an ancient secret allowing men to do solar magic. For
They are willing to travel very far in the akashas, and they collect
More possible akasha words. Some are Promethean, but others seek
Secret to destroy it. Their leader is the Prince of the Popess, the Angel Aleph .

The Introductory Scribes : Fraternity of the Papacy and the Hermit who seeks to prevent
That the heirs of the Etemenanki do not reach their ends. They are students of those who
Have put in place the compromise of Babel, the Abgal. However, they protect the
Not to destroy it. They are allied to the 7 Seal Vigil and the Zammaru. Chief :
Habakkuk , Anemoi adopted from the Hermit.

The Vigils of the Seven Seals : Brotherhood of Adopted Justice, and the House of God
Destroyed all the researches leading to the Kabbalah, and chased the Kabbalists. They shall respect
Letter the teachings of Solomon. Since the fall of the Temple of Jerusalem, they have
How, and the Jewish immigrants imported from Judea do not facilitate their task. Heads: Isaiah ,
Seraphim of Justice, and Micah , basilica of the House god.

The Heavenly Throne of Aram is a fraternity of kabbalist nephilims, Judgment,


Bateleur and the Lover, and gypsies from Israel and Judea, who do not understand
Not really the implications of their actions, but who know that Kabbalah exists, and
Wish Solomon's archives to be opened. They violently oppose the arcane
Of Justice, but also to Shemesh and Mir Ka El, who had the Temple of Jerusalem destroyed
To plunder it. The Tetramorphs are part of it. They fight against the Rota and the Vigils of the 7
Seals. Chief: Ezekiel , an angel of the Judgment.

The Sidereal Sentinels : Brotherhood of Adopts of the Star and Wheel of Fortune, which
Map the constellations, and who are persuaded that the stars are connected by
Stellar ley lines. They manage to identify them and measure them according to ephemerides,
But not to change them. They are afraid they will not be in the right place because they
The black moon too present parasites their research. They think that the Kaïms have come down
On earth after the Fall thanks to flying boats, like the Ark of Atrahasis, and that before,
The Kaïms lived on another planet, or in another dimension. They are looking for a way
To propel themselves into space, to come into contact with the celestial bodies. Rimannu , one of
Sphinx adopted from the Wheel of Fortune, great astrologer and chief of asylum of Babylon and
Of the region, is so passionate about the stars, that he would do anything to
Approach. He is foretold for the title of prince of his arcane, but does not escape the
Critical of its eccentricity. Only their leader of the Sidereal Sentinels, an amphisbene
Named Anunitu , manages to affect its magical power through the stars (it is prime).
They are allied to the Drakeides and the quintessent Scheme.

The Schint quintessent : fraternity of adoptees of the Lover and the Wheel of Fortune,
As well as gypsies, led by Ente d'Orion , who are passionate about the ka moon.

871
Morpheus and Sain being the same person, they protect the onirims from the Arcana of the Sun and
Struggle against that of the Empress. They have an Akasha named Magur (the boat
Lunar), where they replaced all kas by ka moon and ka sun.

The Attuku are a brotherhood of adopted Devil. Made up of tortured onirims


By the arcane of the Sun, they assumed demonic forms, and murdered all the adopted ones
Which they can not submit to the power of Nemeth. Their leader, Baalzebul , is a former
Cyclops Ugaritic, which followed Shaitan from his departure from Egypt. They are looking for
Nemeth, whom he believes to lead to Agartha, or to madness, which for him is the same thing.

Major Arcane
The Brotherhood of Sarmoung : sect of Oriental mysteries, coming from Persia or Media,
Often Zoroastrianists. They are tolerated by Ahura Mazda and the Emperor, and subsidized by the
R + C. They camouflage themselves among the worshipers of Marduk, Ashur or Nabu, but also
Gods of fire, like Gibil, Shulpae, or Girra. They are infiltrated mainly in the army and
The administration. Their presence in the city stems from a pact between Mir Ka El and Ahura Mazda,
Particularly powerful in Media and Persia. Amuhia (Amytis in Greek), the princess
Married to Nebuchadnezzar II, daughter of Cyaxare, is a worker sister of Sarmoung. In Persia
(Anshan), they call themselves the mysteries of Atar, a god of fire. Their ranks
Hierarchy of bees. They seek to propagate their religion of purification of magic and
Exorcism by fire, and to sow chaos in Babylon, to help the Persians to take the
power. Their leader in Babylon is called Marzul .Selenims

The Cult of Lilith is the organization set up to mitigate the silence of Lilith. Of the
Same way as for the absence of Mir Ka El, the Cult of Lilith masks the inactivity of their
Acting as intermediary with the outside world. But the weakness of Lilith
Has not gone unnoticed, and many have benefited. Shemesh is not a
Amateur of the black moon, and he expects only a propitious moment to eliminate the Cult of Lilith.
To overcome these deficiencies, the young selves of the Cult must remain united, and are not
Against some half-forced conversions of young nephilims freshly incarnated. They
Have to deal with the wishes of the lords of Aralu, who consider themselves their
Masters, and the treachery of the unnamed Arcana; Moreover, some of them are trying to
Recover the arcanic blade. Their high priest is called Enn-dsar .

The Lords of Aralu are the ancient selenims, whether they are Lilith's pupils, or
Ancient Custodians of Kaïa who accepted the metamorphosis to confront the
Promethean glaives. Ereshkigal and Nergal are the most remarkable, with both
Of an anti-earth, and both ethereal: the one has the mouth sewn, and speaks by
The intermediary of a restless one; And the other has a hanging rope around him, and his
Hands, separated from his body, float above the ground at his convenience. They do not care
Completely major arcana, or younger selenim. They are more
The actions of Shemesh, the Devourer, the R + C, or the Fates.

The Unnamed Arcana : The young Baal, who seized his chance by stealing the Arcane Blade
Without a name, fled to Phenicia for the moment. The few allies he left behind
All their possible to remain invisible

872
873
Mesopotamian myths and Nephilim comparisons
Some sources deal with very distant events in the past, but since they are Tained by political influences, they are approached in
an order not so chronologically That wanted.

The fall
The sons of Anu, Enlil (the lord of the heavens), and his brother Enki (the lord of fresh waters,
Abzu or Apsu) are Anunnaki. They live happily in their sacred sanctuary, cut off from the
world. But the waters of Apsu and Tiamat threaten creation. Then Enlil announces
That he can remedy it if he is elected king of the gods. What is being done, and Apsu is locked up under the
Town of Eridu, while Tiamat is kept away by irrigation.
Their servants, the Igigi, serve them, and exalt their wishes. But the Igigi
They're tired. Then they ask the Anunnaki for help. Enki offers
Anunnaki to create slaves made of clay, humans, whose life would be brief.
Peace returns, until the sound of human work reaches the ears
D'Enlil, disturbed in his palace. Then, faced with the chaos of mortal life, Enlil decides to
Destroy them with a powerful deluge. But Enki is attached to humans, and he runs to see
The wisest of them, Atra-Hasis (or Utanapishti).
As he is warned, Atra-Hasis makes the ark, where he hides life and mortals,
Awaiting the end of the Flood. Once the calm returns, the Anunnaki consider that without the
Humans, they should work, and they leave them in peace.
The Anunnaki are the kaïms.
Would Enki be Prometheus? But then, who would Enlil be? The titan of the noon, or
Epimetheus himself? Is accusing Epimetheus of having triggered the fall of OrichalKa,
In decoding these first human legends, could not be an argument of weight lords of the
Major Conclave of 1999?
Tiamat: DraKaon killed before the fall, saurian, or something more elementary,
Like the Pavane? Apsu: Deluge, or Hades?
The Igigi: subordinate kaim, or dragons?
Would the deluge be the fuliginous Silence, in which all the orichalque contained
In the atmosphere would have fallen back in the form of rain, drowning the magic fields?
Would Atra-Hasis be Noah, better known as the Pagad?
What is the Ark?

The End of Paradise


Gilgamesh (or Bilgames), king of Uruk, is a tyrant for his people. The gods answer
Their prayers by sending him a savage, Enkidu, who loses his innocence, sleeping with
A sacred prostitute, Shamhat. Enkidu and Gilgamesh become the best friends.
Gilgamesh decides to leave with Enkidu, against his opinion, as well as that of the
Forest of cedars, where Humbaba reigns. There, they confront Humbaba, and destroy the forest. The tree
The most magnificent is cut to serve as an entrance portico at the temple of Enlil.
Then Gilgamesh rejects Ishtar's advances, reproaching her for the way she
Treaty Dumuzi, his consort. Furious, she threatens her father, Anu, to make the dead rise if he
Do not send the bull of the heavens to destroy Uruk. The bull of heaven appears, and changes the
During the Euphrates. But Gilgamesh and Enkidu massacred him.
However, it is evident to Enkidu: because of their acts, he must die,
He bitterly regrets his loss of innocence and what he did.
Gilgamesh, terrified at the idea of dying too, goes in search of the survivors of the
Flood, which have been blessed by the gods. He ends up meeting Urshanabi, the ferryman, who makes him
To pass the water of death. Then he may meet Utanapishti, or Atra Hasis. But the latter
Gilgamesh understood that his longevity is a blessing obtained from the gods, and not
Due to any formula. But he promised him a second youth, if he succeeded
Tearing the fruit of a magical plant from the bottom of the waters. Alas, Gilgamesh finds the plant, and
Comes out of the water, at the moment when a snake steals it from him. He is condemned to grow old and die.
Shamash, or Shemesh, supports Gilgamesh in his adventures, protecting him.
Is the forest of cedars the sanctuary of the Custodians of Kaïa, Paradise? The tree
Gigantic would it be the Tree of knowledge?
Is Gilgamesh a member of the Mysteries?
Is Ishtar, or Inanna, to be compared with Lilith, or with the Titan of the West? The
Threatening to raise the dead is a reminder of the wars selenims?
Is the bull of heaven Ba'al / Belija'al?
Should the Tree of Utanapishti be that of life, torn from Paradise, but found by the
Pagad, then by Gilgamesh?
The reign of Gilgamesh is very vaguely situated at around -2900, which corresponds
To the Thinite period in Egypt, where the kingdoms of the north and south begin to be unified.
Would the fall of Paradise have given the Titans the means to formalize their
Compromise?

874
The influence of Shemesh is propaganda linked to the Arcane XIX, or a reminder of the
Trail of gold? Should Shemesh be responsible for the destruction of Eden, manipulating
Gilgamesh?
The sanctuary of Eden was designed to protect the wisdom of the kaïms, but also the species
Living, human included. However, it had mechanisms in place prior to the
To guard against human revolt. In case, in an area around Eden,
Too many humans would gather, in a proportion that seemed
Kaïms at the time, dragon effects would appear and destroy all the humans present,
Except the two of Eden. The Custodians of Kaia had not foreseen the Fall. They had
The existence of the mysteries, but could not have guessed that their very existence would
Indissociable from that of humans, in which they should be incarnated.
When the number of refugees led by Prometheans at the gates of Eden
Too important, and that they constituted a danger for Eden, the last kaïms, of which Uriel (or
Ente d'Orion), the guard, did not know what to do. Should they decimate those they had tried
To protect, to spare the lives of the nephilim? One of them, Lilith, chose to kiss
The black moon, and thus raised an army of non-human, restless
Hunting refugees. The latter, furious, appealed to the nephilims of the
Sumer. The mysteries aggravated the conflict, the dragon effects appeared and drove out all the
World, and finally, Ba'al was awakened by the kaïms of Eden, sounding its death knell.

The Sumer Foundation


One of the legends of the creation of the kingdom of Sumer mentions a landing of 7
Abgal (or Apkallu) come from Dilmun (so from the east,
What far beyond the sea is considered the Dilmun for the Mesopotamians).
These fishmen, created by Enki, would have brought the laws (the Me), but also
Agriculture, the wheel, mathematics or astronomy. They are considered the wise
Of Apsu, the groundwater. The first of them, Uanna, the architect of the plans of the heavens
And of the earth, is better known under the name of Oannes, whose legend will make Jonas in the Bible.
Later, 4 of them are sent to earth by the other Apkallu, but are bastards
Humans and Apkallu: Nungalpirriggaldim, Pirriggalnungal, Pirriggalabsu, and Lu-nana. They
Are named the Ummanu.
The creation of the kingdom of Sumer dates from the 4th millennium BC.
The Abgal are sent by Enki, then Prometheans?
Are the Apsu, the subterranean waters, the rivers of Hades?
Were the Ummanu nephilims?

Babel
It can be seen that at every myth where the ancient gods decided to put an end to
Humanity, or their cadets, it is because of the noise. This tumult, this chaos, can easily be
Associated with the cacophony that engenders God when he punishes humanity in the legends
Semitic.
Nimrod, who built the Tower in the Old Testament, is also associated in the Tanakh
(The ancient Hebrew Bible) with King Amraphel, Lord of Shinear (between the two rivers,
Therefore Mesopotamia). Amraphel is possibly Hammurabi, who was one of the kings
At the most representative epoch of the ziggurats.
However, the first ziggurats are much older than Hammurabi (1792-1750),
And could date as far back as the end of the third millennium. The term ziggurat appears to be
Adapted for the constructions of the Third Ur dynasty, under the reigns of Ur Nammu (2112-
2095) and Ur-Shulgi (2094-2047). And these ziggurats themselves are evidently the result of a
Long evolution from simple terraced temples, dating back to the origins of the
Sumerian civilization, at Eridu, about -5000.
Nimrod has much more analogue links with Emmerkar, the first mythological king
Of Uruk. Emmerkar, in conflict with Aratta, king of a country to the east, Dilmun,
That they adore Inanna, and recognize the supremacy of Uruk and Sumer over their people. For
Subdue them, Emmerkar appeals to Inanna, who sends him a dream. Emmerkar then
Prepare a text, the Incantation of Nudimmu (creation). In this text, Enki
Dilmun the Sumerian language, uniting them under the same culture. After a long struggle
Cataclysms, Aratta confesses himself defeated.
One sees the link between magic, the enochéen and the text prepared by Emmerkar, who
Expresses the invention of writing, and thus probably the first focus.
If we accept the parallel between Enki and Prometheus, then it becomes clear that the first
Compromise of the Tower of Babel was accomplished in accordance with the First Mysteries, and without
The Prometheans. In this case, the parallels between Inanna, or Ishtar, Lilith, and the Titans
The zenith or the west become possible. Similarly, the warrior of Emmerkar,
Lugalbanda (the young lord), a shepherd, whose solar analogies are legitimate, recalls
The eastern titan.

875
To what extent are the civilizations of Sumer (Lower Mesopotamia) and Akkad (the
Northern Mesopotamia), have they been dominated by Selenims, Mysteries, and
Prometheus?
The Babelians, who tried to teach mortals to use the low-enochéen to do
Of magic, have been betrayed, on the one hand by the Mysteries, especially of the West, but also by
Some of their own. The ziggurat of Babel ("the gate"), was positioned on the Axis Mundi,
Like the ancient Atlantis. This conjunction gave birth to a fountain of words
Analogs (the Me ), which could create new symbols, accompanied by their
Counterparty. In this fountain arose a shoot of the Tree of Knowledge of
Eden, each fruit of which contained a different analogical word. Mortals, including the sun ka
Was struck by the resonance of these pure analogical words, had their soul marked in
Hollow by the words, and could obtain magic effects of low amplitude, thanks to the bottom
Enochéen. But this solar magic, similar to the Qiyas, was not to everyone's taste. Indeed,
It was on this occasion that Nimrod opened the door overlooking the Unknown Place, where the
Eumenides.
The message of the Tower of Babel retained by the Nephilim exposes the dangers of attempting
To instruct mortals, and, like the House of God, they substitute for the One. But they
Forgetting that it is equally dangerous to seek knowledge without conscience. The legacy of
Tower of Babel is Nemeth, a march of Daath, where the Attuku, kabbalah creatures of
Daath, enkhaibated, allowed much later Shaitan to increase his troops. It is
Interesting to note that the Sumerians counted in base 6 (from where we would draw the 24h
Of the day), and that the Fraternity of the Devourer, 666, has as its quest to bring back the lord
Of the Eumenides, Mu.

Lilith and the Selenim Wars


The oldest mentions of Lilith are contradictory. It would seem that Gilgamesh
Encounter in the course of his adventures a woman, or a creature of the night, who could, or
Not, be associated with Lilith. Inanna planned to use a willow planted in the forest to
To make a throne, she went there once he grew up. But she discovered it inhabited by a
A flying beast, a reptilian monster, and a demon of the night, the one that interests us.
Fortunately, Gilgamesh comes along and clears the tree of his tenants. Gilgamesh is
Besides, itself signified as being a son of lilu , a sort of demon of the night.
In addition, Lilith can be compared to Ninlil, the wife of Enlil, whose name means
Lady of the winds. She then bears the title of queen of the gods, even if she is also adored in
As goddess of fertility, with minor aspects. His union with Enlil is enough
strange. Enlil the viol, which gives birth to the moon god Nanna (or Sîn). So he is
Condemned by the other gods to descend into hell. But Ninlil does not blame him, and
Joined to hell, where it descends three times, giving birth to other gods. The absence
Ninlil and Enlil triggers chaos on earth, where men do nothing. Forgiven,
Enlil then goes back to the heavens.
Under the Assyrian Empire, Lilith's reputation changed a lot: his divine stature
Differentiates from other goddesses, but it is frankly maleficent. It is decorated with features
Of the Ardat-lili, and like Lilu she is the daughter of Enlil. Spirit of the wind, it has the form of a
Wolf to the tail of snake, or scorpion. It is known for seducing men of
To marry, and to prevent them from having a descent, for it is infertile, and devours
Children.
Was the tree where Lilith lived the Tree of Knowledge or the Tree of Life?
Is Enlil, the king of the gods, a known nephilim figure? What were its links with
Lilith: teaching or fulgurance?
Who is Nanna / Sîn? Morpheus, or Orion's Entente?
Is their descent into hell a parable of transformation into selenim? A reminder
Of the wars selenim?
The sudden importance of Lilith under the Assyrian Empire betrays the acquisition of her
Kingdom, the propaganda of Ashurban and the Emperor, that of Shemesh and the Sun, or else
Simply a denunciation from one of its competitors selenims?

Akkad Sargon
The kingdom of Sumer collapses, at the advent of a new king, who calls himself
Paradoxically, the "legitimate King": Sargon (or Sarru-kin). The legend mentions that he
Was abandoned to the waters of the Euphrates just at its birth by its mother, a high priestess and
Recovered by one of the gardeners of the palace, which would have allowed him to reign, thanks to the
Ishtar's blessing. More prosaically, Sargon takes advantage of an attempt by the king of Kish, Ur-
Zababa, to change the sacred rites, to take his place, as an elect of Enlil. Ur-Zababa
Was the grandson of a queen from the city of Karkemish, Kubaba, which would tend to involve
Influence hourrite. Outside the hourrites, to the north, will be the fierce opponents of the empire
Of Akkad, before founding the Mitanni.

876
After taking the town of Kish, so saying to please Inanna, Sargon (2334-
2279) captures the cities of Sumer one after the other, and imposes his empire. In the north,
Goes to the cities of Ebla and Mari, and to the south he places his daughter at the head of the temple of Ur
To avoid revolts. His empire will last until 2112, and the Sumerian language becomes a
dead language.
The legend of his birth will later give that of Moses, when the king of Babylon
Will conquer Jerusalem, in the seventh century BC, and that the Hebrews will need
Propaganda for their old will.
If one considers the role of Inanna in the revolution led by Sargon, who is
Reality? Is the river on which Sargon travels one of those of the mysteries? But Inanna
Can also easily be attached to Lilith, who guides the selenims against the mysteries, and
End to the Compromise of Babel, avenging thus the end of Paradise. The two options are not
Antinomic, if one thinks that his reign precedes the first intermediate period
Egyptian, period of disturbances. It is quite possible that several rivers of the Mysteries
Sumer on the course of action to be followed, and that the Selenim had decided to
The past treaties in question.

Nergal and Ereshkigal


The influence of the selenims and their intrigues is visible in this tale. The Anunnaki
Organize a banquet. Everyone goes there except Ereshkigal, goddess of hell. The gods
Decide to keep her a piece of cake, and her officiant, Namtar, comes to fetch her. But
Nergal, a young god, is the only one who disrespects him and mocks the goddess. Ea,
Shocked, advises him to go down to the underworld to apologize. Nergal went there, but he was not
More respectful, and profits to dredge the goddess. He is punished by Ea, which makes him ugly, but
Nergal returns to the charge, and seduces Ereshkigal a second time. He is then condemned by the
Gods to marry Ereshkigal, and become king of the underworld by his side.
This narrative, which deals with the addition of a new god to the pantheon, may reveal
Practice resulting from the wars selenims. It is possible that the nephilim must sacrifice one of the
Them to the black moon regularly to satisfy the selenim, and retain the right to remain
On their lands.

The Curse of Akkad


Poems subsequent to this period describe the cause of the end of the empire of Akkad.
According to this text, Naram-Sin, Sargon's grandson, should not have attacked the town of Nippur.
The augurs foretold it: if the temple of Enlil was plundered, then the Anunnaki would unite, and
Would destroy Akkad. The disasters described illustrate an economic crisis of up to
Terrible famine. Moreover, the excavations prove that a sharp change of climate, a
Drought, would have hit the region at that time.
The end of the first Egyptian empire is simultaneous, and this climate catastrophe could
Be imputed to the Mysteries. It is very likely that this is the period during which the
Titans were imprisoned in Hades. It is also possible that this is due to a start
Belija'al, or Belial. As we have seen, Belija'al could be assimilated to the Taurus of the sun employed
By Lilith to defend Eden from the mysteries. But this bull is also called Amar
Utu, by the amorrites, a people of the northwest of Mesopotamia. Utu is a god of the sun
Identical to Shemesh. But strangely, of this bovine divinity, the amorrites drew the
God Martu, who became Babylon, Marduk.

The ascent of Marduk and Mir-Ka-El


Later, a new god asserts himself among the Anunnaki: Marduk. The poem of
Enuma Eliš derives its origins from myths dating from the second millennium BC. In this one,
The dark waters, the sea, Tiamat, and Apsu, the subterranean fresh waters, are shocked by
The noise made by the young gods. These, Ea and his brothers, reside inside Tiamat.
Mummu, the vizier, accepts the requests of Apsu and plans the death of the young gods. But
Tiamat warns Ea, and this one kills Apsu, and makes Mummu dumb.
Ea obtains a son of Damkina, his comrade, named Marduk. But Marduk is turbulent: he
Use its power on the wind to agitate the body of Tiamat, which greatly disturbs the
Ancient gods. Tiamat then sought to avenge the death of his consort, Apsu. It
Many monsters and Kingu, his new consort, is very powerful. Marduk then proposed
To the other gods, if they call him king of the gods, instead of Ea. They accept,
And after eliminating Tiamat, Marduk created the world from Kingu's body.
It seems easy to see in these confrontations allusions to elementary wars.
However, as in most cosmogonies, gigantomachias, titanomachias,
Are struggles of generational influence. The Elementary Wars are mostly
Shown in terms of a conflict between elements. Did the kaïms and the first nephilims
Clashes so terrible that mortals remember the millennia

877
After? Did the kaïms let their power escape as easily? Are the
Nephilims were not discredited by their ancestors? Did they not seek to recover their
Power fallen by force?
As one can see that the Anunnaki are bound to hell, because of their king Enlil,
We see in the wars of generations between Tiamat, Apsu, and Enlil or Marduk the reflection of
Wars selenims, and the departure of the Titans of the Mysteries to the west and Egypt?
The problem of sources mitigates the scope of this text because it is only an updating of the
Myth of Enlil, which is also called Ea. The rise of Marduk is a political tool (as
Often the mythologies) to allow Mir-Ka-el, a pyrim, to dominate the
Lower Mesopotamia, from the accession of Hammurabi (1792 to 1750) and Babylon,
Fall of the Akkadian empire, defeated by the Amorites. Moreover, Tiamat, depicted as a
Dragon, illustrates the successes of Mir-Ka-el prior to the Fall, as a member of the Wheel
Celestial, against the draKaons. It is also associated with dragons as a rule
( Mušhuššu ). Mir-Ka-el's antagonism with draKaons also alludes to his victory
Against that of Palestine, Belija'al, shortly after its awakening, due to the Fall.
Mir-Ka-el is a seraphim with obscure origins. However, his name is a phrase
Meaning "Who is like God?" (The faithful is supposed to answer "nobody"), in the Semitic language.
The Semitic language thus refers to the amorrites of which the adopted god, Marduk, by the Babylonian
Is close to the very name of their tribe. Amorites, a Hebrew tribe living in Palestine, where Mir-
Ka-el confronted Belija'al before extending to Mesopotamia. Belija'al whose nature of
DraKaon made him the main candidate to assume the role of Utu's bull. In fact, the
Symbol of Marduk (as well as his son Nabû) is the dragon serpent, the mušhuššu.
Interesting to see that Mir-ka-el has chosen as cover the name of its former
Nemesis.
It may be assumed that the supremacy of Mir-Ka-el over the Babylonian empire is favored
By a weakening of the Selenim society, probably because of Lilith's reclusion in
His kingdom of black moon. Until about 1531, the amortized dynasty continued with
The heritage of Hammurabi. The Hittites put an end to it by sacking Babylon. The kassites
Recover the statue of Marduk, but they lose it to the benefit of the Assyrians, whose kingdom
Flourishing beginnings, before they were also defeated by the Elamites, who
Brought back to Suze.
Enlil returned to fashion during the time of the Kassite dynasty (1570-1157), but disappeared when
Nebuchadnezzar (1124-1103) snatched the statue of Marduk from the Elamites. Meanwhile,
Egypt knows its golden age, until the end of the Ramessides, more and more Indo-European
Migrate towards the west, and the Hebrews gradually conquer Palestine. The revolt of
Tubalcaan and the fall of the Dragon in the North Sea cause the migrations of the Peoples
Of the Sea. It is the collapse of the end of the Bronze Age in the Middle East.

Melkisedek
In the monotheistic texts, Melkisedek is an epithet, which means "the righteous king", and
Which designates a priest of El. El, or El Elyon, is a divinity of Palestine, Semite. We have it
Found in the name of Mir-Ka-el. However, this name has the etymological root
Of Enlil. We can thus see that if on one side Marduk is a loan with amorrites, El is a
Borrowed from the Sumerians. El also becomes a generic term for any The Semitic god.
Semitic tribes take advantage of the chaos between Canaanites, Hurrians, Hittites and the amorrites, in order to
establish themselves in a sort of rather loose confederation of tribes, the
Arameans. The name of their territory, the Aram, seems to possess the same root as that of the
Amorrite, and they live more or less where the amorrites were formed at the start:
Between Aleppo, Ebla, and Mari.
The name of their country, the Aram, is found in the magic city of Irem (or Iram), the city
To the Pillars. Indeed, even if this akasha has doors that gave later in the
Cradle of Islam, in south-western Arabia, at that time the akasha opens
Syria. It is here that Melkisedek makes his first discoveries on the One, and founds the sect of
The Rota, a monotheist, who seeks to convert the nephilims of the existence of the One. he
Proposes to the Arameans the Ark of the Covenant, an assemblage of invocations of kabbalah bound by
Analogue words, engraved on an alloy of adamantin and ka sun. These laws do not describe
That the functioning of an ideal society according to the Kabbalah, but also the natural laws
Allowing the earth to approach the kabbalah worlds. This project attracts
Nephilims, such as Mir Ka El, or Enoch.
The tribes of the Aram are considered as parasites and a nuisance for the countries
Around, like the Mitanni, or the Amorites, for example. They are nicknamed apiru , shazu ,
Ahlamû , aramû in the texts, which is synonymous with wanderers , or brigands. This
Denomination comes from the nucleus of their culture, constituted by a mannush caravan.
Formerly in the service of Akhenaten, at his fall, they fled Egypt not to return there.
Like their brothers in the People of the Sea, they are actively fighting against the Mysteries,
Means at the time, against everyone.
Mysteries infiltrated in Jewish tribes forced them to reject the Ark of the Covenant

878
Proposed by Melkisedek, by returning Melkisedek's argument: any compromise between
Nephilims involving religion can only generate inequalities. Melkisedek disappears
then. The Arameans are temporarily defeated when the Assyrian empire
Mesopotamia. The mysteries take advantage of the chaos to destroy the stasis of Melkisedek.

Ashurban
The city of Assur has never shone by its importance, since its foundation in the middle
Of the 3rd millennium. The first temple of Assur, their tutelary god, dates from the 21st century.
Subjected to the Akkadians, it solidifies a small kingdom around it from 1813, but in
1756, Hammurabi restores it to Babylon. During this interval, the temple
Of Assur is enlarged by a ziggurat. But in the 15th century, a temple dedicated to Shamash
Built as well as a temple of Ishtar in the thirteenth century.
In -1365, King Ashur Uballit manages to conquer the eastern half of the Mitanni, while the
Half west of this kingdom is taken by the Hittites. His great-grandson, Adad- -
1275), defeats the Kassites of Babylon, before his son Salmanazar defeats the Hittites
And their allies. Unlike his predecessors, Salmanazar did not just conquer
The countries to make them vassals: it deports the populations near Assur, and shaves their
Ancient cities. This is how the Assyrian empire is largely based on culture
Babylonian, for when Babylon is defeated, and the kassites are driven out,
Babylonians are deported to Assur. Soon, the Assyrians assimilate the Babylonian culture.
However, at the death of the son of Salmanazar, Tukulti-Ninurta, in 1207, this Assyrian kingdom
Collapses under the combined blows of Hittites, Elamites and Arameans.
Ashurban is the phoenix who leads the Spirit Providers, a fraternity that tempts
To improve humans by directing them temporally, economically and socially. His
Works suddenly reach an audience beyond his fraternity, when Akhenaton
Awards the fourth blade. Assur is his occult screen, which he manages without the Mysteries.
The direct struggle of Ashurban against Babylon is the consequence of the
Mir-Ka-El and Shemesh, which divide the dominance of the same city. Shemesh
To cause as many disturbances as possible to hunt Mir-Ka-el, but tries to avoid
Could link him to these maneuvers. It is this which provokes the end of the amortized dynasty, with
An involuntary boost of the selenim.
For several centuries, Mir-Ka-El was totally uninterested in politics and
The economy, leaving Babylon in the hands of strangers. Meanwhile, it follows the
Melkisedek's teachings. But he is not a very good student, and to his
Several times prove his good faith to his master. Then, Melkisedek disappears, which dives
Mir-Ka-El in great dismay, and throws him in pursuit. It is unclear whether Melkisedek was
Eliminated by the Mysteries of the South, as they claim, or if his role as a martyr had
A different end, a conclusion that would be visible in Méborack.
It is at this point that Shemesh and Ashurban receive their Arcane Blades. Shemesh
Sees Ashurban dispossessed of power over Mesopotamia he had so hoped for. Ashurban
Planning the conquest of Babylon, and must fight against the Arcanum of the Sun, the beginning of a long
Occult war. These subtle confrontations between the disciples of Ashurban and those of
Shemesh, go unnoticed in the collapse of the surrounding kingdoms, during the
The Bronze Age in the Middle East.

The Peoples of the Sea


The Peoples of the Sea are an Egyptian denomination, encompassing several peoples,
Between -1300 and -1100, whose movements and depredations are one of the causes of
The collapse of the end of the Bronze Age, in the Middle East. Although difficult
Identifiable, they seem to be centered on the Mediterranean. Population movements
Northern Europe, as a consequence of climate change, seem to
To have given birth to these Peoples of the sea. And towards -1200, the draKaon whose breath
Stretch over the British Isles was strained by Albion, producing a tremor of
Land under sea in the North Sea, and various pyrotechnic manifestations.
Shardanes, inhabitants of Sardinia, were on good terms with Egypt,
especially with the pharaoh Akhenaten. But at his death, they totally changed
behavior. Indeed, these gypsies were following the teachings of the Muses, and Pelagos
(Hence the name of the peoples of the sea). When they saw that Akhenaten had not been able to
establish a healthy compromise, they decided that only weapons could overwhelm
enough for the mysteries they clean the corruption poisoning Egypt. For
that they hit to the wallet, disrupting maritime trade, among other wood
with Mitanni, essential to Egyptian.
Peleset, who later gave the Philistines themselves are also in contact
Bohemians, through the Arameans. Unlike them, they do not have blind faith
the cursed pharaoh, and must deal with former Cult Belija'al a draKaon
dozed. Their only common with other people is that they do not accept the tutelage

879
Mystery. Furthermore, a priestess of the Cult of the Dragon, Bachlaezenn, came from Scotland,
revealed to them a prophecy about the revival of draKaons too close together
other. Out of breath Belija'al, which extends on Palestine when it is close to the Clock,
along one of the Behemoth, which blows over the islands of the Aegean and Crete. If the 2 draKaons
awoke at the same time, the fate of the creatures of the region, magical or not, would be little
enviable. In the meantime, the Nephilim who ruled the ancient cult of Belija'al are such
to prevent any resurgence of the Behemoth, because the explosion of Thera, about -1600, has
sufficiently frightened. So they attack the Greek and Egyptian ships, to prevent their
trade, and attacking the ribs. Their power suddenly decreases with the beginnings of
kingdom of Samaria, and the resurgence of the Cult of Belija'al ends suddenly.
The Shekelesh are the inhabitants of Sicily, which was recently overrun, ending
a strange compromise between the heirs of the Guardians of the primordial wisdom and
mystics of the West. The Guardians of the primordial wisdom have always been curious
origins of life on earth, and have studied the black moon, and the moon in general. Before the Fall,
they had established a sanctuary not far from Syracuse, but a fragment of OrichalKa had
destroy. Some Nephilim are being recalled, they tried to recover this wisdom.
Their experiments on the transmutation of the dark moon in sun ka were not appreciated
by sélénims very elderly, who destroyed this compromise. Then the restless, when irradiated
destruction, sought to feed ka sun capturing people without
defense they have found.
At the same time, the movements of aggressive populations cause the Trojan War,
and major conclave resulting therefrom. The Major Arcana are fighting their inheritances
predecessors, pretenders to the major arcana blades come, believing that
choice of Akhenaten were not very inspired, and behind, insiders Worship Behemoth
exacerbating these struggles. The Lukkas (Lycian), in Egyptian texts, designate
migrant populations in Asia Minor, causing these changes, subject to policy
the Nephilim.
Throughout this period, a sect spread among sélénims. One of them, a
some Pazuzu, would own a particular artifact, allowing it to own both the moon
black, but also 4 other kas elements around its nucleus. This sect, which seeks to include
5 kas, and the dark moon in one pentacle, is in its infancy. Especially since
its leader, Pazuzu, primarily promotes chaos and destruction. In reality, Pazuzu is the
Devourer, and artifact is the blade of the Arcane XIII. His sect, the 666, causing a stir
among sélénims. They are accused by the Nephilim to capture their to operate
fatal experiments on it. Lilith did his best to silence the rumors, but
tires more politics.

Solomon
The region encompassing Palestine between Turkey and the Red Sea, has been a pivot
between Egypt, Mesopotamia and Greece. The nearest sea populations
Mediterranean, more shopping, are richer, while the agrarian population,
gathered near water sources, can be represented by the Canaanites. towards -3500
occurs falling Belija'al hands of Mir-Ka-el. At the time, Belija'al, which means "good to
nothing "is also rather called Ba'al, which simply means lord, well before
the arcane XIII word gets out. However, this defeat did not end immediately
worship by the Nephilim, who continued some resistance, as Teshub and
Hadad. The Hittites called Belija'al Illuyanka. The first cities, like Jericho,
can sprout.
It was at this time that the Children of Boheim somehow Gypsies and
mannush, gathered among the peoples of nomadic herders. Their descendants
quickly identified as Amorites, repeatedly invaded northern
Egypt, completely against any idea of compromise between the Mysteries and the Nephilim.
They were later called Hyksos ( Heqa Khasut, foreign lords). Megiddo and
Kadesh are their capitals. Towards -2240, the Amorites are considered one of the 4
great powers of Mesopotamia, just as Sumer, Akkad, and
Subartu / Assyria: Lords of Sumer and Akkad themselves as the kings of 4
quarters.
Between -2000 and -1350 about the whole area is being influenced by the Egyptians (the
West Amorites, Mitanni), is considered a loosely held in the colony
Egyptian section (Canaan). The gypsies then gathered under the term Habiri this
giving cApiru Egyptian and habiru in Mesopotamia. Hurrians, Semitic, or Kassite in
If all these gypsies are a terrifying use of war carriage for their neighbors,
preventing Egypt from trading. But the revolt of Tubalcaan, and the decline of Ramesside
prevents Egyptian military offensive in the area, and the dark Mitanni hands
Indo-European populations, from the north, the Hittite. In the fourteenth century, the Empire
Assyrian impose its influence on the whole of the Middle East, until no
collapses to -1200, shortly before the Hittite kingdom.

880
The following two centuries are full of great disorders, due to the emergence of
new civilizations, and a population explosion, concomitant with a climate more
clement. Thus Canaanite villages unite, destroy cities like
Jericho, Ai, and Hazor.
It was at this time that a nymph named Pandora, established his alchemical garden
the hills of the Kingdom of Israel (or Samaria). Pandora is one of 10 pursuers
the original Atalante fugitive, even before the Fall. She attended for several
Titans centuries and Epimetheus. Passionate for a dazzling Donimo, not divided,
she continues her quest, even though she knows that Donimo consumed its fruit ka, which
contained all the wisdom she had gained when she was Kaim. His garden
born many ley lines that reconfigure the area.
To -950, a simurgh pupil of Rota, particularly gifted, manages to squeeze a
adept Adonis Mysteries du Midi River, successor to King David, a tribal leader
around which some clans gathered. These clans come together under the banner of
House of David, and the federation of clans, located south of the kingdom of Israel, does not
yet party. Moreover, it is a much less rich and populous territory Israel because less fertile
and accessible. At that time Rota sudden diversion of his teachings by
Mysteries of the South, who make a parallel between the One, the "resurrection" of the titan of the South, and
cycle of life and seasons. Many mystery religions are ears
attentive, like Attis cults, Dumuzi / Tammuz, or Orpheus, that recover
legends real Nephilim to the needs of lunch mysteries.
Solomon is an adventurer who does not hesitate to get in arcane adopted, the
sélénims, or even the mystics, to enhance his magical knowledge, and perhaps
convert to Kabbalah. He remembers the days of Abgal (Apkallu), Sumer, when
mortals as they were using magic, and think even if it was a mistake to let this
treasure within reach of anyone, it would be to draw lessons magic tower
Babel. During one of his trips, it is hosted by Pandora. As curious, he
request to attend his magical manipulation. But the experience of Pandora fails, and
Solomon touches one of the golden apples from his garden. It then comes into contact with the Axis
Mundi, and, through him, the Cornerstone too. She realizes that the Axis Mundi
certainly the way for it to regulate all akashas, connect the Eidos Hades, and
thus, to control the movement of the magic fields. It is Pandora that led to
Denier its deadly ambitions, condemning his pursuers brothers to face Atalanta
Synarchy.
What will become the kingdom of Judea is the moment that a group of pastoralists, bound
around some villages, like Jerusalem. This is perfect for Solomon, who has
not want to hassle with managing excessive community. His righteousness draws
the attention of the eponymous arcane, and it becomes adopted without it spends too much time.
Its links with the Justice attract the sympathy of Egypt, despite its opposition to
Mysteries of Adonis. Ultimately, even if the mysteries of Adonis and Osiris are those
Mysteries of noon they are too different not to compete. Moreover, Egypt
need allies in Palestine, since the fall of Mitanni, to get his supply
in wood. When Siamon intervene in Palestine, reconquering the Gaza region, Pharaoh
Solomon made his ally, and married one of her daughters, Nagsara. Then, as Solomon made
demand, they send him one of their architects, Hekheb. Mysteries hope to
power handling. In reality, Hekheb (or Hiram) is a mystic of Osiris, but especially at
Contact Imhotep, was illuminated by the Cornerstone.
The Temple in Jerusalem was built by Solomon and Hiram, who realize that they are both
illuminated. The temple, whose mathematical measures express their encoded discoveries
is envied by many factions, but remains inviolate. However, during a trip
Akasha in Irem, the gates of the city with 3 brazen walls, leading to Méborack,
Salomon meeting Orthémios golden shoe. He is being tried as responsible for a Méborack
cosmic imbalance, and must pay for it: its pentacle is quartered on the island of
Labyrinth. However, Solomon manages to break free, leaving behind much
his ka moon. Suffering, he exhibited his troubles to Hiram, and together they balance the
Temple, for the pentacle of Solomon can heal. They take advantage of the Queen's support
Gypsy of the kingdom of Sheba, Balkis, Saudi. Balkis goes on site to observe the
work, and falls in love with Solomon. Hiram falls in love and proposed to the queen to follow
Saba, to realize his dreams. Alas, on the route, Hiram was killed by the R + C, who hope
fly Solomon's work on Qiyas.
The latter, terrified by the Kabbalah, and his mutilated pentacle, prohibits anyone from practicing.
It also abandons the discoveries they had obtained with Hiram on Qiyas. His
last act, desperate, is transferring the Ark of the Covenant discovered in the fields
Magic of Mount Ararat in Noah's Ark, inside the Temple of Jerusalem. At its
death, his disciples cower around the Temple, and the kingdom of Judea in jeopardy,
until the eighth century. His son, Menelik, accompanied Balkis Yemen. Later, he returns
the Temple of Jerusalem, decrepit, and won the Ark of the Covenant with him in Ethiopia,Axum.

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The Ordeal of Marduk
In 911, Adad-nirari II, king of Assyria, pushes the Aramaic and became the only political pole
influential in Mesopotamia. But other neighboring nations are too turbulent to be
long vanquished, and it takes Tiglath-Pileser III in 745, to see the Assyrians beat
civilization of Urartu to the north, the Aramaic and Chaldeans, to the west, to the south of
Mesopotamia and Babylon. The conquered territories are no longer subject kingdoms
pay tribute, but the provinces included in the Assyrian empire, who pay taxes.
But with Sargon II, in 722, which operates the victories of his parents, plundering the kingdom
Israel was conquered, and forces all kingdoms of Mesopotamia, into Asia Minor
on one side, and Iran, in Elamite another, to pay him tribute, and to swear loyalty that
the Assyrian Empire reached its full swing. The deported peoples used it to populate its
new kingdom, among others the new city of Dur Sharrukin (Khorsabad), founded in 717,
but abandoned his death in 706.
The successors of Sargon will attack Egypt, down to Assurbanipal
Thebes, but it was taken over by the Nubian in 664. The Assyrian empire then includes
Media, Persia, Aram, Phoenicia, Israel, Judea, Asia Minor, Arabia of the north,
Hittite, and Cyprus. Urartu and the Nubian, vanquished lick their wounds. Assurbanipal is
universally hated and feared by its neighbors. In Babylon, a second king-driven manages Assur
this part of Mesopotamia, and there are few problems because it is often a second king
forced the king of Assyria. Thus Shamsh-shuma-ukin is the brother of Assurbanipal. However,
648, it revolts, and after a siege of two years, he must capitulate, and perished in the fire
his palace.
The Ordeal of Marduk is an Assyrian mythological text, probably dating from the reign
Sennacherib. It represents the anti-Babylonian current that develops in that time
Assyria, the aim being to establish the primacy of the national god Ashur the god
Babylonian Marduk. This text is used to explain the destruction of Babylon by Sennacherib in
689, and the deportation of the statue of Marduk to Assyria. The narrative portion of an interpretation
Enuma Elish particular the Babylonian, and also happens during Akitu, New Year
Babylonian Marduk during which dies and is reborn, symbolizing the rebirth of Nature
in spring. Assur is assimilated by the syncretism Anshar divinity, which is the counterpart
the male primordial couple, with his wife Tiamat, Marduk killed her in the Enuma
Elish. Tiamat is equated in other Assyrian goddess Ishtar of Nineveh. Assur therefore wants
avenge the death of Ishtar. He presides over a kind of court of the gods (met as usual
for Akitu), condemning the attitude of Marduk, despite the protests of his son Nabu.
The god is therefore considered a criminal.
The demise of Mir-ka-el gives free rein to the fratricidal struggles between the adopted
major arcana, especially as the sélénims continue to ensure that the arcana
minors can not take hold. The rule of Ashurban on Shemesh is visible for
the period of the Assyrian Empire. At Babylon Shemesh must be content to stand in
shade, which for the Prince of the Sun, is a shame.

The Gardens of Semiramis


Semiramis Gardens are a Greek legend, which tells how the wife of
Nebuchadnezzar II, allegedly received from her husband this wonder, to alleviate his nostalgia
country. However, archeology has failed to find these gardens.
In reality, Semiramis is a mermaid named Derceto or Atargatis, who lived among the
Philistines. The Assyrian king Shamshi-Adad V, son of Shalmaneser III, whose reign lasted
from 824 to 811, is occupied by the Medes, the Persians, the Ourartu, especially Babylon. If we
adds a civil war, it has to deal with many elements. To ensure the
neutrality of the Philistines, he took to wife one of their princesses, and requires Ashurban
it is the simulacrum of a Nephilim to his prestige. Nephilim and sélénims
philistines, Dagan, Shala, Anat and Resheph accept and dispose of the adopted
Moon, Derceto, who sows discord between Nephilim and sélénims, she abhors. It is therefore
Sammuramat embodied in a women's Shamshi Adad V.
As she is not particularly happy to be there, bring him Ashurban
Nineveh poets, musicians, and scholars, some of whom are gypsies. Thereof
teach him the legends of Qiyas through memes. If she and her husband used Ashurban
faithfully, she struggles violently against the arcana of the Sun, known to Assyria to treat
onirims as slaves. She gets support as one of Ashurban son of a first
marriage Ninyas, who is also the travesty of a centaur Aramaic, adopted the Wheel of
Fortune, and friend of the R + C fraternity Trait. On the death of her husband, she began a
regency that will last 3 years, during which it had built its famous gardens in Nineveh.
Respecting the power of the Treaty, taught by the R + C, Ninyas, secretly in love with
Derceto, erected monumental gates in existing decorative gardens which lead
Akasha in its gardens, open permanently. Passing under the arches
support the platform hanging garden in the real world, visitors find themselves
outdoor gardens, gathered around a succession of superimposed platforms 5, 120m

882
next to. Screw Archimedes fed magically deliver the water to the top of
terraces, from where it flows into shady canals, flanking the flowery paths. Words
Analog are placed in all the fountains of the gardens, waiting for students
to be discovered. The water is supposed to treat the khaïba or a curse depending on
ephemeris. Each word in the analog table Derceto has found its place in the
Gardens, elementary domain, and according to some, his Agartha. But what made the
celebrity of these gardens is the presence of plants, brought from the most exotic akashas,
but also the strangest places, like Hades, or the Anti-land. some claim
as Derceto would have obtained Pelasgians, or Egyptian, plant seeds
missing, from the wreckage of Noah's Ark, or that of the Hyperboreans. The
magical properties of these plants have solidified the Akasha to make very prégnant, and
Only thanks to the magic of Ninyas he did not withdraw any land speed, breaking
his doors.
The ascendancy Derceto got on the Nephilims Assyrian, even including those of
Arcanum of the Emperor, ended up anger Ashurban. The prince of the arcane IV betrayed
the mermaid, which he delivered to sélénims Lilith. Completed its transformation, she lost the taste
to satisfy, wandering in the desert. Ninyas, horribly wounded, joined the resistance against
Ashurban, and denies his arcane, incarnating a lion.

the tetramorphs
During the ninth century, Israel was ruled by King Omri. Former general of Ebla, celui-
it became independent, and looted Ebla before exterminate competitors. Its capital is
Samaria. At the time, the kingdom of Israel adore many gods like Baal Hadad, Yah, or
El, Elyon. Yah is a distortion of Yam god, god of springs and rivers shepherds
hills, which rose against Teshub, god of marine storms: Yam opposed the
worship Belija'al unlike Teshub. But Yam has long since disappeared. Similarly,
Hadad supporter of Cult Belija'al, left in stasis for a long time, and El synonymous
Enlil, do not use any particular figure. All these patriarchal gods put
focus on the father's authority to the exclusion of any other, useful in a nomadic clan
keep families together. Behind these cults can hide mysteries, but especially
fled supporters Tubalcaan, Invisible Warriors. Between small kingdoms
Israel, Aram Elam, Moab, Judea, Ammonites, and the Philistines, the
Clashes are ongoing, but unimpressive.
The only fight effectively against Omrites Nephilim are a brotherhood
named the tetramorphs. Composed of a serpent (Yeliel), a minotaur (Kemour), a
simurgh (Hemen), and a Manticore (Mafdet), this fraternity was fierce opponents
Egyptian compromise and zealous students of Melchizedek. Despising Mir-Ka-El, they
joined the Bohemian kingdom Aramaic, keeping the doors of the akasha of Aram. Among
them, and Hemen Mafdet are fanatics of the One, and Kemour Yeliel and favor the
message of peace sent by the Kabbalists.
It was in 722 that Assyria puts all these nations agree, shaving Samaria, the capital
Israel and ending the House of Omri. The largest part of the population is offset
Babylon by Shalmaneser V and Sargon II. The survivors fled into Judea, Jerusalem, where they
learn the legends of Solomon and discover the Temple of Jerusalem, used
for many cults. The tetramorphs are then separated, some of them, Kemour
(Suspected to be a Promethean) and Yeliel, back in stasis.
Subsequently, Hemen Mafdet and manage to "convince" King Josiah of Judah (641-609)
not dedicate the temple in Jerusalem at Unique God, returning to the teachings of
Solomon. The writing of Deuteronomy, held under their auspices, is both a tool
propaganda to resist against Assyria and Babylonia, but also an esoteric accumulated
teachings of Rota. Thus, Mount Sinai hides the revelations received on Mt.
Ararat. Meanwhile, the other books of the Pentateuch are rewritten, a process that will continue
throughout the Persian period.

The Tablet of Destiny


In Sumerian mythology, the Tablet of Destiny is a single clay tablet,
that summarizes the laws that govern the universe. These laws ( " me ", or " Parsu " in Akkadian)
explicit attributes, properties, inheritance, rights, gods, people, and
places. Halfway between written word, symbolic object, concept, one I grant him that the
has all power over what it means. The me who have real power are
obviously analog words, and the Tablet of Destiny is supposed to replicate the table
Analog Enlil or Enki as the Nephilim which tells the legend. Whoever has the
Tablet have power over reality.
A legend tells how Anzu, a half-man god, half-bird that stole
Tablet Enki. Anzu, which is sometimes represented as breathing fire, may be related
of Anshar, or Ashur, the Assyrian god. But Marduk is there, and as usual, save the

883
world, by cutting the Anzu apart.
In 627, Mir-Ka-El returns, carrying the Tablet of Destiny, to Babylon. He tells
Shemesh he has found it in the ruins of Noah's ark. He asks about
his kingdom, and described him Shemesh acts of Ashurbanipal, and Ashurban. Mir-Ka-El is
moves to Assyria Ashurbanipal disintegrates, and the sham Ashurban slaughter. This restarts
in stasis until his subordinates devoted to the arcane IV stand in the. This act
smashing terminates the Assyrian empire.
Between Assur-etil-ilani, and his brother Sinsharishkun, the estate looks bad part,
until a general old Assurbanipal, Sin-shumu-lishir will revolt.
Nabopolassar, governor of Babylon, supported by Mir-Ka-El takes the lead, and
alliance with the Medes conquered Nineveh and Harran, before dying in battle in 605.
During the war against Assyria Mir-Ka-El learns Shemesh behavior
his absence was also questionable as that of Ashurban in terms of intolerance towards
onirims, and experience on mortals. Shemesh qu'Ashurban receives the same punishment, and
must give up its prerogatives Babylon.

The 7 Seals
The son of Nabopolassar, Nebuchadnezzar II, who was busy crushing the armed
Egyptian came in to help save Assyria, as in Israel, or Carchemish, inherits
the throne. It is recognized by Mir-Ka-El as the successor of Nabopolassar, and returns quell
the revolts in the west, where he remained Egyptian.
Meanwhile, Mir-Ka-El travels to Jerusalem: it demands the return of the Ark
Alliance, it needs to progress in his studies of Rota. Both tetramorphs
remaining, and Hemen Mafdet, who do not have the Ark (she went to Ethiopia with
Solomon's son, Menelik), do not care. The other Nephilim who guard the temple, and
that impose secrecy on all that is in them, as Isaiah seraphim of Justice, or
Micah, basil god House, refusing outright to deliver anything. Mir-Ka-El the
threat, and they decide to call on sélénims to keep their Temple.
But Mir-Ka-El is not very patient, and sends Nebuchadnezzar on Jerusalem, he plunders
in 597. The Judean king dies, and the first temple is sent in by akashas
Tetramorphs to prevent its destruction. Mir-Ka-El has nevertheless seized in extremis
Seals of Solomon, brought to Babylon. Hebrew scholars and nobles were deported to
Babylon, where they join the exiles of Israel.
But this does not prevent the local kings to continue to revolt, and to be the main
concern the sovereign. For them, the deported Jews are not true believers, and they
consider the last true believers Samaritans. A revolt takes place
Babylonia even 593, and is quickly put down with violence. In 589, the Egyptians seized
Gaza and besieged Tyre and Sidon. Then they form a coalition with the Phoenicians, to
joined by Zedekiah, the new king of Judea, post the orders of Nebuchadnezzar
II. This therefore amounts to Riblah, where he prepares his against-attack.
He besieged Jerusalem in 588, and after about two years of siege, the city fell. The son of
Zedekiah were killed, while mutilated him and deported to Babylon, with the majority of elites
his kingdom. Jerusalem is then burned, and the physical temple destroyed. The first 10000
deported, Nebuchadnezzar II carries 20,000 more, which will form the foundation for
Diaspora. Latest Samaritans are very few.
Meanwhile, Tyr is also under siege. The situation takes longer to resolve, and this
Only after thirteen years Nebuchadnezzar II may bring its troops in
city. In 585, the Babylonian king referee a dispute between its ally Cyaxares the Median king
Alyattes of Lydia, and took the opportunity to seize several towns in Cilicia. Soon after,
Palestine revolted (582) forcing the Babylonians to return. The situation in the Middle
East will arrange in 568, when Nebuchadnezzar II routs Egyptians near Strip.

The brotherhood of Sarmoung


Throughout the end of his reign, Nebuchadnezzar is protected by occult forces
the aura of Mir-Ka-El, even though the seraphim not from the temple of Marduk. only
Hebrew Kabbalists are allowed to see, and even the priests of Marduk can not
enter certain parts of their own temple. The protest swells, until the death of
Nebuchadnezzar in 562.
The Medes are a people living in northern Mesopotamia, and west of Iran. they have
recently achieved prominence on their neighbors, struggling against Urartu. Cyaxares, son of
Phraortes is sovereign kingdom of the Medes 625 to 585. Phraortes reorganized the Median army
and attacked the Assyrian Empire, putting siege to Nineveh, capital of Assyria, before
having to turn around: the Scythians indeed threaten his kingdom. He was defeated by the
Scythian horsemen Madius north of Lake Urmia in 633 and forced to submit to
Scythian yoke.
Around 625 Cyaxare Madius murdered at a banquet, thus freeing the

884
domination of the Scythians. He slowly replenishes the Median power before attacking
New Assyria: it combines with Nabopolassar, king of Babylon, and their armies and take
destroy Nineveh in August -612. The two winners will share the former empire, whose
northern half returns to the Media.
Cyaxare continuing its conquests westward, it destroys the kingdom Mannaean -590,
seizes Toushpa, capital of Urartu that year, then definitely destroyed Urartu
at -590 before declaring war on Lydia. Cyaxare Alyattes and Lydia fight to
the eclipse of May 28, 585, so that scares both sides once they sign peace,
Halys became the border between the two kingdoms. Cyaxares died shortly
after, and Astyages son became head of Media.
This eclipse is not accidental, it is the advent of Ahura Mazda, a djinn in
as tutelary deity of the Medes, and Pillar Mazdeism. Ahura Mazda taught
the invisible history a human, Zoroaster, who spread his ideas. Some are Nephilim
also seduced by them. Zoroastrianism is a monotheistic religion, which Ahura Mazda
(Or Hormuz in the Persian), is the god, solely responsible for the ordering of the initial chaos,
the creator of heaven and Earth. Fire is the purifying symbol, based on the battle
between Good and Evil, Light and Darkness. In each creator remain part
shadow and light, and they are constantly fighting. Only the fire helps to
purify soothing the dark side. For the Nephilim, it is getting rid of the moon
black, and khaïba in the fire.
This religion also influenced sustained the minor arcana as the Mysteries
Orient, who used to Ahura Mazda to hide their worship. Where the worship of Ahura
Mazda is monitored, they call themselves the Brotherhood of Sarmoung (bees). In contrary
the Nephilim, they consider the wrong part of humans is their cowardice in face
Nephilim, or the Nephilim itself when they embody. For them, the fire is the vector
purification, especially when powered by a wood that grew in a rich soil
in orichalcum. The smoke that emerges is terribly toxic to Nephilim. Ahriman
the evil twin of Ahura Mazda, is the mask of the Mysteries of Nadir, and their opponent.
Invisible among the Mysteries of R + C mingled with this sect from the east. Their
Lessons allow Mystics improve their rituals, especially exorcism.
To formalize the alliance between Media and Babylonia, Nebuchadnezzar wife
Amytis, the granddaughter of Cyaxares. This is part of the conspiracy Sarmoung, and
protected. The mystery of the Sun is wary of them, and builds up a thick file about them. But
before Shemesh can expose before Mir-Ka-El, it disappears. Discreetly,
Shemesh takes over Babylonia, failing to announce that El Mir Ka disappeared.
It was not until the death of Nebuchadnezzar II that the new bursts. But Shemesh
secure positions, and the Babylonian Empire in peace deserves.

Lilith and the Black Blade


The Cult of Lilith centered on Nineveh, Harran, and Assur, has an importance which
corresponds more to its power. Already during the Akkadian empire, oppositions between Lilith and
Inanna had caused a split. The figure of Ishtar, which had taken refuge behind
Lilith, obviously effected a recovery of the myth of his senior. But around the year -1000,
Lilith has recovered the black blade of the arcane XIII, and from there, his influence has not been
questioned. The Assyrian empire was his work as much as that of Ashurban. Of
multiple echoes of his cult black moon brought their harvests, increasing its reserves
exponentially. Even those who do not comply have used his name. And
then she has accumulated melancholy, laziness, contempt and turned into silence. AT
the fall of the Assyrian empire, its followers have realized with horror that she had become
unable to move or think, as a kind of black moon statue. They hid
his condition, and continue to hold its worship. But occasionally, one of them receives its
thoughts, sometimes very clear and inspired, which maintained the cult afloat. The sélénim which
summoned Astarte is the high priestess of Lilith, the only one to enter his
kingdom.
Phoenician sélénims are banned from the Cult of Lilith, the unlovely. They preferred
From then destroyed by their brethren, or suffered their ostracism. Slowly they
transformed the Nephilim who lived among the Hittites, the Canaanites and Mitanni, often
immigrants come from Egypt, as Moloch, Hadad Eshmun, Marqod, Asherah, Melqart, or
Anat. Their single unit was the Cult of the Phoenix, a zoomorphic Agarthien, which was their
bring healing, glory or power, according to the followers. Some of them were the basis
the mystery of the Devil, and could not contain their khaïba, as the transformation was
a deliverance. For others, they have no choice, and oppose their elders. In -666,
one of them, Baal, bolder than the others, decided that the ban on entering the
Kingdom of Lilith hiding something. He goes to her, and takes her arcane blade
some hands. He is convinced that it never would be useful, given his condition. But what the
paralyze terror, the son of the centuries is one of the offspring of Lilith tried
prevent steal the blade, and that Baal has seen a rash of black moon come from Lilith, and

885
hit the young sélénim who intervened. Baal has not requested his remains, and fled as far
Carthage.
Babylonian sélénims are ambitious members of the cult who had had enough
to worship a deity motionless and mute, and who joined the south. They took advantage of Mir
Ka-El, and hope to see him fall from his throne for themselves. Nergal and Ereshkigal are
the most powerful. At the disappearance of El Mir Ka, they are very discreet, hoping to be
forget Shemesh. But it never stops to prevent appease them and prevent
deadly poison against their parties. Shemesh has the necessary power during the late
reign of Nebuchadnezzar, to make their life difficult not.
To be certain to retain power, and wishing to settle old frustrations
Shemesh decides to destroy Lilith. He fears the power of the Cult of Lilith, but knows it is
weakened by its divisions. Shemesh use the resources of its arcane, to try to
locate the kingdom of Lilith. But his power is challenged by the brotherhood of the Scheme
quintessent, guaranteeing certain revelations of Morpheus, and hidden behind the worship of god
Sin. Shemesh fails, and feels that the Brotherhood of quintessent Scheme will give him a run for
trouble. From there, it becomes more hypocritical with onirims, but it is already too late.

God and the Bible


One of the followers of Lilith is much more ambitious (and lucky) his brothers. Before
his metamorphosis, he was a favorite of Seth, which was used as servant / deity / ka tank
the mystics of the Egyptian Nadir until the Hittite attack their colonies, and that
manages to break free. At the touch of Judea, he sees the Hebrew religion to spread and
its laws. The message is simple, and its rigidity, the authority has the only god who
excludes all others, great appeal for him. So much so that he does not hesitate to impersonate
YVH to itself. In a few decades, taking advantage of the disorder caused by looting
Jerusalem, and revolts in Judea, Elyon manages to capture the myth of God. he
protects the last Samaritans. He takes obscurements by the tetramorphs
letter, and likes to match as much as possible to the texts. When he can, he does change
descriptions, so they are more in accord with his past, he largely ignores.
Indeed, Elyon was called Nimrod, the time of Sumer. The most powerful member of the
Board of Babel, it was in favor of going further than the babelian compromise,
wanted to use the Tree of Knowledge to force the sun ka fatal to format
Eidos so as to push any orichalcum in Hades, and there are no more on earth.
Alas, the fall of the compromise, although caused by mystics and Dracka, is caused by the
excessiveness of Nimrod. Indeed, it was obliged to repel any orichalcum to open
a passage to Hades, under the Axis Mundi, through the Location Unknown. Before Nimrod
manages to accomplish his plan, Dracka, helped Apkallu and mysteries, reached
enclose much of its kas expelled in a relic in the Location Unknown.
It is the major architect of the Hebrew religion, and Christian, as throughout the
Persian period, he will manage to preserve his religion. But between the Essenes and the brothers
Hall of life, he will see his creation completely escape, to lead
Incident Jesus.

886
Mesopotamia

Palestina

887
Hyperborea
The starting point
After the dispersion after the Fall of Orichalka some Kaim decided to continue anyway research. They had
managed to find the Wisdom needed to manufacture gardens. Among them, the pursuers of Atalanta left the ruins
ofAtlantis for greener places. However, they were quickly found and chased by armed humans of Orichalcum . A
few, such Kaim were put into stasis and onlyHippomenes escaped death for a time in this disastrous fate. He had
received from his peers responsible for protecting the Golden Apples, receptacles of knowledge Kaim . He
reached the north of Europe, the distant north, where the ice covers the world to escape the humans who were
tracking him. But he was soon cornered and threatened on all sides. Then Hippomenes showed weakness and
used the apples of gold. He planted a fruit to taste the flavor:the Fugitive was caught and Hippomenes was
caught off guard by theOverpower of Atalanta . He thought he was agonizing under the violence of the shock,
while feeling that he was communicating with the world for the first time. Kalidon not scattered human as he
wanted but took other fruits that were scattered on the surface of the Earth.

The humans attending this scene were also transformed forever and settled in the garden that began to
grow. They drove Hippomenes made dazed by his fleeting contact with Atalanta . It resumed its frantic race
through the Magic Fields . When they awoke from stasis , the pursuers threw themselves to the research of their
grail to know. They retracèrent the course of Hippomenes and, having reached the goal, they saw the state of
their quest: the Golden Fruits were gone. Nevertheless, before their astonished eyes, a magnificent garden stood
in the midst of the mirrors. An empty sanctuary because the humans residing there had been dead for a long
time. despite their research, they did not understand what motivated the start of Hippomenes and decided to
continue their quest in this context recalling the Atlantis .

The creation of Hyperborea


After the submersion of Atlantis , the Magic Fields were gradually contaminated by the Orichalcum . Some
members of the Arkana tried to fight against this gangrene. Both Globe poles were selected for this ambitious
undertaking which was initially study the Magic Fields and Axis Terram then modify it. Among them, Modelers
Elementary and Wisdom Coronal , which were joined by Celestial Mariners .

Del , who left Atlantys during the Trail of Gold found the caravan Tin Hinan , a daughter of Rom and Romni, the
first Bohemians . Holders of Boheim had just been expelled from the east by the territories Shen . Del led the
caravan in one of the few unspoiled places of saturnine emanations, a northern sanctuary habritant a community
that was sending messengers to theNephilim and human to offer them a haven of peace and study.

However, insiders of this Sanctuary realized that their message was often misunderstood and it attracted
unsavory human and Nephilim hungry Sapiencelost. Also, before the danger facing Hyperborea, they decided to
raise it in the Astral by making a subtle plan . Access to their haven became more difficult with their brothers but
had to save the vehemence of the Secret Societies that did not disarm.

However the fall did not come from the outside because the verse was in the fruit. Hippomenes had, by his
weakness, marked the place of the seal of tragedy. Of dissensions were born about disrespect meted out to
people and the recovery of another form of the Golden Path . Indeed, the Wisdom of Delcommanding the Sunset
Sanctuary incurred the jealousy of Angel , Apollo , eager to know the secrets of the Ka-Sun while neglecting
men. Melancholic and disgusted, Del retired from Hyperborea in the Mediterranean. With him accompanying the 9
Muses and part of the holders of Boheim , including Tin Hinan , Kurungano and Antinea . Hyperborea remained in
those who wanted to oppose Apollo , including the Emporato and Salome .

Part insiders had écouvert traces the passage of Hippomenes . They exhumed documents in the ruins of his
refuge and took them for a step to follow rather than an unfinished confession. The fracture is therefore fulfilled in
the community, while a faction undertook to establish the ritual to attractAtalanta despite some of the warning,
renewing the error of Hippomenes .The fugitive was therefore the appointment and with it the terrifying Kalidon
which took away the presumptuous who wanted to take Atalanta . For others, they put together their magical
essence to resist the cataclysm that threatened the very structure of Subtle Plan . Victim of error of Hippomenes,
they sacrificed themselves for their qu'Hyperborée survive and one day return to their other torch.

Neolithic
When finally the Nephilim succeeded in Hyperborea, its fields were empty. Visibly Kaim residents were missing
body well. Some Nephilim settled in the deserted gardens.

888
Tarish, Mediterranean, 10.000 BC
Historical context
Once properly embodied you were able to see what was going on. Here is a synopsis of critical events. A “New
Atlantis”, founded 14,000 years earlier upon the Promethean principles of harmony between Nephilim and humans,
reached its cultural height at this time. Tarshish was an isle of fertility in the middle of a great salt plain now recognised
as the floor of the Mediterranean Sea. From this central kingdom, colonists set out and began to settle the lush river
valleys where the vast basin met the highlands, creating still smaller kingdoms built upon the same Promethean model.
Out of this companionship between Nephilim and Man rose the Great Compromise, an agreement wherein the humans
allowed the Nephilim permanent possession of their bodies, permitting the Nephilim continuous progress along the
Golden Path toward Agartha. In return, the Nephilim shared with them the secrets of the sky —astrology, mathematics
and the arts of civilisation.
In this time, only the Priest-Kings and Priestess-Queens served as Simulacra for the Nephilim. From their positions of
authority and power, they imparted the wisdom of the immortals upon the people of Tarshish, and all benefited thereby.
The Compromise required that toward the end of a Simulacrum’s life, the current ruling Nephilim would offer its life up in
ritual sacrifice, returning to its Stasis. The next Nephilim in due succession would be wakened and allowed to manifest in
the body of the next priest-king or priestess-queen chosen to house the “divine reincarnation”. Within this environment of
co-operation and enlightenment, human culture flourished as it has not since. However, here in Tarshish, jealousy
flourished as well. This tradition effectively denied whole castes of servitors of the ruling hierarchy access to the divine
power of immortality and fostered a resentment of the Nephilim and their rule. Ironically, it was the co-operative nature of
the Great Compromise that allowed one of the greatest enemies of the Nephilim access to their power and the
opportunity to turn it against them.The lesser members of the priesthoods, those not destined to become Simulacra,
were the first to grow resentful of the Nephilim. Certain factions of Orichalka Men, soon to become known as the Black
Star, were able to use this dissentas a means of infiltration into the very ranks of the Nephilim. It was often the
responsibility of these lesser priests to preside over the ritual sacrifices of their Nephilim leaders. With agents in position
to perform the rites, the Black Star gained access to the bodies and the blood of the Simulacra. Years of subsequent
research led to the discovery of a distillation of the blood of the Simulacrum into a source of wieldable power —the Elixir.
Soon, the celebration of the passing of one Nephilim leaderto the next became an occasion upon which the Black Star
would destroy yet another Nephilim, adding another phial of power to their secret storehouses.The Black Star conspiracy
continued to grow spreading to the secular elements of society. Before longan underground organisation of soldiers and
commanders was formed under the leadership of a Black Star initiate known as Heracles. His army, hidden within the
ranks of the faithful soldiers, called themselves the Men of the Lion for the symbol of their strength and their devotion to
their Solar cause.No one is quite certain how the conspiracy came to light. Eventually, the Nephilim must have noticed
their inability to revive their compatriots from Stasis and confronted the corrupt priesthoods. Their se cret exposed, the
Black Star must have attempted a popular uprising among the humans of the Mediterranean. What is known for certain
is that some time around 9600 BC, a great and terrible civil war erupted among the once-peaceful Promethean
kingdoms. The Men of the Lion, with Heracles at their lead wreaked great destruction across the lands, and the
sorcerers of the Black Star intoned grave magics upon the legions of their former masters. However, the rebels lacked
the popular support to triumph, and ultima tely, their efforts slowed under the inertia of a prolonged fight. Faced with
eventual defeat, the Black Star decided that their last desperate hope would be to destroy the Nephilim kingdoms
entirely. The remnants of the Men of the Lion rallied in a final push toward the Great Dam at Gibraltar. Once there, the
rebels fought a staying action, waiting for the Sun to reach the height of it’s power. Then Heracles, with the aid of a
centuries-old hoard of Elixirs and Orichalka weapons, invoked mighty spells andcurses, granting him the might to smash
the Great Dam.The destruction that followed was horrifying. Millions upon millions of gallons of water cascaded through
the strait, flooding the basin of the Mediterranean, scouring the very earth as it rushed in ward. Tarshish was not only
drowned, but uprooted from its foundations. The kingdoms of the river valleys were flooded and destroyed. There were,
however, survivors who fled inland to smaller settlements, bearing what elements of Promethean society they could. In
the wake of the destruction, Heracles was hunted down and as punishment was forcibly possessed by the remaining
priest-king of Tarshish who had managed to escape the drowning. The Black Star was hunted and scattered
throughout the land. Though shattered and diminished, Nephilim society survived, spreading outward to establish the
rule of the Great Compromise in new settlements throughout the Mediterranean region. However, the last great dream of
re-establishing Atlantis had vanished forever.

SECRET SOCIETIES

The Black Star


The origins of the Black Star have their roots in a subversion and betrayal of the highest order. Siezing upon growing
resentment within the ranks of the priesthoods, the Orichalka Men found the them ripe for infiltration.Creating a network
of priests, scribes, petty bureaucrats and servants throughout the temples, all loyal to their cause, these Orichalka Men
established direct access to the estates, and even the bodies, of the Priest-Kings and Priestess-Queens of the
Mediterranean. Utilising their research of Nephilim Stases, they perverted the very life-blood of the Nephilim to their own
purposes. Calling themselves the Black Star, they nurtured their influence within the temples of all of the Nephilim
kingdoms. Their eventual discovery and subsequent persecution scattered them across the Western world. Their close
association with the Nephilim, however, inflicted damage that could never be undone.

The Men of the Lion


Under the leadership of Heracles, the Men of the Lion formed the secular, militant branch of the Black Star conspiracy.
Joining in a common cause with the lower orders of priests, these warriors created a conspiracy of arms, waiting for the
order to fight against the Nephilim in the name of Humanity.

889
The Elemental Wars
The Nephilim are at war with one another. The energies they must possess to acheive Argartha can not be
created internally, and must be siphoned from other Nephilim. They must eat the very essence of others like
them.

The character gains increases in his non-dominant Ka-elements by killing the Simulacrum of another Nephilim,
and absorbing half of the other Ka-elemental energies (a fatal process for the defeated Nephilim). The victorious
Nephilim may only take amounts of Ka that are in excess of his own, and may only claim the Ka points of another
Nephilim slain within 10 meters. If another Nephilim is present (within 10 meters) at the death of a Nephilim, the
Ka-elements are applied equally between each Nephilim with each Nephilim getting a portion of the free Ka-
elements. If a Nephilim is killed by any other means, he must either find a new Simulacrum or else re-enter his
Stasis. Also, if a Nephilim dies in the presence of other Nephilim, but these others at a distance of greater than 10
meters or out of sight, then the "slain" Nephilim may still return to its stasis or reincarnate in a new Simulacrum.
A Stasis item is a great find for other Nephilim, as they may destroy such items and gain Ka-element increases.
However, the energies available are temporary, and only for use in Stasis rituals.

In this kind of setting, Nephilim fear each other more than any Secret Society. Their allies within their Arca num
may be trusted, but no Nephilim is foolish enough to trust their Arcanum completely. They may ally with others
having the same dominant Ka-element as they do, but even those allies might turn traitor and try to claim their
other Ka-elements. Of course,these are all factors accepted as part of the price for Agartha.

The Fool Arcanum is often seen as a source of great power, and other Nephilim actively hunt them, hoping to
gain knowledge to give an advantage in the Elemental War; Fools usually seek onlyto unite the Nephilim and
end the War. Members of the Magician Arcanum seek to use Solar-Ka much as the Selenium do, and allow the
Magicians to escape the Elemental War. The High Priestess Arcanum use the war in order to not only gain Ka,
but also to steal the magical lore and items of the other Nephilim. The Empress Arcanum sees humanity as a
weapon against the other Nephilim, and see manipulation of the human psyche as the act of "aiming" their
weapon. The Emperor Arcanum also view humanity as a weapon, but Emperors use politics and finances instead
of psychology to control the massess, leading to many conflicts with the Empresses. The members of the
Hierophant Arcanum form human cults to help fight their battles in the war, using them as fanatical cannon
fodder. The Lovers try to stay out of the War, preferring to explore their hedonistic impulses; however, some do
take more active roles, seeking help from human allies. Followers of the Chariot Arcanum try to use any
resources they can, especially in thefields of electronics, while perfecting their physical bodies for combat.
The members of the Strength Arcanum are largely respected and left alone by the other Arcanums, as the
followers of Strength attack only those in the Devil Arcanum or the Unnamed Arcanum. The Hermit Arcanum
tries to avoid the war and human society, attacking other Nephilim from the shadows in a guerilla -like manner.
The members of the tenth Arcanum, the Wheel of Fortune, seek to master the Ka-fields and thus control the
other Nephilim, winning their war. The Justice Arcanum are considered a Wild Card by most other Nephilim
due to the Justices acting in accordance with half-forgotten and mis-understood rules formed by other Nephilim.
The followers of the Hanged Man seek only to hide from the war around them, existing from Simulacra to
Simulacra and avoiding Agartha all together. The Unnamed Arcanum is full of Selenim, and as such, the other
Nephilim ignore them, finding their Black Moon-Ka to be useless towards the path of Agartha. The Temperance
Arcanum is greatly admired by other Nephilim, as they have abandoned the quest for Agartha so as to heal the
other Nephilim, and in return the other Nephilim have spared them from the war. The members of the Devil
Arcanum are known for their brutality and evil, and Devils often hunt and attack pacifists like the Nephilim of
Temperance. The Tower Arcanum hunts the Stasis and magical knowledge of other Nephilim, using such items
as bait for other Nephilim to be slain. The members of the Star arewell-known among other Nephilim for their
united beliefs of extra-terristial origin, and also for their hostile role in the Elemental War. The Moon Arcanum use
their animal Simulacrum against other Nephilim to a great advantage; few suspect a possum of planting a bomb
in one's car. The Sun Arcanum is full of Nephilim who struggle to harness the Solar-Ka fields either as a means to
defeat other Nephilim or as a way to use Solar-Ka to fulfill the quest for Agartha. The Nephilim of the twentieth
Arcanum wander alone, finding greater strength in a disunited organization than in a more orderly Arcanum. As
stated in the main rulebook, the last Arcanum, the World, is unknown to the Nephilim.

Many Nephilim will still deal with other Nephilim however. They may formbonds of friendship and trust with
others. The presence of Secret Societies is mostly unchanged and still endangers Nephilim wherever they may
journey to. Also, even though a Nephilim may possess enormous amounts of Ka, he must still find a teacher for
the Occult Techniques, gain knowledge of the spells and skills as part of his path to Agartha. In the end, the
Nephilim must trust others, so that he may gain enough strength to destroy them.

890

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