So, with the full Krewe rules, I'm looking at them, and I'm already wondering what happens if the core membership of a krewe, aka the PCs, includes monsters who didn't necessarily die before they became more than human. Since anyone can do Ceremonies, it's not a stretch to imagine even a situation where Bound aren't the majority, and this dead man's party is a total monster mash (with the right members, they can start up a real thriller with the proper time warp, though if they're strapped for time they can conjure up some spooky scary skeletons...I'll stop now).
So, I was wondering, what would motivate other supernatural beings to join (or, if mortal necromancers can make them, form) a Krewe of Sin-Eaters? My ideas.
Vampires: Imagine this; you're a neonate, still trying to process how you are now officially one of the dead that walk. When feeding, you taste the blood of a man who seems infused with something just as dead as you are. A bit of deescalation later, you learn where a bunch of other dead things that aren't always trying to screw you over to survive live (for lack of a better term), but a lot of them are in an even more miserable situation than you are. What better Touchstone than to liberate the unquiet, and with it something that isn't an inherent weakness? Screw that, what kind of dirt can you find where all dirt goes in the process?
Werewolves: If the Shadow is imbalanced, the Underworld is outright ass-over-teakettle. Ghosts are people, but seeing the dearly departed act like, well, spirits in the River Cities, and the only gods being parasitic mad tyrants that send out priests to make the whole situation worse makes it clear you have to expand your jurisdiction a bit. It doesn't hurt that you've possibly met the only Claimed who seem to still be able to tell between themselves and their passenger - perhaps like you, though they weren't born that way. Maybe these are children of Moon from a different marriage? They seem awfully close to the sea, and thus, tides, after all...
Mage: An entire alternate dimension built from the ruins of dead places and obscure laws to explore!? Where!? And uh, the whole religious duty to free these pieces of the soul and let them rejoin the rest of themselves, but oh yes ghost library gimme gimme gimme.
Changeling: The more you listen to ghosts, the more you develop an uncomfortable sense you're pretty familiar with their experiences. The more you learn of the Underworld, the more that becomes a conscious thought. The more you listen to the weird priestess with a grim reaper coiled around her soul, the more you realize that, even if you can't set your Kept brethren free, you can do a good substitute.
So, I was wondering, what would motivate other supernatural beings to join (or, if mortal necromancers can make them, form) a Krewe of Sin-Eaters? My ideas.
Vampires: Imagine this; you're a neonate, still trying to process how you are now officially one of the dead that walk. When feeding, you taste the blood of a man who seems infused with something just as dead as you are. A bit of deescalation later, you learn where a bunch of other dead things that aren't always trying to screw you over to survive live (for lack of a better term), but a lot of them are in an even more miserable situation than you are. What better Touchstone than to liberate the unquiet, and with it something that isn't an inherent weakness? Screw that, what kind of dirt can you find where all dirt goes in the process?
Werewolves: If the Shadow is imbalanced, the Underworld is outright ass-over-teakettle. Ghosts are people, but seeing the dearly departed act like, well, spirits in the River Cities, and the only gods being parasitic mad tyrants that send out priests to make the whole situation worse makes it clear you have to expand your jurisdiction a bit. It doesn't hurt that you've possibly met the only Claimed who seem to still be able to tell between themselves and their passenger - perhaps like you, though they weren't born that way. Maybe these are children of Moon from a different marriage? They seem awfully close to the sea, and thus, tides, after all...
Mage: An entire alternate dimension built from the ruins of dead places and obscure laws to explore!? Where!? And uh, the whole religious duty to free these pieces of the soul and let them rejoin the rest of themselves, but oh yes ghost library gimme gimme gimme.
Changeling: The more you listen to ghosts, the more you develop an uncomfortable sense you're pretty familiar with their experiences. The more you learn of the Underworld, the more that becomes a conscious thought. The more you listen to the weird priestess with a grim reaper coiled around her soul, the more you realize that, even if you can't set your Kept brethren free, you can do a good substitute.
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