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1001 Mummy Story Hooks

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  • 1001 Mummy Story Hooks

    Reposting my old 1001 Mummy Story Hooks thread here, because that sort of thread tends to be useful.

    Please be aware that the numbers won't be consecutive - I created this thread on three separate fora.

    .) The first time a PC increases her Memory, she recalls that her Judge, back in Duat, warned her about one of her fellow Arisen being a traitor of the Lost Guild. The PC can't remember which Arisen the Judge was talking about. Time for some paranoia and internal conflict!

    .) One of the Arisen peers of the PCs was once one of the ancient masters of an entire guild, a guardian of limitless secrets and a peerless savant of the arts of the respective guild. She's also, currently, at Memory 1, which severely limits her usefulness.

    In order to reach their goals, the PCs need some really important guild-related information that only she possesses, or rather, used to possess. The PCs need to help her refresh her memory.

    .) The Arisen steps off of the train, his feet touching the first stones of the city, and in that moment his head churns sickeningly. All around him, the features of the city distort and twist into vaguely-familiar features, as though the city were made of cloth whose threads had slackened to allow him to see through to his memory. People he meets play the dual role of their place within his mission and as phantom actors dressed in his reverie. Time is short, and he must choose, does he speak to his past or to his present purpose?

    .) The instructions wrack her mind, as though they had been carved by plow and filled with salt and fire: PERFORM THE CEREMONY. So simple, so clean, and already her eyes feel heavy with the sleep of eternity. But these words are... wrong. Her fingers spread across the ancient scroll, each symbol aligning with the next in a harmony that seems all but sound. But it is wrong, says some small voice in the back of her mind. Fragments are there, a feverish fear of discovery, a hand that goes to alter a sacred ritual vital to the very world, and it is her hand that holds the blasphemous writing tool. What caused her to alter it? What has changed, so significant and so subtle that even the Judges do not see?

    5.) Your cult's high priest(ess) doesn't seem right. You didn't notice at first, no, because you were too busy.. but more and more.. (s)he seems to be more of a mockery of a person than the real thing.. your other cultists see it too.. and one of them swears (s)he was picking splinters out from under her nails. ((Bit of a crossover with Ling, priest(ess) is a fetch.

    .) Why is the Greater Amkhat who ate one of your meret calling you "master"? Why do you have faint memories of performing an elaborate ritual serving no purpose other than to create one of these monsters?

    .) The PCs get to meet a little boy who, for some reason, knows more about the Nameless Empire than the PCs are able to recall, can quote ancient Iremite texts and knows the location of seriously powerful buried relics and Arisen compatriots of the meret. Supernatural scans of the boy turn out negative - he appears to be just a young kid.

    Twist: the Judges order the PCs to kill the boy.

    .) The PCs, after having started their new Descent, find themselves being hunted by pretty much the entire nearby Arisen population. What did they do in their previous Descent to draw the ire of all the guilds?

    .) The PCs are tasked with reclaiming a relic that is directly responsible for the miraculously good fortune of people desperately in need of it; disaster victims, the poor downtrodden underclass of a community, etc.

    .) The Shuankhsen lack the ability to truly resurrect their physical remains, having to possess dead bodies instead. However, when an Arisen first sees a Shuankhsen, the Shuankhsen's true corpse form will reveal itself to him.

    One of the PCs, while seeing a Shuankhsen in action, recognizes her as someone he knew in his first life in the City of Pillars - a friend, or perhaps even a relative. Can the ancient, long-lost feelings of kinship be rekindled? Could an Arisen make her peace with a Shuankhsen - against the will of the Judges, Ammut and the Arisen guilds?

    .) Individual members of the meret's cult show up dead, with the number "43" cut into their foreheads. The cult has, prior to the killings, commenced extensive research on the topic of the 42 Judges of Duat.

    One of the player characters suffers from regular nightmares about his experiences in Duat during the Rite of Return, in which he saw a shadowy figure behind the 42 thrones of the Judges of Duat.

    .) While serving her cult, one of the PCs, a Tef-Aabhi, comes across an building whose architectural design appears to be strongly aligned towards mystical principles first developed by the Tef-Aabhi - forbidden designs, those that make the building steal positive energy from people living and working inside. This might also be why terrible luck seems to follow everyone inside around constantly.

    These forbidden mystical principles and designs have, 6000 years ago, first been discovered by the *player character*, back then one of the chief architects of the Tef-Aabhi.

    Who stole her designs and built this structure, and for what purpose?

    .) One of the PCs, who starts the game with an Ab rating of 0, finds out, after having Arisen, that her heart is missing. Not just the Ab pillar and its metaphysical properties, but the character's actual physical heart. The character is still fully functional, even without her heart.

    Where's the mummy's heart? And why is she feeling emotions entirely unfamiliar to her, emotions that are distracting her from her First Purpose?

    .) The PC Arises, called back from death by his cult, with strong memories of one of his cultists being directly responsible for his death at the end of his last Descent. The cultist in question has a strong alibi for the time of the murder, with many high ranking cultists vouching for his devotion to the Arisen and their purpose. Could the PC simply misremember and blame the cultist of a crime he didn't commit?

    .) As one of the PC slowly regains memories of a Descent that holds great emotional significance to her, she recalls one of the lovers she's had throughout the millenia - against the wishes of her Judge, of course -, a Roman horseman in the 3rd century BC.

    One of the people the PC has met while fulfilling her First Purpose looks exactly like her lover.

    Can't be him, of course. He's been dead for more than two millenia.

    And yet - the exact same appearance, mannerism, gestures, similar behaviour.

    Did the PC's lover come back to her from the grave? Is she finally going insane?

    .) The country of Tibet is about to start an excavation in an as of yet unexplored region, in which, if the PCs recall correctly, a huge amount of Iremite magical weapons of mass destruction is assumed to be buried. The guilds do not want these implements to be discovered by anyone at all. For once, instead of digging up lost relics, the PCs have to prevent others from doing so.

    .) One of the PC's Arisen compatriots Arises with startlingly little of her original personality and identity left (Memory 0). She's little more than a vessel of her Judge, a puppet of the Divine Will of Duat.

    And yet - her actions, under the constant, strict guidance of the Lords of Duat, leave the world a better place. The mummy punishes sin as much as she rewards virtue. Those who violate the laws put forth by the Judges are corrected, and the world is a little bit of a safer place near her.

    Perhaps it would be best if all Arisen surrender their will and individuality to the Judges, as she did? Some of the Su-Menent certainly begin to see it that way.

    .) The meret awake to find that their cult has become involved in drug dealing. This has left them in connection with some very dangerous connections like drug cartels. Complications that may derail the merets goals and bring unwanted attention. Can the meret disentangle their cult from the cartel? And does doing so create new and dangerous enemies?

    XX.) As the Sothic Turn awakens the Arisen. Something else is awakening. The cultist are disappearing; some are turning dead, frozen. The PC Arisen must track down the fiends. For something else as awoken with the turning of the Sothic Cycle. The Frozen, those mummified by ice or liquid nitrogen, are awakening as well. For Mummies who have not received the Rite of Return, why are they experiencing the energies of the Sothic Cycle?

    .) A woman introduces herself to the meret, claiming to be a Shan-iatu. She appears to possess both knowledge about the Nameless Empire (she claims it had once a name) that the PCs are entirely unfamiliar with, as well as abilities as of yet unseen and incomprehensible, including that of increasing and decreasing an Arisen's Sekhem through an effort of will.

    She attempts to convince the PCs to rebel against the Judges, whom she regards as traitors.

    .) As a high-memory Arisen character watches people - ordinary, non-cultist people, blissfully unaware of the dangers of the World of Darkness - enjoy themselves in some way entirely unfamiliar to an Egyptian mummy who died 6000 years ago - such as ice-skating, or bungee-jumping or listening to modern music; feeling alienated and disconnected with this world and its people, he breaks, retreating into a shell of his own memories and nostalgia, seemingly lost to the world.

    Can the PCs, likely as alienated and disconnected as he is, bring him back to sanity?

    .) One of the Su-Menent, embittered by her cult's magical practices in particular and religious worship in the modern age in general (hollow copies of the true faith of the Nameless Empire), convinces herself that all magic is the property of the Judges, and that this modern age doesn't deserve to wield ancient magic. She slaughters her cultists and attacks the cults of other Arisen in an effort to destroy mortal magical knowledge.

    And the Judges don't seem to punish her or hasten her Descent in any way for doing so.

    .) A particularly charismatic Falcon-Headed Tef-Aabhi gets it into his head that this degenerate age needs the true guidance of a firm-handed leader, someone imbued with the wisdom of ages. Someone like him.

    The Judges punish his attempts at reaching out with his cult, grasping the local infrastructure and subverting the culture like crazy, but his message rings true to like-minded Arisen, many of them followers of the Ba like him, as they start creating the first empire ruled by the Arisen. Many opposing Arisen cults are simply swallowed by the collective might of their secret societies.

    .) The scrolls of the Sesha-Hebsu explain that the metaphysical properties of the Sothic Wheel have been incorporated into the Rite of the Return affecting all Arisen, allowing them to reverse their natural state, that of being dead, every 1400-something years.

    Recent findings suggest the existence of a 260-day Sacred Round cycle, whose properties might in some way correspond to specific complexities the Su-Menent remember about the process of the Rite of Return. It seems unlikely but plausible that the Arisen might, given enough time and the discovery and correct use of very powerful relics, commit the heresy of artificially simulating a locally generated Sothic Turn that will cause all Arisen of an entire continent to come back to life prematurely .. repeatedly every 260 days.

    The Su-Menent, loyal to the Judges, don't like the theological implications of these findings. Still, to many of the Arisen, the prospect of being capable of returning to life in that frequency and without the constraints of a First Purpose, is a very attractive one.

    .) There's a serial killer on the loose. Tv footage has shown him during a shootout with the police, shouting something about "you'll die so that I can follow" and "Irem rests in Duat, and so will I" as well as a few quotes in the Iremite language that cannot easily be translated.

    The bullets seemed to stop him, but the disappearance of the body from the hospital morgue still can't easily be explained.

    The PCs know him. He used to be one of the most prominent researchers of the Sesha-Hebsu, a savant on the topic of the Nameless Empire.

    .) The Am-heh Rosetta is a relic of particular interest to Arisen, rumored to bring back lost memories. The Judges are expected to reward Arisen who uncover the Am-heh Rosetta and bring it to them highly.

    One of the PC's Arisen rivals has made it public that he has found the Rosetta. As the PCs plot to steal it away from him, he suddenly disappears. Rumor has it that he has joined the ranks of the prospective students of the Heretic.

    As the Rosetta eventually comes into the possession of the PCs, they figure out that it's actually a very well made forgery and not the actual Am-heh Rosetta. The forgery, however, is still a relic, except that it doesn't bring back lost memories; it instead creates artificial memories.

    .) A one time rival Arisen shows up at the PC's door. He has recently started his new Descent, and there are strong gaps in his memory.

    For one, he recalls strong hatred towards the PC, but he doesn't remember the precise reason.

    The rival wants to rebuild his memory and personality. This is why he's asking - begging - the PC to help him discover the reason as for why he harbors such strong hatred towards the PC.

    How will the PC handle this unusual request?

    27.) During a chronicle set sometime in the past, the PC gets flashes of memories that aren't familiar, and that don't seem to be related to the world around him. Investigating history shows that these aren't memories of the past, but memories of the future. What's causing this, and can it be stopped? Does the mummy want it to stop?

    .) The PCs need to infiltrate a multinational company that's actually a cult of one of their enemies among the Arisen. Other than the obvious obstacles (using some sort of Affinity or relic to hide from the supernatural senses of their Arisen enemy), the PCs, 6000 year old mummies, better learn to pass as corporate businessmen without standing out quickly.

    29) A PC is constantly haunted by flashbacks of one of the mortals he had fallen in love with long ago. While his memories are still unclear, he remembers watching her brutally slain, remembers holding her body as her sekhem drained away and her soul went to Duat. While he remembers her fondly and often thinks of her to give himself strength, he is forever haunted by the moment of her death.

    Especially once his Memory score rises high enough to remember that he was the one that crushed the life from her. He cannot understand why, but he has a vivid memory of the brutal attack that left her dead. His Memory was not faded when he did so, so he cannot blame it on her accidentally waking him from slumber. No.. she MUSTVE done SOMETHING to get him to kill her.. right..? Or.. was he really so different now, so different he can't for the unlife of him fathom WHY. an optional crossover, the Mummy's cult then comes across a man that claims to see and visit with the long dead, deep in the underworld, to help them move on. The Mummy wonders if this strange "sineater" could find the ghost of his dead lover, so that he might gain closure, perhaps forgiveness.. but at the very least, he hopes to learn what caused him to kill her, and why he would do such a thing that seems so appauling and unnatural to his current personality.

    .) The local Maa-Kep, in their function as secret police among the Arisen, have declared all local Sesha-Hebsu to be enemies of the Arisen, causing an open war among the Deathless. Cultists are used as pawns in bloody conflicts.

    Although the Deathless fight constantly, wars between entire guilds are unprecedented in the annals of the Sesha-Hebsu.

    .) One of the PCs has, in the past, clashed with a charismatic Mesen-Nebu, whose political convictions are particularly at odds with those of most ex-citizens of the Stone Age. He seems to think that power should go to the people and that people should fight for their basic rights and similar ridiculous nonsense. He has been active around the Peasant's Revolt in England in 1381, the Labour revolts of France in 1831 and many others before.

    After the Occupy Movement, his methods have grown increasingly radical. Now his cult has found some way to reach the mainstream audience with their anti-capitalism message, and their numbers are stronger than ever. Something needs to be done.

    .) The Su-Menent would like nothing better than to reintroduce the religious beliefs of the Nameless Empire to the people of this degenerate age. The retirement of the Roman Catholic pope creates an opportunity that the priests of Duat must use.

    No Deathless could ever serve as pontifex to these cynical masses. A skilled puppet cultist loyal to the Su-Menent would, however, be well suited for the job of "adjusting" Catholic dogma to the needs of the Su-Menent, if he had a chance of being elected.

    .) Iremite Law forbids violence between husband and wife. Some 6000 year old immortals take the laws of their upbringing terribly serious, which is why Piye, guildmaster of the Mesen-Nebu, is reluctant to make her dreams of disembowelling her husband, Taharqua of the Maa-Kep (again), true. That's why she's trying to blackmail the PCs into getting the deed done. It helps if none of the PCs are Mesen-Nebu, so as to avoid a diplomatic incident.

    Problem is, Tarhaqua has only very recently been awoken and is currently at very high Sekhem levels.

    .) One of the PCs had a prolonged affair with a mortal during the last Sothic Turn, taking advantage of Sekhem's refusal to drop below 1 without provocation during that time-frame to maintain a loving relationship and cultivate Memory. The relationship was, sadly, cut short when the PC fell in their lover's defense and returned to Duat.

    How then, are they still around to greet them when 2012 arrives?

    .) Recent findings suggest that the Utterances known a Words of Dead Fury, Words of Dead Glory and Words of Dead Hunger are actually, to mystical savants, known as lesser versions of these Utterances.

    Cultists shudder to think of what mummies who knew the greater Words could be capable of.

    .) The PC has been Arisen to retrive an artifact...thing is, they remember looking for it before.
    And it is not until they remember why they didn't hand it over last time.

    .) The combination of a seriously misinterpreted Rite of Return and the zeal of the cult trying to make it work has led to the creation of an Osiran Promethean. Can the cult be convinced that their god-king is nothing of the kind before everyone in the vicinity goes insane?

    .) A Sadikh has found a way to detach herself from the mummy who created her, regaining her free will. Problem is, her immortality is also gone. Luckily, there's a way around that one. It just involves cannibalizing the Pillars of Arisen.

    .) Exacting a horrifying revenge on people who violate a mummy's tomb allows an Arisen a certain grace period in which the Descent is slowed and the loss of Sekhem is kept at bay. A meret of Arisen has thought of a way to exploit this law of Deathless existence by forcing people (hapless victims) to violate their tomb, again and again, so as to stop losing Sekhem. A few corpses every now and then are a small price to pay for immortality, right?

    For bonus points, this is the PC meret before they got repeatedly murdered and shoved back into Duat a while back.

    They're finding out about this in retrospect and the possibility is beginning to tempt them again.

    .) The so-called Heretic isn't the only of his kind. One of the Jackal-Headed has recently gained notoriety as well as the enmity of the Su-Menent for her heretic dogma. This Arisen believes that the number of Judges of Duat isn't necessarily fixed, and that it might well be possible for individual Arisen of sufficient dedication and ruthlessness to ascend to their numbers.

    The Judges are, obviously, opposed to her beliefs, but not to her methods. The heretic claims that, in order for a Deathless mummy to ascend to the ranks of the Judges, she has to destroy everything that made her human. Only a mummy with no memories of human existence (Memory 0) could ever transform into a god.

    .) One of the Arisen claims to have found a way of escaping the tortures and punishments of the Judges - swallowing a heart. Not one's own heart - this is where Egyptian mythology is dead wrong - but that of innocent mortals.

    There is no evidence confirming that this gruesome practice actually works, but why should that stop curious Arisen?

    .) No Arisen has spoken to Hsekiu, Arisen of the Tef-Aabhi, in centuries. He lies, like so many of the Deathless, dead but dreaming. No cultists revere his image (and if they do, then in secret). No Arisen utter his name, even as a whisper.

    The guilds do not precisely remember why they are so afraid of calling him back to life. There are faint memories of blood .. pain ... fates worse than death, especially for the Deathless. His tomb remains undisturbed, and if the guilds have their way, it shall remain so forever.

    .) The Descents of a number of Arisen have recently been ended prematurely. Evidence suggests involvement of the Lost Guild, the Deceived, masters of the occult art of Nomenclature.

    None of the attacked Arisen have thus far been able to successfully defend themselves against the Deceived threat.

    The guilds' hope rests on one of the PCs, who, in her first life in the Nameless Empire, has been an active member of the Lost Guild, until she later decided to quit in order to join one of the other guilds. It is up to her to rebuild her memory of her first life and figure out some defense against the magics of the Deceived.

    43) A Meret wakes up from their individual slumbers on the same day, all summoned by their prospective cults. When the they question their cults as to their individual purposes, the cults express confusion. Their god just told them to wake them up, many long years ago, but refused to tell them why, just that it was of utmost importance.

    The information that the cults do have is a list of location to several tombs, all aligned to each other in a strange occult way. These are the tombs of the other member of the meret. The Meret do not remember eachother, but their cult insists that these locations were given to them by the Arisen in a time long ago. When the Arisen search throug their memories of their last summon, all they remember is feverishly working towards discovering a secret that MUST be brought to the Guilds attention, each one placing certain vestiges and relics in safe spots so that they could be recombined at the next time.

    The Arisen set out to search for the vestiges and relics that they once had but could not let Duat have yet, and amidsts the ancient ruins, they are attacked by groups of organized Shuankensen, and these Lifeless seem to be working together in a concerted effort, all bearing the mark of a Scorpion eating itself. Is there a new movement in the Shuankensen? Have they created a Guild of their own? The Shuankensen meet them as old enemies, but the Arisen have no understanding as to why besides their nature. Can the meret uncover the secrets before the next Sothic Turn, a date that each of their cults has been told is the coming of a great and terrible conflict between the Lifeless and the Deathless? Do they have the time before they Descend to rally the forces nessecary, or are they looking forward to the power vacuum of a Shuankensen uprising?

    44) The Arisen awakens to steal back an artifact that was reported stolen by his cult, but the reported artifact cannot be sensed, and only the taker can be tracked into a world of occult mysticism and secret societies, all protecting or searching for a strange book. Once the Arisen find the book, it seems to be a journal that speaks of days in Irem and details another Arisen's pursuit of Apotheosis. But there is something else, the book is annotated with correct or incorrect additions, and entire passages seem to be marked out as false or unreadable by the annotator, including the last chapter, the only letters decipherable on the page are H. E. R. E. T. I. C, seemingly purposefully left unmarked, and circled by a third hand. What more, the Second hand seems to be the Arisen's own writing.

    What is really going on with this journal? Are the annotations correct, or do they herald a worse heresy, or a conspiracy far greater? Who does the third set of handwriting belong to?

    .) As one of the PCs slowly starts to rebuild his memory of the lifetimes before the current one, it occurs to him that he's seen the mortal beggar down the street, the one who always asks him for a penny and a piece of his soul, before. The PC has met him in every single Descent he can remember, up to and including 5000 years ago. And it's always the same beggar, the same pleading look and the same question, ever and ever again.

    .) The Sirius (Sothis) star inexplicably reduces in brightness during the first quarter of 2013, with none of the experts being able to come up with a convincing explanation. It seems as if the Sothic Cycle, for the first time in a six-digit number of years, will be late. It seems unlikely that the Arisen will live to see the next Sothic Turn in the next couple thousand years.

    47: You're angry. Why? You have awoken to find that your cultists are dead, killed without a mark on their bodies. Your tomb has been defaced and cleared of all your accumulated knowledge and relics. Whoever did this knew exactly where to hit, how to hit, and what to take. A relic is missing too, a sacred creation that something deep inside you screams is vital to what you are.

    By the time you manage to contact someone who knew about your existence, they mention other attacks like yours, tombs disturbed and cultists killed en masse. Only the attacks are inconsistent. Some are as you saw. Others involve explosions and mortal law, or local leaders rallying against cultists. The message is clear suddenly. A memory of your last *Whatever the hell they call a mummy's waking, I don't have the book yet okay?!*, a group of armed men and women forcing you back into your tomb. Sealing you in with knowledge you thought impossible to find. Are they the same ones this time too?

    48. In the middle of a Sothic Cycle, the Arisen decide to go see a play at Shakespeare in the Park. It's their 1.5-milennium time off, and this pale imitation of culture might spark some memories or something. In the middle of the performance of Hamlet, however, someone in the Audience — apparently one of their fellow Arisen, blazing with the glory of Sekhem — runs onto the stage and beheads the frightened and confused man playing Claudius, shouting in the tongue of Ancient Irem, "You murdered my High Priest, Ignoble Claudius! For this you must die!" A little investigation reveals that similar incidents have happened at every performance of Hamlet, and the only reason they staged it this year was because they had been assured by someone that the "man" who plagued them was dead and gone.

    .) A Lion-Headed Arisen has convinced himself that he has unlocked the secrets of the Rite of Return. Willing to spread the flame of immortality and create a new generation of servants for the Judges, he has asked his Arisen peers to select cultists willing to undergo ritual suicide in order to appear before the Judges.

    It is likely that the rite will simply kill the cultists, but the Lion-Head and his enthusiastic, armed and dangerous followers refuse to believe that.

    For additional fun, the rite instead creates a new generation of lesser, weaker Shuankhsen.

    50.] A recent earthquake has shaken the Sahara desert, and under its dunes in the west archealogists have found an interesting natural formation, a large, previously unknown system of tunnels, are starting from a wide opening that has been scrawled with strange, hieroglyphics that don't seem to coincide with any of the known Egyptian languages. The Judges strictly forbid any Arisen to seek it out, but more and more Fate seems to put the jounrey in front of the Arisen, until finally, in an epileptic fit, one of the cultists mentions a great mouth, open to the moon and sky that sends their light and magic into the Underworld. What more, one or more of the Arisen receive phone calls, emails, or other forms of electronic communication, signed by loved ones long dead that read "They have me, but they are willing to give me to you..."

    If it all an elaborate scheme, or is there something out in the white sands of the West that the Judges are hiding? Can those loved ones really be back, or is it a trap?

    von Greg Stolze:
    40) When the Arisen last woke, during the 1950s, his sect was persecuted for its 'non-traditional' beliefs, so he presented some more... vigorous commandments about secrecy and defense, and also promoted more aggressive leaders. Today he arises to find that his cult has evolved from "we are willing to kill if it's absolutely necessary!" to "we are willing to kill if it's Thursday!" Can he correct them gently? Is a bloody purge the wrong way to steer cultists away from casual murder? Is it better to accept their murderousness in the name of efficiency (and remember, he woke up for an entirely unrelated mission!) or is it better to burn out the nest and start again from scratch?

    41) A Mummy from the next Sothic Turn, the one in 3400-something, uses a Gate of Thoth to return to the present day with a duffel bag full of advanced future-technology and a dark future to avert. Or does so in orbit, using a space ship, because we're doing a crossover with the Infinite Macabre setting...

    .) During her Descent, an Arisen PC gets to meet a member of her own guild. In a past life, the PC killed the guild journeyman for having peaceful relations with the Shuankhsen and providing them with information on the relics of other guildmates. The PC remembers everything about it. The other mummy, nothing.

    The PC needs the mummy's cooperation in order to achieve her goals. How long until the journeyman recalls his past and murder at the hands of the PC? Will his traitorous ways repeat themselves?

    .) One of the PCs, preferably one with a high Intelligence trait, has, in his first life, been a guild member of a certain notoriety. His obvious brilliance manifested in a way that made him a creator of artifacts and objects of madness - as a Mesen-Nebu, he might have devised alchemical concoctions that altered the basic nature of humans. A brilliant Tef-Aabhi might have constructed buildings whose geometric attributes influenced the destinies of all nearby people. A Su-Menent might have been an expert creator of necromantic weapons of mass destruction. A scribe of the Sesha-Hebsu could have put down words and pictographs that were obvious blasphemies, devouring the minds of those who read them. Etc.

    The Shan'iatu thought long and hard before making the decision of granting him immortality, in the end, deciding that the PC's brilliance in his first life needed to be preserved.

    As an Arisen, unable to recall much of his past, and irrevocably changed by 6000 years of undeath, the PC might well be terrified by his accomplishments as a creator of monstrosities and terrors - or, alternately, willing to embrace his dark past fully.

    53) As the PC's Arisen rise from their deathless slumber (woken by their cult), a great ceremony is held in honour of the Judges. As the ritual proceeds, the PC' are told by their high priest, last time they promised to perform some great deed when they would rise next time. Of course, the Arisen don't remember what it was and why they should have made a promise like that.
    So, they'll have to deal with their disappointed cult, whose members expected some kind of miracle to happen for years. Some of them seem to have developed disbelief and impatience. Further, something seems to be wrong. If the Arisen remember correctly, the cult made use of way too much blood while performing the ceremony. They did it wrong. Blasphemy.
    How will the Arisen discover that a powerful vampire (a member or the Circle of the Crone or maybe - i would like that - a Setite from the cWoD) has infiltrated their cult over the past few decades, embraced a child of his own (high priest? someone else?) and uses taht child and his ghouls to take over this religious group. And if they find out, how will they fight him? For he seems to remember much more about the Arisen than they remember about themselves.

    .) Rekhetre was once one of the most popular of the Su-Menent, renowned for being a death priest of unusually high compassion. The Rite of Return, the most powerful feat of magic ever performed by men, wasn't strong enough to change her caring nature, and it was to noone's surprise when she declared her decree to be that of the Heart.

    Her experiences in Buddhist India gave her compassion focus and guidance, as she refined her beliefs and learned about the suffering inherent in all life.

    Millenia later, Rekhetre, still a priest of death, brings everlasting peace to those who need it - and, in the end, everyone does. She still means well, as she always did, which is why her methods of passing the sacrament of death on to others are gentle, but neither she nor her cult of extremists are particularly discriminating as to who they murder in the name of compassion. Sooner or later, they'll figure out some way of using modern weaponry for the purposes of sharing their sacrament with hundreds or even thousands of people all at once; and on that day, Rekhetre, a Bodhisattva who chose to live and feel and suffer for all eternity, so that others don't have to, will weep with joy for bringing peace to so many people.

    .) After a period of unknown length, the PC awakens to a new Descent. Before they complete their Purpose (or at any point, if it's during a Sothic Turn), they notice that a human has their hand. As in, grafted onto the human's wrist is an exact copy of the Mummy's hand. What's worse is, the human appears to be able to understand the language of Ancient Irem, write the script of Ancient Irem, and even duplicate one of the PC's affinities. How did this mortal get one of the Arisen's hands? And why did the Rite allow this human to keep the hand?

    .) One of the arch-enemies of the meret, a known Deceived member of the Lost Guild, a very dangerous master of nomenclature, shows up. He's obviously having trouble remembering much of his past - including his enmity to the PCs. He even claims not to remember his guild affiliation!

    He's obviously playing the PCs. Right?

    Could a Deceived mummy be rehabilitated?

    .) The PCs and all Arisen they know start receiving visions of the Judges, in which the Judges command the Arisen to bring them as many vessels and relics as possible, now. The Judges appear to be in visible distress, which has never happened before in the memory of the Arisen.

    .) As one of the PCs dies and experiences a death cycle (i.e. he doesn't go back to Duat, as he still has Sekhem left), Anpu shows up and offers to help him "find his way", regaining his personality and sense of self. The character starts experiencing visions of past lives that are in some way relevant to current events in the chronicle.

    - Each of the visions, all of which last a single scene, allow the character to gain a small amount of sebayt experience points.

    - The character may freely decide to experience as many visions as he wants, uncovering more and more of his past.

    - The visions are experienced in real time. As the character delves into his past, the other PCs continue their Descent.

    - While allowing the character to rapidly increase his Memory trait, the visions exhaust his Sekhem just as quickly. Treat each scene as two scenes for the purposes of tracking time left until the next Descent roll.

    .) Not every individual the Shan'iatu sent to the Judges made it through the Rite of Return. The Shan'iatu weren't perfect - sometimes they chose unwisely. Some of the souls they selected weren't suited for immortality.

    When faced with the task of pronouncing a decree and declaring one of the parts of one's soul to be inviolate and stronger than all others, some would-be immortals simply failed. Most of these individuals were simply sent to the Devourer as sacrifices. The Judges still found some use for a few of these failures, however.

    In Kabbalistic cosmology, the Qliphoth are metaphorical “shells” surrounding holiness. They are spiritual obstacles receiving their existence from a divinity only in an external, rather than internal manner.

    A Qlipoth is a Lifeless servant of the Judges. The Qlipoth lack free will - they are extensions of the Judges' will, unable to defy their masters in any way.

    There are only very few Qlipoth - if the Judges found it easy to create and use these monstrosities, then the Arisen wouldn't be needed. They are the "big guns" of the Judges, to be used when the Arisen and their annoying free will would interfere with the success of one of the plots of the Judges.

    .) None of the Arisen know their true names, as they have chosen to give them to the Judges during their Rite of Return.

    An Arisen with rebellious tendencies decides that, given the fact that he can't have his true name back, in order to free himself from the grasp of the Judges, he needs to create a new name for himself. If a Christian baptism doesn't work, then perhaps using Deceiver rites to steal a name from someone else might?

    .) One of the Arisen has found a way to change the curse of a relic in a way that allows him to steal the life energy of those who use it. The mummy's pillars (and, possibly, Sekhem) recharge as hapless mortals use the relic in question for their own ends.

    .) A mortal who knows much more about the Deathless than he has any right to develops a plan to achieve immortality that might actually work .. depending on one's definition of "immortality". He infiltrates one of the PC's cult and subtly sabotages events so as to prematurely end the PC's Descent in a way that destroys the PC's body entirely.

    Then, as the cultists attempt to bring the mummy back, he offers his body for the mummy to possess (rules are on page 152 of the corebook, "The Twice Arisen").

    The mummy Arises with both its own memories and personality and that of the cultist. In a twisted way, he has found a method to partake in the mummy's immortality.

    .) One of the PCs figures out that one of the human NPCs he's met during his Descent is actually one of his direct mortal descendants (there are a number of possibilities as to how a mummy might come to this conclusion, including magic, appropriate relics, ghosts, etc.).

    The mummy's (very distant and still alive) relative has fallen on hard times and is in dire need of (supernatural?) assistance. Cue stories focused on themes of fatherhood/motherhood, responsibility, family and alienation from mortals.

    64) One of the Su-Menent decided long ago that the acquisition of Memory was not only risky in the face of the Descent, but inherently blasphemous against the Judges and Duat. The prolongation of the existence of the Arisen, apart from their promised reward in the afterlife, is due to the eternal repetition of this sin.

    Only in stillness and obedience, in which no self may linger, can the Arisen find freedom and true eternity.

    Only in surrender will they be rewarded.

    This would be okay in its own right, if they kept it to themselves, but they have taken after the example of modern religion and begun spreading the word. By force.

    .) A recently awakened Sesha-Hebsu, confused and lacking in Memory, has started to believe the dogma of her own cult - in which she is revered as a goddess incarnate.

    This in and itself wouldn't be a problem, if the cult wasn't powerful and/or well-connected; but it is. It also has excellent marketing.

    Very soon, cult members and indeed even the mummy herself start having public appearances on local TV and radio stations, spreading the word and gaining new followers by the hour. After only a couple months, the cult is a trend religion, to which all the cool modern kids belong to.

    The Maa-Kep certainly do not approve of an Arisen being that much of a public figure; especially if she's disseminating actual occult truths of the Sesha-Hebsu as part of her religious teachings.

    von Greg Stolze:
    58) It looks like a standard rise-and-recover job. An artifact has been noted and it falls to the Arisen to seize it for their masters. But there are a few unpleasant elements in play here. a) The object has no obvious Iremic legacy, it's associated with some religion the mummies have never even heard of. b) The device is keeping several humans alive (at least for the time being) which would normally be a nugatory concern, but these people really do seem to be selfless and compassionate and doing lasting good in the world. Recover the item and it could doom their legacy. But it's not like the Arisen have the time to let them finish--they'll Sekhem out long before the peace process/AIDS cure/whatever is complete. c) The object does not have an obvious curse, which makes no sense in an Iremic paradigm... though the religion of its owners explains it all perfectly...

    66) A Tef-Aabhi PC is called back by his cult in order to pass on some secret lore pertaining to the geomantic structure of the city. After having done so, the cult doesn't require his services any more and his first purpose is completed.

    The information the PC gave away is actually quite dangerous in the hands of the wrong people - the entire city could be influenced or even destroyed by controlling the geomantic patterns underlying its buildings.

    67) After a series of intense conversations with a Catholic priest, one of the Su-Menent decides to quit her guild; arguing that the priesthood of death is obsolete in the modern world, and that it is much more productive and better for the world to put one's faith in a benevolent god that exists for the people.

    The errant priestess needs to be corrected - with arguments and logic. It is time for a Su-Menent priest to rekindle her faith and demonstrate to her why the world is in dire need of the timeless priesthood of death and their services even in this degenerate age.

    68) After a series of occult findings, one of the PCs (a Maa-Kep or a Tef-Aabhi) recalls the existence of a conspiracy among the Maa-Kep and Tef-Aabhi guilds. Perhaps the PC was once part of the conspiracy, or in staunch opposition.

    The conspiracy's beliefs are intricate and detailed; members believe that one of the quintessential curse of the Arisen is being forced to watch as history and, with it, everything the Arisen are familiar with, passes by and withers and dies. As static creatures, the Arisen slowly become obsolete themselves as history continues on without their guidance and control. In order to fight this loss of meaning and to create a world that is more accomodating to the Arisen (and as unchanging and static and lifeless as they are), these Maa-Kep and Tef-Aabhi subtly direct events an arrange opportunities that allow them to control the history of the world - not just the present and the future, but also the past and people's awareness of past events.

    The PC has reason to assume that this conspiracy is still very much active. Will he join them or fight them?

    .) The Arisen as a whole share few commonalities. If there is one thing all of them agree upon, it is their discontent about the modern world and its people.

    A circle of Sesha-Hebsu scribes has convinced itself that one of the quintessential problems of this modern world is the literacy of the common, uninitiated people. The ability to write was once the purview and right of none but the Sesha-Hebsu. This is why it should be seen as hubris and best and blasphemy and an affront against the gods for those not initiated into their ranks to read or to write.

    This is why this meret seeks to destroy all literacy.

    Their attempts to do so are diverse and manifold, ranging from supporting censorship and sabotaging political education systems to bombing internet servers and assassinating writers. The results are few, but this might just mean that they aren't yet desperate enough to escalate the conflict in ways that might cause more damage than a few deaths every now and then.

    .) The PC Arises with the memory of a name - an entirely human, mundane name - and an incredibly strong, all-consuming need to find the person bearing that name, a need that should well stand in opposition to the PC's first purpose.

    As the PC eventually finds the person in question - he still hasn't remembered why exactly he needed to find him. There's nothing overtly supernatural about her. She's a housewife, a daughter, an ex-husband. And she quite obviously knows nothing about mummies, relics or cults.

    Except that there's a group of Shuankhsen, of all creatures, subtly supporting her and making her life easier in small, subtle ways. The Lifeless are also fiercely protective of her. They wouldn't behave in such entirely uncharacteristic ways without a good (bad) reason.

  • #2

    71) A pop culture phenomenon (and, frankly, cult) is getting followers. Not necessarily a lot of them, but powerful ones: celebrities, politicians, military leaders. A cursory investigation of the cult's ideology reveals blasphemies against the Judges, references to the "evils" of Ancient Irem and its Guilds, references to the Devourer, and the belief that after the body's death, "hopping ghosts" take over the body — "ghosts" that must be destroyed. It's all in metaphor, of course, but anyone who was around in Ancient Irem understands it immediately. The question is, who's behind it? One of the Deceived? One of the Shuankhsen? Or is it a guild member or (worse) a Guildmaster?

    .) New Antagonists: Ba-Pef

    The past is never entirely dead. The Arisen themselves, unliving relics of the past, prove this rule by their very existence.

    But they are not alone.

    When a Deathless mummy dies, she is called back to the sleep of death, joining her Judge in the realm of Duat. Sometimes they leave something behind.

    Ba-Pef are the result of an Arisen dying with particularly strong regrets and unfinished business. Ba-Pef remember everything the mummy remembered at the time of her death, and have similarities with the Arisen in personality and general outlook, except for their hunger for essence and their ghostly nature.

    All Ba-Pef are, for all intents and purposes, ghosts - with one important difference - no Arisen magic can affect them in any way. The Deathless are powerless to combat the spirits of their past incarnations with their magic.

    Ba-Pef are to mummies what regular ghosts are to mortals - figures of mystery, anchors to the past and warnings about their future. Many Ba-Pef are malevolent towards mummies, especially their own living incarnations, envious of their Deathless state while themselves being mostly unable to affect the mortal world in any way. There is, however, still a great opportunity for the Arisen to learn from the Ba-Pef, as they are unliving embodiments of their own past lives and memory. A great many Ba-Pef know so much more about the Deathless that spawned her than the Arisen might know about herself, especially at low Memory levels - if only they could be trusted.

    Many Ba-Pef pledge service to Ammut, as the Shuankhsen do, a fact that deeply disturbs the Arisen.

    .) In a highly publicized excavation, archaeologists have discovered the lost, long forgotten tomb of an Arisen mummy, including many inert relics and necromantic weapons of mass destruction. It's all over the media.

    The tomb once belonged to one of the (currently active and alive) PCs.

    The Maa-Kep are really angry about all the media attention as well as the loss of relics powerful enough to require a redrawing of the map of Egypt if the mortals figured out how to use them. Something needs to be done.

    .) (Because everything's better with Kung Fu):

    The human body is a complex machine. It takes knowledge of the highest arts of inner alchemy to truly, completely, understand its workings. The Mesen-Nebu guild once possessed this understanding. Individual alchemists still might do so as well.

    During a standard relic retrieval story, a Mesen-Nebu PC encounters enemy cultists using martial arts that are quite obviously based on internal alchemic methods developed by the Mesen-Nebu. Who taught these methods (secret knowledge that should be available only to those Born of Gold) to the unitiated, and will the Kung Fu of the PC be strong enough to defeat his enemies?

    .) As the PCs are near the end of their Descent, one of their enemies manages to completely wipe out their cult, with noone left alive and not even ghosts remaining.

    The PCs will now, in their weak state, have to rebuild their old cult or start a new one by finding people with the potential to believe and to serve.

    .) It's done. The experimental science department of your (enterprise) cult has finally found a human being who's completely immune to the curse of every relic. Noone really knows the reason as for why Timoteuz Hale (male, 26, unemployed) isn't affected by even the deadliest curses of the most powerful relics (the PCs might have vague memories about Mesen-Nebu breeding programs, but those are only feeble remembrances of stories and legends). He just isn't.

    The implications are staggering; and this is also why, after an information leak (the person responsible is currently a ghost and undergoing extensive interrogation), pretty much all local Arisen, Shuankhsen, cultists, sorcerers and everyone else who knows about relics wants to use Timoteuz Hale for their own purposes. Timmy is currently living an ordinary, unremarkable life - this will change very soon.

    .) Catherine Short, a writer who part-times as a cultist in one of the occult circles inspired by a Sesha-Hebsu ally of the PCs, has recently published a trilogy of "historical fantasy" novels centering around mythological Egypt. The novels retell the stories and quests of .. the PC meret.

    .) The rather incompetent cultists of an Arisen competitor of the PC meret have utterly failed in getting the Statue of Apis, a level 5 effigy, through customs and out of the country and back into the Arisen's tomb. The effigy is currently in police custody. Someone has to get it out of there before its truly deadly curse wreaks havoc with the police station or, more likely, the entire city.

    Other than the fact that the Shuankhsen have their hands in the police, there's only the small issue of the Statue of Apis being 5 meters tall and really heavy.

    .) The PCs Arise to see their cult having turned into a destructive, abusive cult, in which members are being brainwashed into serving by charismatic leaders, a cult that engages in drug trafficking, fraud and deceit in the recruitment of members, harassment, blackmail and arms trading; that is only a small step away from being a terrorist organisation.

    And the cult's members are still utterly loyal to the PCs and would gladly die for them.

    .) The Lord of the Rosicrucian Knights of the Golden Circle was killed, presumably poisoned. Speculation as to the identity of the perpetrator points to Holy Vehm, who have only very recently been nearly wiped out by the Black Sun cult and are desparate for retaliation against, well, anyone they perceive as a potential threat. All of this doesn't explain why the Prieuré de Sion as well as all moles the other factions have inside the Priory have suddenly vanished (they wouldn't do so if they weren't up to something), and it certainly doesn't calm the nerves of anyone in the occult underground to know that the Sun Templars are stockpiling poison gas and lethal nerve agents.

    Time for the Sesha-Hebsu PCs to dispense some justice, guild of scribes-style, lest all of the involved factions escalate the conflict and call on *ALL* their Arisen patrons for help.

    .) The "Prayer to the Nameless Falcon" is an ancient Iremite poem, usually expressed in song with stanza of four (or sometimes six) lines. It's also a peculiar feat of internal alchemy designed by the Mesen-Nebu to influence the emotions and induce post-hypnotic suggestions to those listening to the poem.

    Mesen-Nebu lore holds that it is utterly impossible for anyone whose first language isn't Iremite and who hasn't received proper Mesen-Nebu training to even attempt to sing the Prayer to the Nameless Falcon without activating its curse. That doesn't change the fact that it's currently the number 1 hit single of some Arabic Britney Spears wannabe. Who taught her to perform the Prayer to the Nameless Falcon? To what end?

    71) The meret knew from the moment they found her that her pregnancy wasn't normal. There were - signs. Increasingly those signs point to something they don't know how to comprehend: she's carrying a Judge who's almost ready to be reborn. But why were they cast out? How does a Judge even get cast out? What about when the other Judges find out what's happening?

    .) It's ALL the PC's fault.

    As their memory score increases, the PCs start seeing the unintended consequences of their past actions influence the presence in significant, major ways. The world is built upon the echoes of the PC's doings.

    An ally who has turned into an enemy after a misunderstanding during the last Descent has gathered followers and power and threatens to destroy the PC's cult.

    A Tef-Aabhi sees architectural patterns first designed by himself in every building of the city.

    A radical leftist group that has been supported and assisted by the PCs as their cult has become a political movement with significant power and influence.

    The slaughter of a few grave robbers by the PCs a couple years ago has led to ghostly activity that has destroyed all hope and faith in a community familiar to the PCs.

    A cult started by the PCs a few millenia ago has turned into one of the largest religions of the world.

    Etc ..

    This should by all means frighten the PCs. Being forced to experience and live the consequences of their every action, for all eternity, isn't fun. And if it hampers the PC's ability to make decisions - all the more drama. Time and Sekhem is precious and fleeting, and the sand is always running through their fingers.

    von Patkin:

    73) The Arisen PCs have recently reawoken, but are finding the world... difficult to adjust to. Things are simply too different from what their memories insist was the case. Not only are the typical problems all Arisen must face here, but... somehow the physics of the world have gone wrong, and are impossible to reconcile. What world did the PCs slip into in their sleep and how can they resolve their predicament?

    74) One of the PCs has noticed something... awry. The last time she was awake, she performed a set of tasks on behalf of her Judge, her cult, her peers, and then fell asleep. She recalls that before that, she performed a set of tasks on behalf of her Judge, her cult, her peers, and then fell asleep. Before that, she did the same, and before that, and before that, and before that. Amongst the Deathless, this constant sense of deja vu wouldn't be problematic, for the Judges don't simply die and one's fellow Arisen do not change overly much. What one does, one does many times.

    But it's her cult. It's the same cult every time she's awake. It's the same cult leader. They haven't aged a day, and their requests are always the same, in ways that should be impossible. Two cycles ago, she snapped the neck of a city official making trouble for the cult leader. One cycle ago, she snapped the neck of the same city official. This cycle, her cult leader requested she deal with a city official and it was still the same man.

    Something has gone terribly wrong, and now it seems the PC is trapped in time.

    75) Time is a straight arrow, and for the Arisen, it is a constant slow march towards the future and more and more alienation from the modern era. Well, 99.9% of the time. The Arisen PCs set themselves down to sleep but are headed.... backwards. The party has reawoken in 1983, despite quite clearly recalling they had gone to rest somewhere around 2013. The Judges are no help, for what is time to eternal beings such as them, but their demands certainly seem to suggest the future-knowledge of the PCs is necessary to their set tasks.

    84.) (Inspired by another thread) the Mummy has memories of a beautiful, charming, and intelligent woman (or man). The Arisen feels fondness, perhaps even love, for this person, but does not remember where they are or who they are. The memories are certainly recent enough for this person to still be alive, so the Mummy does his research (externally AND internally)..

    He will eventually discovered that this person was their lover, who was made into a Sadikh some number of decades or centuries ago. She was the Mummy's mortal lover, and knew the secrets of immortality and his cult. Rather than allowing her to die and fade away, the Mummy suggested that she share his immortality. She willingly underwent the ritual, and served as sadikh for most of the 20th century.

    And then, things went south. The weight of the years grew too much to bear. Her false life felt like a lie, and she hated it. She hated so much that she put all of her will together and killed yerself just under a year ago. The Mummy now remembers finding this out during a brief descent some months ago.

    And yet.. because she died only recently, he COULD Bring her back? But will he? Will he ressurect her, try and make it right? Wake her up just to apologize, to explain his love to her one last time? Or will he allow her the peaceful rest of true death, give her what she seems to have wanted?

    This would be an excellent way to highlight the sadikh's condition.

    85) The PCs are awakened after their cults discover, in an ancient shrine in Japan of all places, fragments of ancient Iremite script. The problem is that the language on the scrolls is completely incomprehensible, even to the mind of the Arisen, who find learning new languages easier than breathing. It resembles no known mortal language (and if this is run in a crossover game, it doesn't parse with any of the secret languages known to other splats, either). As the PCs are trying to figure this out, a mortal occultist begins stealing the scrolls — and the flow of Sekhem begins to shift radically. Who is this mortal? What's on those scrolls?

    .) Twisted beasts as they are, the Amkhata haunt the nightmares of the Arisen. Creatures that exist in defiance of nature's forms - chimera - sometimes develop spontaneously as a consequence of the destruction of lifeforce. Sometimes they are created by alchemic rituals.

    Not all Amkhata are created out of animal parts. Western Alchemy speaks of the Rebis, an amalgam of male and female parts inhabiting the same body. There are natural ways of achieving hermaphrodite status; the creation of a Rebis is not one of them. As all Amkhta, the Rebis is a distortion of reality.

    All Rebis are the product of an occult ritual, in which a female and a male volunteer (victim) are joined together. The result is a person to which all rules for Greater Amkhata apply. As creatures familiar with the human experience, a Rebis is more intelligent than an Amkhat, and as thus, better able to use its abilities more effectively.

    Similar to the Amkhata, the Rebis feeds on Sekhem, giving it plenty of reason to hunt the Arisen.

    .) Crank the "Workers, not Kings" theme up to 11.

    *Everyone* constantly gives the PCs orders and tells them what to do.

    The Judges make their will known through visions and omens, demanding sacrifices in the form of vestiges and sinners. Many of the things they ask of the Arisen are difficult to do and of questionable morality. The cult requires the service of the Arisen for a number of time-consuming tasks. Arisen allies need the assistance of the PCs against enemies. Guildmasters simply give orders, and expect lesser Arisen to follow them. Rivals press the PCs into service by blackmail.

    In the context of the Descent, there's not enough time to get everything done, and the PCs are forced to make constant priority calls.

    And there's definitely no time at all for the PCs to reach personal goals such as rebuild their memory. Unless, of course, they decide to refuse or ignore orders, which will have consequences.

    88) One of the Arisen has abandoned their loyalty to the Judges and to Irem, and turned their cult to a hidden and foreign master of unspeakable means and capabilities. They have benefited greatly from this, acquiring temporal power for their followers and a steady stream of wealth in the form of Relics to sustain their existence, all thanks to this act of treachery.

    And they want their old meret to join the fun. Will the group agree to this once in an eternity chance to exist in and enjoy the world, and reclaim their selves? Or will they remain true to their oaths and beliefs?

    .) The Arisen live (exist) in the ruins of their own world. The Nameless Empire has been destroyed and will never arise again. They are all that's left of it, other than a few relics and trinkets. All they can do is pick up the pieces and lament its passing.

    This world is an offense to the sensibilities of the Arisen, a hollow echo of the true greatness of the scorpion empire. Its children, and the children's children forgot the names of the Arisen. They don't hate their enemies. They don't give worship to their gods. They are not worthy. None of the countless cultures that have come and gone since the greatest and first culture are.

    Those Arisen truly loyal to their own culture have no way to deal with the modern world and its people (if these barbarian pretenders could even be referred to as "people") other than to despise it and to bring it closer to its inevitable downfall. No empire other than that of the scorpion deserves the favor of the gods. All empires must be brought down.

    90) The meret's cults have been financially and intellectually sabotaged by advanced cyber-warfare maneuvers on the part of an unknown party; the meret has no experience with computer technology and has no knowledge of the internet even existing at all when their cults awaken them in desperation.

    How quickly can they adapt to this new avenue of conflict in the limited time available? Will it be fast enough to make a difference, or were the sacrifices involved in bringing them back from Duat an exercise in futility?

    91) One of the Arisen with Utterances capable of vast destructive power (such as Secrets Ripped From Skies) has been rediscovered by their cult of Nubian tribesmen. They were displaced with the completion of the Aswan Dam from their traditional homes, and many sacred sites and relics were lost to them. They have only recently recovered the tomb of their immortal lord, and seek Vessels to summon them to wakefulness once again.

    If they succeed, they will begin removing the obstruction that deprived them of their heritage. Preferably through divine retribution.

    Can they be stopped? Should they be stopped?

    For bonus points, not everyone who is (or was) part of the cult is entirely on board with this idea; they enjoy the benefits the dam creates and consider the loss an acceptable cost for a better standard of living. They can be possibly allies.

    Or enemies, if you're playing as the cultists.

    92. As an Arisen travels through a major city, passing by a particular office building always grabs their attention. They have visions and dreams sensing that there is a great cache of relics and vestiges beneath that office - Regium, Texts, Amulets, whatever gets those Kepher-senses fired up. Such a wealth of treasure would surely please the Judges, and be an incredible asset to anyone capable of getting them out.

    There is a sign outside the building - it bears the logo of a Scorpion climbing an ankh, and the words "Last Dynasty Inc."

    The strangest thing is, the Arisen remembers this building, and upon going inside the receptionist and all staff recognize him as a regular guest.

    I have this idea that a very clever LDI exec could "farm" low-memory mummies by luring them in with relics and then doing the Ritual of Exudation on them. Destroying the mummy repeatedly afterwards would compel it to forget what had happened.

    93) One of the PCs begins to notice that their cult's high priest(ess) looks unnervingly familiar. As Memory unfolds, they begin to realize that their representative in the world of the living appears exactly identical to the one they remember from their last Descent.

    Worse, they are identifiable as the exact same person from the previous Sothic Turn, once their Memory is high enough.

    What is going on here? Is their representative somehow immortal in their own right, or have their efforts at reclaiming their Memory been tainted in some way?

    .) The PC has, a couple centuries ago, built his cult by basically forcing some people to worship him. The cult was, back then, based much more on fear and terror rather than true religious belief and conviction. The PC didn't exactly treat his cult well.

    Now, centuries later, the cult has fallen on hard times. Its population, now a racial minority, is a subject of racial hatred and persecution. The cult's new generation is desperate and in dire need of help. Unaware of the mistreatment suffered at the PC's hand in the past, the cultists offer the Arisen genuine worship, and look up to him as a messiah come to save them.

    Will the PC, for the first time ever, reward the cult's hope and help them in their need, or will he decide to spend what little time and Sekhem he has during his Descent on more important matters?

    .) A new designer drug hits the local dance floors. Linked to a number of deaths, "Nostalgia" is a psychoactive drug that causes mood swings and hallucinations in most people.

    It is only a select few users of Nostalgia whose hallucinations tend towards the specific - visions of a prehistoric city in the sand are particularly common. Some people also experience visions of different historical settings of the past in various level of detail; the most common motif in these hallucinations is the sight of objects and artifacts of particular significance.

    To the Arisen, it seems almost as if these human individuals, after having taken a dose of Nostalgia, receive memory-visions of places and sights that the Arisen have seen.

    To experienced Mesen-Nebu alchemists, this drug will seem awfully familiar, as those Born of Gold have experimented with the creation of alchemic concoctions bearing similar properties.

    Noone knows or is eager to investigate the effects Nostalgia might have on one of the Deathless.

    .) The "Word of Lethe" is an apocryphal Utterance of particular notoriety; it is rumored to hold the power over the Sekhem of other mummies. Its Tier 3 effect is, as per the legends, strong enough to force an Arisen (or a Shuankhsen) back to the sleep of death in an instant, at the cost of a piece of the user's own Sekhem.

    If such an Utterance really exists, which most Deathless refuse to believe, it is likely that only the secret, forbidden ren-hekau name magic of the Deceived will protect a mummy against the Word of Lethe.

    97) Someone in the meret (ST's choice) established a deal with the worst possible group of mortals for the Arisen to draw the attention of. In exchange for selling the least productive and powerful of their own kind into service as a renewable resource, the PC's cult reaps tangible material benefits.

    Except, at the end of their most recent Descent that same member attempted to shamelessly sell one of their comrades. The attempt failed, but none of the group remembers the specifics, including the identities of the traitor and victim.

    Who in the group was responsible for this crime? Who was the intended victim? Can they reconcile, or will this be the start (continuation?) of a horrific feud between immortals that ruins their alliance forever?

    And even if they do reconcile, what happens when the other party comes to collect?

    .) The Heart of the Medusa, an uter of particular potency, is, despite not being a product of alchemy, one of the most popular relics among the Mesen-Nebu, as it has the power to give so many of the Born of Gold the beauty they desire.

    The Heart was born in sin, and sin its is power. This relic doesn't add to an user's beauty - it can only create illusions born out of the sins of those who use it. The relic creates a tangible illusion (a "sahu", if one cares to use this term) over the physical shape of the user that is designed to conceal the ugliness of her soul by matching it with unnatural beauty. The lower the user's Morality (or Memory) trait, the higher her beauty.

    Users whose Morality or Memory is lower than 4 receive an extra 3 dice that can be used as per the Striking Looks Merit.
    Characters with a Morality/Memory between 5 and 6 receive an extra 1 die.

    In the absence of sin, the Heart cannot create an illusion of beauty - it instead attempts to establish a balance by making the user less attractive - users with a Morality/Memory above 6 receive a -1 penalty on all social dice pools, or a -2 penalty if the Morality/Memory trait is above 8.

    Like all relics, the Heart of the Medusa bears a Curse - this penalty doesn't disappear until the character's death (or the end of her current Descent, in the case of a mummy). Thus is the price of vanity.

    99) The mummy awakens and finds that he does not recognize a single member of his own cult. He recalls the last descent reasonably well (memory 3), but apparently it has been several generations since he was last awoken. And he is told that at the end of the descent before last, he specifically instructed the cult not to wake him except in emergencies - not for ceremonies, not to choose a new high priest, not to follow up on rumors of relics that the cult heard about. Why did the Arisen start shirking its duties? Why hide from the world of life?

    100) Your cult was almost certainly not part of a network of indigenous terror cells when they were awake last time. Now you find yourself in the awkward position of being called forth as an eldritch weapon of mass destruction by your own fanatical worshipers.

    The problem is, they keep claiming all is proceeding according to your designs as established during your previous Descent; this is certainly news to you.

    .) As a Shuankhsen rival of the PCs lies dead on the ground, killed by the meret, she leaves behind a cult of her own.

    Some of the cultist have served the Shuankhsen because they've been forced to. Some have chosen to serve, albeit under duress. Others might be truly evil. Most of them are looking for the guidance of an immortal.

    Perhaps there is some way for the Arisen to redeem the Shuankhsen cultists? Perhaps the cultists might give the PCs valuable information as to the nature and goals of the Shuankhsen?

    .) The PCs, near the end of their Descent and with very little Sekhem left, are faced with one of their rivals, recently Arisen and at the height of her power. Using any sort of direct approach would be met with disaster, even with the help of all their cultists.

    Except that there's a third player in town - a cell of hunters. Armed with righteousness, a few scraps of knowledge concerning the Deathless and some really big guns, the hunters could, if properly prepared and put in the right spot, cause the Arisen rival some serious damage.

    Problem is, the hunters are rather intolerant towards *all* mummies, including the PCs. The PCs will need to be smart and play their hand carefully in order to manipulate the hunters into killing their rival, lest they be attacked and killed themselves.

    85. From a question asked on another Mummy thread: what would a relic rooted in the Ren have looked like? A social order? A rich personal history? The Arisen discover a cultural construct that seems to hold Sekhem within itself, or the people who follow it. Could it really be a Ren relic, and is the Sixth Guild involved in it? What would the Judges make of it? Can be used? Is it real?

    .) Psst.

    The Chinese, American and Indian government know about and cooperate with the Shuankhsen.

    You didn't hear this from me.

    Come on. Prove me wrong.

    104.) Over the course of a few flashback scenes, the PC remembers finding an ancient Iremite Text. It describes ancient temples and tombs, funded by Irem in its height, that were sent to the furthest reaches of the world to protect the most fabulous and terrible of relics. In the beginning, the precise locations of these Far Temples are clouded, as are their contents. But over time, the PC may develop clear enough memories to seek these temples out. Some examples are..

    The Northern Temple, said to have been carved out of the ice at the furthest North of the world (Very likely the North Pole). The guardian of this temple is said to be one of the only white (caucasian) mummies known to man. He claims it is his original life, and that he has not taken a second breath and taken a new mortal form. Surely, whatever frozen relic he protects has made him mad.. or, perhaps, Irem's reach was far indeed, in a few specific cases.

    The Furthest Temple, built on the southernmost tip of South America. Is it possible for Irem to have built a tomb so far from the Empire? Could their builders and guildmasters have made that journey? And what truly horrific or powerful treasure would be sent so far from home?

    The First Fountain, in the heart of the central african rainforests and jungles, said to be the cradle of life that Irem used to build its first fountain of youth in the Capital.

    The Temple of the Second Desert, buried somewhere in the deserts of Nevada or Arizona.

    The Temple of the Amazon's Queen. Found somewhere in the Amazon Rainforest, it is said to have been the prison for the mummy of the Queen of the conquered Amazonian Women. Why would they mummify her, and then specifically banish her so far from home? Is she protecting a great treasure that only she understands, or does she serve some greater purposes for the will of the Judges?

    The Temple of the Island. Perhaps in the islands between Asia and Australia, or perhaps in the Carribean or on some other island just far off from the coast of another continent, there is a hidden tomb. The treasure it protects is truly magnificent, said to be a relica of the original Fountain of Youth. However, it is also said to be home to another truly terrible relic, and an equally terrible guardian.

    These are just a few examples. In each case, both the relic within the tomb and the mummy that guards it should be momentous, as the journey to find these hidden temples will be epic. The rewards and dangers are equally great, as are the immortal lives bound to such places so far from their native empire (Or, in the case of the Northern Temple, so much CLOSER to his original homeland).

    87) When the PCs awaken, they find that one of their Relics has been stolen. Shit happens. Nothing unusual.
    What's more unusual is that the Relic has gained some other power. The people who keep it call it their "token", and they're able to vanish through doors.
    Getting it back should prove to be... entertaining. Especially if they manage to encounter the culprit that turned their Relic into something more.

    88) The cult has changed somewhat. All the members still look human and feel human. But they have become obsessed with promises and pledges. They want to make one with you.
    They have encountered something.
    And now you've awakened, that something wants to meet you.
    It is eternal. It is timeless. It is beyond life and death. It does not obey the same rules as mortals. It is very powerful. But it is not a Judge.

    105) A secret bloodline of Shan'iatu survive to the modern age, long after the fall of Irem, maintaining their sorcery and traditions. All the proper signs to indicate this have been maintained, so that even the most Memory-deprived of the Arisen cannot question the validity of their claim.

    The bloodline reaches out to those Arising during the 4th Sothic Turn with overtures of alliance and assistance, or perhaps to reclaim their ancestors' heritage and acquire the service of their greatest creations.

    They offer, in exchange, access to clear and unbroken lineage of historical records dating back to the Nameless Empire.

    The thing is, the records are not as accurate as the bloodline believes ... and the Arisen are not the only ones with an interest in what they have to offer.

    106) While physiological addictions are impossible for the bodies of the Arisen to develop, only the steady loss of Memory to necessity and the inevitable loss at the end of each Descent keeps them from developing psychological dependencies outside the bounds of the Rite of Return.

    Thus, when one of the PCs' allies acquires an addiction during the 4th Sothic Turn to constant internet use it is up to them to find ways to help them. The most obvious, thorough, and rapid method is to cleanse their comrade of the burdens of identity and awareness of such fleeting obsessions...

    This is a greater issue for those Arisen who achieve Apotheosis; an indefinite amount of time to work with and a need to keep Memory high will give plenty of time for unhealthy dependencies to form and entrench themselves, and no simple method to fall back on to excise them.

    .) The mind, outlook and personality of Amanneteyerike of the Su-Menent have changed a great deal throughout his 6000 years of existence. If there is one constant in the story of his existence, it is his intellectual obsession with the concepts of faith and religious belief - particularly the philosophical reasons and motivation behind the faith of people. Easily one of the more curious of the priests of death, Amanneteyerike has spent what little time he had away from the duties of the Judges in an effort to gain an understanding of what makes people believe.

    His experimental research has moved in curious directions throughout the ages. Of particular notoriety were his deeds in the 1st millenium BC, when he slaughtered the cultists of his allies in an effort to prove a philosophical point concerning the limits of mortal faith.

    Amanneteyerike's recent project involves converting the cultists of other Arisen by way of philosophical debate, his forceful persona as well as demonstrations of magical power. His efforts have met with great success so far - quite a few cults of other Arisen have already been swallowed entirely.

    It remains to be seen what Amanneteyerike will do as leader and messiah figure of what is probably soon going to be the largest Arisen cult in the country. He clearly isn't interested in the temporal power represented by such a cult, his only real motivation being his research. Critics and observers suspect an outcome involving lots of religiously motivated deaths.

    .) So. Your high priest is a dickhole. And the first purposes and jobs he delegates to you really aren't much fun.

    You feel that the quality of his service would be greatly improved by him joining the exalted ranks of the Blessed Dead (tm) (torture is optional but recommended).

    Obviously you would really, really love to get the deed done yourself. Except that it isn't that simple. Killing the high priest is simply bad, from a PR point of view. You don't want the other cultists, who aren't entirely stupid and powerless, to know you got your high priest killed.

    Also, your Judge will very much frown upon seeing the high priest bite the dust, which won't do much to improve the life quality of your current Descent.

    If the direct approach is right out, it's time for a more subtle method. Getting someone else to kill the high priest for you, that might do it. Preferably someone who isn't a total dickhole and would make for a somewhat decent high priest.

    109) The flows of Sekhem through the world are emotionally reactive.

    This is not a topic up to debate; all members of the Guilds who were capable enough to be worth performing the Rite of Return on knows this.

    What happens, then, when ordinary people invest enough emotion and belief into a practice? Could harnessing this massive Sekhem-fueled placebo effect create cures and remedies?

    Or worse, curses?

    There are organizations looking to find out. There is a market for both, after all. They just need to be able to run some small scale tests, and for that they need larger concentrations of Sekhem. How fortunate then, that they just received a shipment of subjects...

    110) You were not awakened by cultists, but by a modern sorcerer whose powers do not seem to draw from the same source as your own. They performed the Call to call you in to adjudicate in a conflict between their meret-equivalent and another such group, as apparently agreed upon generations ago in an oath you sealed with their ancestors.

    The problem is, you have no idea who these guys are, if they are being honest with you, or if you really ever swore such an oath to begin with.

    Still, the drive of First Purpose surges through your limbs. You have a task to perform.

    .) The Golden Apple of Discord is an object that sparks dispute and strife between people. The PCs are tasked by their Judges to use the apple to cause a global war among two nations.

    .) One of the PCs, her sahu that of a hideous old woman, harbors an instinctive antipathy towards attractive women in her current Descent. As she rebuilds her memories, she slowly figures out that, in her first life, she was once one of the most attractive women in the Nameless Empire; her immortality a gift from her Shan'iatu lover who intended to preserve her beauty for all eternity. It was Shan'iatu rival of her lover who, purely to spite him, took away her beauty by magical means.

    This caused the PC, in past lives, to aggressively lash out against all beautiful women - if she can't be beautiful, then neither should they.

    Will the wounds of the past heal in the PC's current Descent?

    .) The Lesu are a recently discovered group of hunter-gather peoples living in the rainforest of Northern Congo. They have spent the last couple thousand years with no interference from the outside world. And their lands have, six thousand years ago, also been a colony of the Nameless Empire.

    What this means is that their natural way of living is still closely related to how the Arisen have spent their first life. In addition, the Lesu language is a close approximation to ancient Iremite, closer in terms of grammar and vocabulary than even ancient Egypt.

    Of all societies and places in this modern world, living among the Lesu might be the closest thing any given Arisen might find to feeling at home.

    .) One of the Heretic's Arisen students has convinced herself that the only way for the Arisen to free themselves from the shackles of slavery is to destroy all worldly possessions and from everything that might enslave her. This is why she is attacking the cults of other Arisen, believing that it is wrong for mere mortals to Awaken the Deathless and to demand their obedience. She keeps herself alive by feeding on the Sekhem of any and all relics (worthless material posession) she finds.

    .) "Don't listen to your Sadikh. Don't bring him back when he's dead.

    You might think your Sadikh serves you, might even be your friend - but he's not. We don't get to have servants - and certainly not friends. Only the Judges get to command service.

    Oh, they pretend humility and feign devotion, but a Sadikh's devotion is, ultimately, only to our Judges. The Sadikh are the chosen method of the 42 to keep tabs on all of us."

    .) Not all men are created equal. The Arisen know that some people are quite simply of higher worth than others. They themselves have been chosen for immortality by gods.

    No guild understands this better than the alchemists - their concept of Dedwen ("prosperity") explains how there is a taxonomy of souls, in which some are more deserving than most.

    It should be very easy for a mind used to a 6000 year old way of thinking to understand this distinction. The Nameless Empire had colonies. It conquered and destroyed other cultures - cultures that, as history shows, were ultimately less deserving of survival and immortality than the Nameless one.

    The PC, most likely a Mesen-Nebu, Arises to be greeted by his cult - a White Power supremacist group. In past lives, the PC has found it very easy to reconcile her own past beliefs and ancient mindset with the cult's destructive, supremacist dogma. Will this still be the case in the current Descent?

    117) The PC's mummies are awakened around September/October 1940 near London, while the London Blitz is still happening. Their cults are afraid of loosing the war and the forthcoming invasion they still believe to happen.

    But there is a more occult problem to be dealt with and that's why the PC's are awakened. Imagine the mass destruction of many vessels (relics taken by the British Empire from all over the world and vestiges formed by the long history of London's people) caused by German bombs every week. Sekhem is lost and burned by those new weapons, which the Arisen have probably not seen before.

    Such a great loss of Sekhem means the birth of a lot of hungry Amkhata, who are roaming the ruins of London and other destroyed cities right now.

    A lot of hungry Amkhata, even lesser ones, means danger to all vessels not already lost in the Blitz.

    More lost vessels would mean great damage to the Judges' plans and workings...

    This must be stopped and maybe mummies around Britain have to work together. And then there are innumerable other problems, the war is causing for cult members and people around. So the PC's First Purpose could be quite personal in nature. How to deal with this AND the Amkhata-plague ?

    .) All local members of the Tef-Aabhi, friend or foe, have one thing in common - a very strong memory of some sort of gigantic ritual of sacred geometry, coupled with an urge to perform this ritual. The Tef-Aabhi don't know what this ritual will do, only that they need to complete it. This urge is almost as strong as the urge instilled by the Judges to complete one's first purpose.

    Who is driving the Tef-Aabhi to complete the ceremony? What are the effects of the grand ritual?

    .) This is it. Someone is trying to use the tier 3 spell of the Dust Beneath Feat Utterance to erase the city from the map. It took the cult two days to locate the PC's tomb and bring him back to life, which means the PC has 24 hours to locate the ritualist and prevent the city from being obliterated.

    .) As the PC Arises, she is given a task of great urgency by her Judge.

    Only, it's not HER Judge. The being who contacted the PC in dreams and visions is clearly one of the 42, but the PC remembers the Judge she swore obedience to quite clearly, and this is not him.

    Could the PC's allegiance simply have switched while she was dead?

    For additional weirdness, the god-thing is NOT one of the 42.

    100) Someone's found a way to build Amkhata with human components. Specifically, human heads. Even more specifically, the heads of ARISEN. Someone has a way to take the Judges' rightful servants and transform them into grotesque slaves of corrupt sorcery! How much do these mummy-headed Amkhata remember? How much of their power remains? How much free will? How much duty to their true masters? No one knows, but someone has to find out. And soon!


    • #3

      .) A cabal of sorcerers has figured out a way of influencing the emotions and actions of certain (non-PC) Arisen mummies with a high Sekhem rating, making them essentially their slaves. They then use their Arisen servants to procure relics and as defense against an outraged loyalist Deathless community.

      The Judges, quite naturally, want the cabal of sorcerers to be stopped at all costs. The Arisen rightfully belong to the Judges of the Underworld, who have only the best interest of the last remnants of the Nameless Empire in mind, not to a few upstart mages.

      The sorcerers are an obvious parallel to the Judges - a younger version of them, if you will. They exist to provide the PCs a new perspective on their masters.

      Twist: the sorcerers, for all their inhuman methods - they're taking away the free will of the Arisen, just as the Judges are - actually use the Arisen to do good. Maybe it is time for the PCs to rethink their loyalties?

      122) A venerable Arisen has dedicated much of his time to rediscovering his own past, and he's not liking what he has uncovered. Now at Memory 7, he's found a history of lost loves, shameful failures, and cruel acts that would turn his stomach if his digestive system still worked. This growth has cost him dearly in terms of Sekhem, which has only served to drive home to him what he really is - not some mighty immortal servant of sublime divinities, full of fire and purpose, but a tired old man, full of regrets. And he still doesn't remember most of his existence.

      Faced with a mummy whose path to self-discovery is being stymied by his own depression, will the meret encourage him to push on, or to sink back into the serene forgetting of the Descent?

      .) Classic murder mystery scenario, with the PCs being none the wiser as to the identity of the murderer and to the method of the murder.

      Twist: the *mummy PC* is the one who was murdered; at the end of her previous Descent. She simply doesn't remember any of the specifics, such as who did it.

      There are plenty of suspects, of course. Mummies have lots of enemies.

      And there's not much time to figure things out, with time and Sekhem being a limited resource, and with the PC's Judge letting her know in uncertain terms that the Arisen's purpose is more important rather than solving the murder mystery.

      .) Anpu, the Nameless Jackal, Opener of the Way and king of the Neter-Khertet, contacts one of the PCs during a death cycle. He promises to help the PC rebuild her memories if she does something for him - such as transporting a certain necromantic scroll from Bakhu, the Eastern Gate of Neter-Khertet to Manu, the Western Gate (see pg. 174 of the Mummy book).

      Besides the obvious difficulties of transporting a relic in Neter-Khertet (requiring the PCs to undergo a death cycle in order to get the deed done), and the dangers of Twilight, the PCs also have to fend off attacks from other Arisen and the strong disapproval of the Judges - they don't like it if their slaves work for Anpu, clearly their enemy in the pantheon of the Nameless Empire.

      .) For some reason, the local ghosts are all quite a bit crazier than usual. Homicidal, too. Berzerker-y, even, one might say. Even those ghosts who should actually be the allies of the Arisen are attacking pretty much every living thing they can get their claws on. And they then drag the newly created ghosts away to .. some place. It's always the same place, but the Arisen haven't yet been able to enter, on account of the Chthonic beasts standing guard outside.

      What's influencing all local ghosts and driving them to such insanity? Rival Arisen? Deceived? Human sorcerers? The fury of the Devourer? Some sort of necromantic relic?

      .) The evidence is clear. One of the local Arisen is actually a Shuankhsen, masquerading as one of the Deathless, making them his prey, murdering the Arisen one by one. The servant of the Devourer needs to be stopped.

      127) What if that terrible ritual to weight the cosmic scales of Fate itself that the PCs are trying to stop is attempted every time Sothis ascends? Has it ever succeeded? Has it ever failed?

      128) The undying rivalry between an Arisen and successive generations of a bloodline of vampires. How does the mummy respond to the first neonate in 2000 years to ask for peace? How about when their ancient founder and originator of the blood feud asks instead? If eternity is merely a revolving, unchanging wheel, how do you respond to a break in the pattern?

      129) The Arisen does not remember where they got the cryptex around their neck, much less how to open it safely. Every time they think of a secret they no longer remember, it gives them hope.

      130) You Awaken to a summons, only to find your Cult in a panic. They've been infiltrated (the fools) by some sort of Lifeless thing! In shaking breaths, hatred and terror in her eyes, your high priestess explains how one of their newest initiates revealed himself to be a deceiving monstrosity. When the beast's ruse was discovered it showed his true colors, killing one devotee and injuring three more.

      Now your First Purpose hums in your mind as you hunt the enemy of your cult...

      But what will you do when you catch up to it and find, not a Lifeless creature or other twisted abomination of Irem, but a different sort of creature? Glowing with its own internal divine fire, as afraid and confused as a child, the creature sobs for forgiveness.

      Will you stay your hand? Or will you be the implement of your Cult's wrath and mete out the justice of Irem on this patchwork abomination?

      And if you do slay the thing... what will you do when time passes and your Sekhem begins to wane... and the creature crosses back over from the lands of the Dead to seek its own divine vengeance?

      131) A scattered memory recalls a passage, written in the blood of infants, with the symbols of Osiris and the Judges inverted and defaced in graffiti across the pages in greater number than the words. Only a mind (And a player) who does not mind such heresy could ever recall the following text.

      "Over the course of my endless life, I have often wondered who the Shan'Iatu were.. of their origins, of how they brought us the knowledge they did, of why. I remember nothing of those days, nor could I. As old as we are, we were not so old to see the coming of the Shan'Iatu. They were kept secret save to the highest initiates of the mysteries even then, and even those elect few only saw what the Shan'Iatu permitted them to see. It is because the Shan'Iatu have always been hiding something.

      They are not of this world.

      Over the course of my last few centuries, I had taken a special interest in the stars, and how they might affect the flows of Sekhem. Astrology and astronomy have shifted and grown in terms of vocabulary and geometry, but very little in terms of basic truths. We who are Deathless know well the Churning of the stars--Not only is Mighty Sothis a great enough symbol of Anpu and Iset as to awaken us from the dead and to power our very Rite of Return, but they are powerful enough to empower the precise stellar alignments of our own death to do the same.

      These teachings, in the most recent descents of mine, began to lead me to research how possible the real, live stars might have unique worlds and sekhem cycles around them. The sheer infinity of space and the power of the Old Gods could not deny the possibilities of other worlds like ours.

      I recall hazily the days, in the decades before the turn of Sothis in the Year of the West 2012.. My death and mummification had occured long before the true rise of Sothis.. In those days, my cult had little to do with me save grant me access to screens of information to try to allow my words and repositories of the sacred texts of ages, I remember the strange notions of beings and travellers from other worlds, seen in fiction and what passed as "historical documentary" in these days. In time, I realized even mortals began to wonder if they, alone, were capable of crawling from caves into temples. I often wondered the same, and reverently glorified the Shan'Iatu for their insight. For surely, they were the greatest of humans, paragons and heroes of our age, who helped lead us into our golden era..

      But what if they were not? What if the Shan'Iatu were not among us, ever? What if they were travellers from advanced worlds, worlds with knowledge of the soul and of resurrection, of immortality and duat? What if they came to our world to raise us, like shepherds, or gardeners? What if they did not reflect human potential, but rather push it too far, and curse us with broken morality and understanding, too much knowledge to do anything with? What if the Shan'Iatu have guided our lives and our evolution, our memories, our cultures, from their inception? What if they watch the world from divine star-chariots, carefully watching and assessing the souls of our planet in the name of the judges? What if they hope to guide our world's sekhem into a glorious and bountiful plethora of flavors and prosperity? What if they, and the Judges they serve, are still cultivating us today? And what if we are their divine tools to guide this world to its utopia?

      But what if they do not do this for our gain, but theirs? "

      An excerpt from the mad and blasphemous journal of Ishmael the Deceived, Serpent-Headed Scribe turned traitor.. only fragment of it remembered after it was burned by the Guildmasters.

      132) There’s a door in your Tomb and you don’t know where it goes.

      Ever since you awoke, you’ve noticed the door made all of black stone standing prominently in the main chamber of the Tomb. There is a Mark in what is increasingly obviously your own handwriting upon the door, warning of great danger on the other side. You can feel Sekhem radiating off of the portal, it is enchanted with Palace Knows its Pharoah and connected to somewhere far away.

      What lies on the other side? What mysteries hide behind it? And why would you lock it away and leave yourself a message not to open it rather than merely ending the door’s connection with elsewhere?

      133) You opened the door?! Of course you did.

      On the other side of the door you see a barren grey landscape under a star-filled night sky. It is utterly silent and strange, almost alien in its vast emptiness. Any Arisen who has been active at some point after 1969 will feel a feeling of deep familiarity in this place, they might even mistake that feeling of familiarity for a memory of Irem….

      And then they step through and everything is wrong.

      For a Mummy, who needs no air and lacks a true inner ear to aid their balance, it might take a few moments for the feeling of strangeness to give way to realization. Perhaps it will only be after they look over their shoulder and see a massive blue-and-green orb rising in the black sky that they will realize how far their one small step has taken them.

      Welcome to the Moon.

      134) He opened the door?!

      One of your Cultists or a member of your Meret has opened the door that ought not be opened. Perhaps a rush of wind draws them through… or a tendril reaches from that unknown space and drags them through… or perhaps they simply step through and the door slams shut.

      When you open the door again, the connection is broken, the portal is gone… and with it your cultist/friend.

      For bonus points: they were carrying something of importance to your First Purpose before vanishing!

      135) You didn’t open the door? You have no adventure in your soul!

      Adventure comes looking for you. From the other side, something knocks.

      No matter how far from your Tomb you are when it happens, you feel it in your bones – a rhythmic pounding, growing in intensity and speed. You have time, but if you ignore the pounding for long enough, the door will begin to shake and crack… whatever is on the other side wants in very, VERY badly.

      136)Sure your memory isn't that good, but you're pretty sure you still have that "No Smoking" doctrine running through your cult. You're also pretty certain your high priest doesn't have the balls to wake you up in the middle of him pissing on that tapestry from ancient Irem. But here he is with a cigarette burning grey threads into the world, grinning like a shark as he stains your memory yellow. He looks at you and says clearly "You have been summoned to fight, as hard and as desperately as you can, the mind currently invading your cult leader-Wait, where am I -Oh god, it wasn't me!". He's now trembling in fear of you, tossing the cigarette away from him and prostrating himself on the filthy threadwork.

      His daughter picks up the cigarette, takes a draw, and says, turning to you "The best part-", and suddenly more of your cultists are speaking in unison "-is that I bet you don't even remember who I am".

      .) He says he's doing it for the good of all the Arisen. As a Sesha-Hebsu scribe, he sees it as his duty to record the history of the Deathless. All of them. The entire race.

      In doing so, he also wants to help them rebuild their memories. The Judges don't exactly like that - it's a distraction from their true duties and service - and neither do their priests, the Su-Menent guild - but he clearly doesn't care about that. And he has survived all the attempts on his life so far - he must have some sort of protection.

      Noone trusts him, of course. Mummies have agendas and urges. They want relics and power - they are built (programmed) that way. To think that a mummy would not only defy his Judge, but also do something that helps the Arisen, all of them, even his rivals? Ridiculous, really.

      And yet - he appears entirely sincere in his attempts to establish a grand historiography covering the memories and background of ALL the Arisen.

      People who work with him are rewarded with plenty of opportunities to regain memories, knowledge and understanding about their own past. And they'll also be distrusted and branded as heretics and apostates by the Arisen at large.

      107) In your six thousand years, in your countless Descents, you cannot recall something like this happening before. As you traveled the city you reside in, you saw them, a woman who looked exactly as you look, how you remember yourself back in the Nameless Empire. She is your double, her face matching yours, her mannerisms yours, her posture and bearing yours. Even the clothes your cult set for you matched hers.

      And before you get smart with yourself, you know what a mirror looks like, thank you very much.

      But that is still the case, even if there was no physical mirror, this woman, this mortal being, is you, is your mirror. You remember those of your meret speaking of Arisen who met thousands-year-dead lovers reborn in the flesh, but how do you explain yourself reborn?

      138) You've awakened after a long long, time and, in addition to your First Purpose, you find you've left yourself notes. Your Memory is shot to hell and you don't remember leaving them. Do you follow the directions? Can you work out what you were trying to convince yourself to do? And why did your past self know you'd awaken without sufficient Memory to complete this task?

      139) You witness one of your cultist watching an anime at his personal computer. The anime tells a story about a japanese man called Light Yagami who kills criminals and evil people with a sacred Relic, a written text. Your judge might be pleased by such a noble conduct. You heard of a similar Relic before.

      140) You clearly remember leaving a portion of your gear with a subsidiary cult for safe keeping. Why then, are the descendants of that cult at odds with your own, and why do they refer to themselves as Aegis Kai Doru? More importantly, how are you going to retrieve your possessions from such... unworthy ingrates?

      141) Someone ignored the warning on page 186; they ate the honey from a bee-hearted Amkhat. And they're starting to change...

      142) You awakento find that one of your sacred jars has been moved slightly askew accidently. You move it back into position of coure and the miscrent fled your presence. As have a lot of people...your cult has never been so numourous before. And your tomb has changed. Why are there red ropes sealing off all the artifacts. And why are all the treasures sealed i glass.

      Ah at last one of your cultist has come to speak with you...actually more than one. They seem to be wearing some sort of blue uniform. Wait, what's in their hands...

      143. The meret has awakened to deal with the depredations of Solomon Percy, an reclusive old man who has given life to three Greater Amkhata that the cults know of. The Deathless find the isolated mansion in the deep woods to be a dark maze of rotting carpets and dusty portraits. After dealing with the Amkhata in a game of cat and mouse (the roles of the cat switching between the combatants as they progress) the mummies find Solomon in his library whispering to himself and seemingly unaware of their presence. Dispatching the madman, the Arisen find disturbing evidence amongst his books. Amidst his ramblings and blasphemous scrawls he makes mention of the Mark of the Asp, a collection of "scholars" who share his monstrous predilection for Amkhata. Within this circle is a pseudo-cult dedicated the ritual worship and appeasement of a collection of monstrously powerful Amkhata said to sleep in the deepest deserts and jungles long abandoned by the modern world. As lesser Amkhata are born from the destruction of minor relics laced with Sekhem, these "Elder" Amkhata were born with the fall of mighty empires (and specifically the geomatic cities at their core purpose built to ensnare vast webs of lifeforce). The powers ascribed to these beings are all pure speculation and legend, but all members of the Mark believe that their intelligence is vast, their hunger is endless, and each has the ability to take control of lesser Amkhata throughout the world. More horrifying, these beings are said to be female, likened to that sole insect queen in a hive that alone spawns the next generation of monsters. Most of the arisen will write this off as the ramblings of a madman broken by his own black researches. And yet others cannot entirely ignore the notion that something sleeps beneath the ruins of Empires vanquished by Irem in an age now vanished....nor that the worst of these abominations by far rests fitfully beneath the foundations of Irem itself.

      145. As the meret's memories of their last arising return, they begin to notice that the things they remember from before their Descent are breaking news.

      146. Of late something has been tugging at the innate Kepher sense of the Arisen of a given city. Neither the steady pull of Sekhem that flows from a Vessel nor the sharp jolt the Arisen feel when confronting one another, their innate understanding of lifeforce nonetheless speaks of imbalance. A pair of mighty skyscrapers being built on the East and West boundaries of the city are to blame, apparently exploiting geomantic principles in their architecture that has shifted the natural flow of Sekhem throughout the area. Those of a particularly focused area of study in occult Egyptology may even recognize the two buildings as symbolic representations of the mythical mountains Bakhu and Manu. Who is the builder of these edifices? An Arisen seeking to honor the gods with temples hidden in plain sight? Mortals incorporating some stray piece of Iremite lore into their architecture? Or something more sinister? In any event, the towers may be the reason the restless dead of the city have begun to whisper about strange shining doorways of gold manifesting briefly throughout the Twilight world. Could the towers be creating artificial akhet gates into the underworld? Or could something in the depths of Duat desire a path into the living world?

      150. Moscow's hayday of Arisen activity died a decade ago. Mummies were once attracted to the city in droves (remembering of course that what constitutes a 'drove' of mummies would barely qualify as a handful for vampires or other supernatural creatures) for much the same reason that mummies are today attracted to Washington DC- it was the center of power for a vast Empire. Truth to tell, the often harsh enforcement of laws and totalitarian nature of the government was more familiar (and therefore more comforting) to the Arisen than the comparably chaotic democracies and their all too often lackluster leaders ever were. Still, every empire has to fall, and while Russia remains a fairly strong nation most Arisen left with the collapse of the Soviet Union.

      Those who remain do so for the usual reasons- well established cults, not easily relocated tombs, proximity to valuable vessels or pieces of the past and just a grudging love or respect for the region they now occupy. That, and perhaps one greater mystery unite the reborn here.

      No mummy really takes seriously the notion of some nefarious Kremelin operative plotting to resurrect the fathers of the Communist Revolution. On the other hand, Arisen active in the past decades know all too well what defined decades of the Soviet Union. Fear, desperation, ruthless ambition, all spiraling into an endless abyss of mad nihilism. The nuclear arms race is well documented history. Stranger competitions across the Atlantic took place. Experiments with mental powers and mind altering drugs are not well known, but they did occur. Perhaps something similar took root in the world of the occult. A secret program under the iron curtain that made contact with something beyond the veil of the living world...perhaps a Judge? not out of the question. Indeed, the Judges of Duat are beings concerned with order over chaos, not good over evil. A nation desperate enough to sign their souls away to a entity with the power to grant them some edge, any edge over their enemies would be tempting to any of the more sinister kings of Duat. Or, for that matter, to Amaunet itself. The Russian government most certainly threw enough lives away via gulags and wars to pay the price of blood for the more potent invocations of Irem. Perhaps such a ritual failed to take hold, the entity never upholding its end of the bargain. Or perhaps some or all of the preserved bodies of Russian soldiers and dictators are now Lifeless monsters waiting to rise up and take revenge on the West (or the people of the Mother Country who failed to secure victory). Or perhaps the entity in question now schemes to use this collection of modern mummies for something altogether more alien and sinister than the petty politics of the living.

      In any event, something of old Irem does indeed seem to be at work in Russia's capital. Witness the clearly Egyptian inspired designs on the tomb of Lenin (wherein the Communist figure remains on display for tourists, at least when he is not undergoing the best embalming process that modern science will allow). Something is stirring in the heart of Russia. Those Deathless left in the city must find out what it is coming, and how to deal with it, lest the terrors and crimes of a dead war come back to prey on the world anew.

      153. You are Called back by ritual, but when you look upon those who performed the Call, you see only one well-dressed person who is clearly not a member of your cult. As this person speaks with you, they make references to your past meetings (which you don't recall, of course) and mention something about a favor you owe them (ditto), and this person seems entirely too familiar with Lost Irem and the Rite of Return. Your occult senses tell you that this person is living, not one of the Deathless or the Lifeless, so how can they know so much? Of course, then they tell you what that favor entails, what the Purpose of this Descent is, and you can't remember the last time you were so horrified.

      156) You are a cultist who has the heart of your Arisen god/goddess, and you are the prime candidate for your closeness to become their eternal Sadikh.

      But as the evening of the rite approaches you are both greeted by a shocking figure: yourself. An older you, who is already her Sadikh, and has come to kill you before you can make the greatest mistake of your life.

      108) As you slowly regain your memory, you figure out that your cult, despite what they tell you, isn't your cult. In fact, you've never seen any of these guys before. They're clearly trying to manipulate you.

      155) The Judges have decided to create a new generation of Arisen. The PCs are to select suitable mortals for immortality and eternal service to the Judges and their goals.

      110) You wake after a slumber of many centuries, preparing to be greeted by your cult and imbued by the First Purpose. wake to sunlight and the barking of dogs. You sit up to find yourself lying on a bed, your husband snoring beside you. You walk down the hall to find your children sleeping peacefully in their beds. Who are you? What are you? You have no power; you are mortal. How can this be? What happened while you were asleep?

      111) You find messages in varied medium. Graffiti, books, movies, songs, paintings, popular symbols, memes... all messages you left during previous Descents. They're very subtle, but you recognize them, if not their precise meanings. They have to be, or the Judges would have known about them.
      They're all messages to the future you (aka, today you).
      If you can't figure out the meaning soon, you'll have to leave a new message to yourself. And, most importantly, never let anyone else know you're leaving a message for the future you.


      • #4
        112) PCs are contacted by the cultists of a Shuankhsen. They are prepared to betray their master to the PCs, for the right price.


        • #5
          113) The Sesha-Hebsu PC stumbles upon the truth that his higher ups in the guild are all in league with the Lost Guild, learning the forbidden arts of Nomenclature in an attempt to usurp the thrones of the Judges. This is all heresy of the worst kind, of course, but they still get to have lots of really cool powers.

          What do you do?


          • #6
            114) The year? 1899. The descendants of Abraham van Helsing have summoned you to finish what their namesake could not: hunt down and put the Brides of Dracula to their final death. How they discovered a spell to call upon your name and why they were so eager to resurrect an immortal sorcerer will have to wait until your first purpose is finished

            115) Here's the long-term premise of my own personal campaign: even during the days of the Nameless Empire the origins of the Shan'iatu were a mystery. Now thousands of years later, the Su-menent have discovered a skull and confirmed that it is of one of the Shan'iatu. The Arisen just might learn something that changes them forever. Or they might realize that a 6,000 year old ghost, who may never have been human to begin with, and whose sorceries in life may have made its mind, body, and soul unrecognizable, and who made unheard of bargains with god-kings in Duat, is anything but helpful

            116) When the world was young - I mean, really fucking young, like millions of years ago - everything was different. Humans were a lesser species, and in our modern time we have discovered many fossils of our ancestors. That's not all that was different, though. Our world was wrapped in untamed mystical energies, existing in a natural state of chaos. In no previous Sothic turn have the Arisen realized that there are mummies older and less human than them. For the first time they realize that our fossilized ancestors, these Husks, are soulless automatons that embody the worst natures of the Arisen


            • #7
              - Alexander the great is known to have founded a lot of Cities. The Character , a Tef-Aabhi, once builded specific Locations in all of them. The plan was to connect local Energies , to a Continent spanning Network. As he arises again, most of these Locations dont exist anymore, but with some adjustments he could try to fix and finally activate it . However his Memory is so clouded, that he dont know what will happen , if he activates it or why he built it in the first place.

              - After destroying a Cell of Last Dynasty , the Characters find ,inside the still intact Labs, Equipment and Research Data, wich would allow them to create some kind of Soulless Clones. One of the Characters suggest that such Clones could be used to switch Bodies, without risking to become Shuankhsen.The Charactes must decide if they want to use or destroy it.

              - The Character is able to arise , from Time to Time, without the Judges or anybody else noticing it. While during his normal Life cycles, he does the Judges biddings, but in his special free-time ,he seeks to free himself and find Apotheosis.
              Last edited by DeadGuy; 02-15-2014, 07:00 AM.


              • #8
                The kepher leads a mummy PC searching for a lost relic to a home for old people - where an octogenarian uses it to prolong his life and that of other inmates.

                The PC should easily be able to reclaim her relic, but that also means certain, immediate death for the ones who've prolonged their lives using the relic.

                When using this story hook, I recommend focusing on the parallels between the elderly inmates and the Arisen condition. Some of the inmates only want a few more days of life - some might even have grown a little bitter and resentful of youth. Others only want to die in dignity. Few remember everything about themselves and how they've spent their long lives and the sort of people they used to be in younger years. And all of them are between a mummy and her mandate to reclaim relics for her god.


                • #9
                  - As you come to, the town around you is burning. People are panicking and fleeing, holding on to what meager belonings they possess. The roof of the church of the Nailed God has collapsed and the building is quickly consumed by the fire. Did you do this? You remember your name. You remember your Decree. You remember your Guild. This place, you do not remember. Ultimately, however, such concerns are of second importance. You know why you have arisen. Someone has stolen the Screaming Skin from your tomb.

                  You grab a hold of one of the fleeing peasants, a woman clutching a protesting goose in her arms. It takes you a moment to recognize that you remember speaking her tongue in the past, the tongue of the Angles. She names you Satan, begs you not to take her soul. Once you've impatiently explained to her that you are not the Prince of Darkness (he was a Su-Menent and a good friend of yours), you get her to explain what has happened.

                  The Vikings, a sea faring people from the North, have raided York, the town you are currently in, and taken everything that wasn't nailed down. These Vikings have taken the Screaming Skin from your Judge and are preparing their longboats for their journey home.

                  Assemble your cult. Assemble a crew. You need to get to Norway before the sands of time run out and reclaim what is yours. And if you can teach these Norsemen a lesson, so much better.

                  Malkavian Madness Forum - Your pbp fix. Be it nWoD, cWoD, CoC, D&D or something else entirely, come over here and get your game on


                  • #10
                    122, if my count is right: You are awakened by a member of your cult that you do not recognize; he barely fumbles his way through the proper rituals and his robes are ill-fitting. He is not the last high priest you remember, and is not of the blood your last six high priests have been. Your cult also seems much smaller than it was during your last awakening (not long ago at all), apparently without reason. They try their best to keep it from you, but it soon becomes apparent; a petty schism has divided them. This inefficiency is unacceptable, and you need to reunite them with haste and minimal losses.

                    123: A Su-Menent has awakened during this current Sothic Turn and found himself with a curious new cult. They're loyal and zealous, everything one of the Arisen could want from mortal servants. There's just one issue; the cult is a radical terrorist cell that's trading lip service for supernatural aid in their assaults on the West. It's drawing a lot of attention and hurting a number of other cults.

                    Remi. she/her. game designer.


                    • #11
                      124) Your cult has found a proper husband for one of its members. His bloodline is pure - he's as direct a descendant of the royalty of the Nameless Empire as people come nowadays; as is the female cultist who's supposed to marry him.

                      Problem is - he doesn't actually know about things like the Nameless Empire and Fate and mummies and all; and even if he knew, he certainly wouldn't want to get married to anyone, let alone the cultist girl.

                      The cult has brought you back from death's grasp to get the two lovebirds together. This is your purpose - to get the kids to fall in love. Preferably without mystical means, because those tend to screw with Fate in unpleasant ways.


                      • #12
                        125) Either one of the PCs or one of their allies found a ready Cult with the Ahnenerbe during WW2, when the Nazis were in North Africa and excited about archaeology and the occult. They served well, but were defunded and then rendered useless by the war ending in German defeat. The Arisen wakes up in the modern day and finds his Cult is little more than a handful of dying old men in South America and bunch of skinhead punks with no power and no respect; it also makes them look really bad to associate with such sorts.

                        Remi. she/her. game designer.


                        • #13
                          126) The mummy PC was once in love. Her lover died.

                          Nothing unusual about it. Mummies are used to people they know dying.

                          Except that, in this case, the lover left behind a ghost.

                          There's nooone left to love - seeing a ghost is only a shell of the person, the PC can't find it in herself to feel any affection.

                          Instead, the ghost serves as a reminder. It was one of the Deathless who killed the PC's lover - someone the PC only knows as the Viper. In countless Descents, the PC has spent as much time away from her purpose as possible to find the Viper. Now, finally, she has found clues as to the Viper's identity and location.

                          Twist: the PC *is* the Viper. She killed her lover for reasons that are lost to time - that both she herself as well as her lover's ghost have forgotten. The PC doesn't know it, but her hunt for her lover's murderer is one that will never end, as long as she can't bring herself to remember.


                          • #14
                            127) So. The Black Sign cult will very likely attempt to bring back their Arisen protector, Sennedjem of the Maa-Kep, back to life. This isn't itself a problem, except that

                            a) he might or might not remember that you killed him and stole his relics. Four times. At least you REMEMBER having done so 4 times, there's no telling how often you did so throughout the 6 millenia you two have been undead


                            b) he'll Arise at Sekhem 10 and at the height of his power.

                            So then. Either you have to prevent him from rising, or, even better, you need to get the Black Cult to stop him from remembering that little thing about you. Maybe even get them to manipulate him to do your dirty work for you, that would be even better.


                            • #15
                              128) There are notes filling the gaps of your memory. They're all in your handwriting. And you have found unmistakable proof of them being, at least in part, lies.

                              All magical scans you know give you the same result - there's noone trying to trick you. You wrote these notes yourself.