Custom Path of Enlightenment
Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.
Ana Harrani Sa Alaktasa La Tarat (Road Whose Course Does Not Turn Back)
Failing to pursue understanding of Zillah and the Dark Father for any reason
All we do is for our mother and Dark Father, we must revere all knowledge of her and him.
Failing to Perform the Rites of the Lost Tribe
You are the High Priests of Zillah and the Dark Father, it falls to you to perform their sacred rituals.
Failing to Protect the Weeping Stone
We are the Guardians of the Weeping Stone. It is our most sacred duty to protect it.
Showing disrespect to other students of the Dark Father. All of the Children of the Dark Father deserve the respect due their heritage, as long as they strive to understand themselves.
All are children of the Dark Father. Those who are scholars of the Dark Father and his children, are allies and should be treated as such.
Failing to guide other members of the Lost Tribe in spiritual matters.
The Paths of Enlightenment for members of the Lost Tribe and their guidance in matters of the soul falls to you and no one else as a priest.
Failing to pursue the Lore of the Dark Father or Zillah
Through knowing our history we can fight the ancients who slew their sires.
Refusal to aid a more advanced member of the Path
Those more advanced then you are wiser and further ahead. You should listen to their wisdom.
Divulging Lost Tribe secrets to outsiders
Our honor is what sets us apart. The will of the Lost Tribe is not up for public discussion or scrutiny.
Failing to participate in the rituals of The Lost Tribe
The rituals of the Lost Tribe teach us our purpose and our course.
Acting against another member of the Lost Tribe
Through unity the Lost Tribe can be kept strong, and the mistakes of the betrayers of Caine will not occur.
You are the Priests and Guardians of the Dark Father and Zillah. Your purpose and tradition are far older than any of the modern clans can even recall. Your sacred duty comes to you by command of the Dark Father himself. It falls to you to guide those in the Lost Tribe on their way. And above all else you seek to protect Zillah and await the time when the Dark Father will return to take revenge on those who betrayed her. Without you the Lost Tribe would have no purpose or faith. You are Zillah’s Heralds.
Ethics of the Path
· You are the High Priests of the Lost Tribe. It falls to you to guide others in the rites of the sect and help guide others on their paths.
· It is your duty to protect the Weeping Stone. You are her guardians and children.
· Zillah’s Tears are the most sacred of relics, you must oversee and guide those who would partake in them.
· You have sworn to be inheritors of Zillah’s Legacy. There is no turning back, your loyalty to her and the Dark Father is absolute.
· Those who lie outside the Lost Tribe are not worthy of her Mercy or Secrets. They lay with the traitors to the dark father, and they must watched. Those who show worth may one day be given the chance to feel our mother’s grace and learn of Dark Father Secrets. Until then, they are not worthy.
Conviction, Self-Control, Courage
Long before the nights of the Camarilla or Sabbat, in an age long since passed and forgotten, there were groups of Cainites who gathered together for various causes. The Lost Tribe was but one of them. This ancient order of Cainites was first the guardians of the Weeping Stone and the High Priests of Zillah and Caine. Rumors of this paths existence is claimed, by those who still follow it, to have originated in the time of Enoch, and by those who were in fact the priests and protectors of Zillah during the time of the First City. Indeed, the Black Hand even has ancient fragments of the book of nod that would seem to hold some credence to this story. What is known, is that this path was what all members of the Lost Tribe originally followed.
Whatever the true origins of this path may be, what is known is that the common practice of this path by members of the Lost Tribe fell out of the habit of being the only path allowed and followed in the Lost Tribe during the times of the Anarch Revolt. So much so, that by the time the Sabbat formed and the Black Hand was forged into what it is known today, only a Handful of members still walked the path. By the time of the modern nights, the path was all but forgotten. The Lost Tribe had long since passed its primary purpose, that of the Priests and Guardians of Caine and Zillah, that the path fell to obscurity and history. It was even rumored the only members who still claimed to walk it by the time of the 21st century were those few Black Hand Agents who guarded the Weeping Stone, or those ancient founders of the Lost Tribe who had slipped into Torpor.
However, the all changed when members of the chosen started making pilgrimages once again to the Weeping Stone. Slowly over time members of the chosen started interacting with an ethereal woman who seemed to be the stone’s caretaker. As more and more came the ever illusive creature who stayed only at the stone itself was revealed to be Sati the Dreamwalker. Sati is rumored to be the childe of Elimelech and one of the original members of the Lost Tribe. Over time many of the chosen who visited the Weeping Stone have come to know her, and in Sati the old ways of the Lost Tribe found new life. Though much mystery seems to surround Sati and the long forgotten ways of the Lost Tribe; the Seraphim Council has yet to speak out for or against the return of some of the old ways of the Lost Tribe. Dastur Anosh was and still is considered the High Priest of both the Lost Tribe and what is now the Black Hand; the Seraph walks the path of caine. Anosh has yet to say if he approves or denies of what Sati is doing, but that is because his word could cause great uproar if he speak on the matter either way. For now Sati continues to come to those she views merits the teachings of the old Lost Tribe.
In the Black Hand, the Akhkharu are the priests of the sect, also known as the Chaplins. It is their job to oversee the sects Ritae, Traditions, and Paths of Enlightenment for the Black Hand as a whole. Akhkharu often serve other roles as well in the Black Hand. Many are also Magi, Removers, Shakar, or anything else the Black Hand requires of them. But in Kamuts, they are always the priests overseeing the mission. It falls to them and no others in the Black Hand as the primary religious guides in the sect.
Description of Followers
In ancient times many members of the Lost Tribe followed this path. It is not so in the Final Nights. Though the path was considered lost save for a few, with the return of the First Seraph, the path has seen a rapid resurgence in the Black Hand. Sati the Farseer chose those few in the Black Hand she found as priests and taught it and the traditions of the Lost Tribe to them personally. She has charged them with overseeing its instruction and reintroduction in the sect. Only those Hand members who shown a priest leaning will ever have hope of being instructed. The most common followers are Pack Priests from the Sabbat. As they already have an understanding of both Ritae and the Paths of Enlightenment.
Following the Path
Akhkharu are priests first and foremost. It is then not surprising they often spend most of their time studying the history, rites, and religion of the Lost Tribe and Black Hand. They are the consultants and guides for all spiritual matters within the Black Hand. As such many spend their nights in the White Mausoleum or with their follow Black Hand members. Akhkharu often find it difficult associating with Non Black Hand members. They tend to view them as not worthy of the honor the Chosen have. Only those few who do can hope to ever be graced with the truth of the Dark Father.
Akhkharu almost never involve themselves in political matters of other cainites, unless it is to the betterment of the Lost Tribe. However, within the Sabbat, Akhkharu associate and get along with best with the priests of the sword of caine and those who follow the Path of Caine. As priests, they are required to study all knowledge on Cainite spiritual matters, and few place offer a better chance than the Sabbat Clergy. Akhkharu also get along greatly with the Noddists of the Path of Caine. They tend to view that path as a sister path to their own. Often enjoying the company of Noddists whenever possible.
Besides being priests, the Akhkharu are also charged with guardianship of Zillah. In fact being a priest is just one part of that guardianship (maintaining her legacy). It is therefore unsurprising that the Akhkharu are very martial priests. They train in the deadly arts of the Cainite tradition. Indeed, Akhkharu often pride themselves on this fact as a warrior like monk group of vampires. All Akhkharu must journey to the Weeping Stone itself at some point. Simply tasting of her Tears is not enough for them. Though the journey is most dangerous due to Alamut, Akhkharu risk it none the less. In fact it is the Akhkharu who protect the Weeping Stone still and guide those in special Kamuts to the pilgrimage site. The Akhkharu are the most fervent supporters within the Black Hand with dealing with Ur-Shulgi once and for all, as quickly as possible, so that all Black Hand can safely travel to their most holy site once again.
Unsurprisingly the Akhkharu possess Ritae, specifically the Black Hand Ritae. In addition to this, they often have high levels of Kindred Lore, Noddist Lore, Black Hand Lore, and Path Lore. Also as guardians of Zillah, they often possess high levels of Brawl, Melee, Dodge, Athletics, and other combat related abilities. Some even have levels of the Martial Arts ability, taken from their proximity to the East and adapted to help aid them in their task.
Akhkharu tend to prefer Presence, Auspex, and Fortitude. Many who follow the path also practice Dur-An-Ki, the blood magic of the First and Second City as part of their heritage to the Lost Tribe. They tend to favor disciplines that help reflect the mystical monk guardian aspect of their lives.
Notable Followers Sati the Dreamwalker, the High Priests of the Black Hand, the Guardians of the Weeping Stone.
- This World is only one of the many planes. Our actions resound in the Heavens and Below.
- Those we touch most closely resonate with our actions, thus we must show our trust in them
- Only together can the Cycle be protected
- Life is a dance that should be understand and enjoyed
- One cannot control everything
Path of Awakened Caine
Path of Caine Variant (Chaining the beast)
Virtues: Conviction/ Self-Control/Courage
5) Not learning all about your enemy and its secret.
6) Failing to strengthen ones will, forging one’s soul.
7) Failing to awaken one’s self to the true powers of Caine.
9) Showing fear of death.
Awaken yourself, Awaken new powers, advance the power you have continue to pursue and gain powers of the blood, not those gained by the infernal or demonic as that is a shorter road to power, but limits your awakening by consuming your soul.
Changes to Preferred Disciplines:
Unlike those that follow tradition Path of Caine, no powers that are gained from the blood are impure. As Caine made childer they gained gifts different from Caine, these powers showed the ability for the Cainite form to adjust. The gifts of Caine awoken in them and then in turn himself with each new gift that surfaced. No Disciplines or powers are looked down upon except for those learned from the infernal or demonic means.
THE PATH OF BROTHERHOOD
Because brothers don't let each other wander in the dark alone.
Basic Beliefs: Brothers gather those they would consider their family around them like a warm blanket. Anything or any one who would cause that family harm or distress is antithetical to the Brother's way of life and the tenets of the Path of Brotherhood. Highly protective, Brothers do whatever is necessary to ensure the safety and success of their kin.
The Path of Brotherhood centers around the pack mentality. This makes it immensely suitable for Sects such as the Sabbat, who already form themselves into small packs, but it can also be successful in the Camarilla where coteries struggle amongst themselves for power. This Path by no means, however, limits the pack mentality to a single small group or organization. Who is defined as being in the Brother's "pack" is a matter of personal interpretation for each follower, and one can quickly find that the seemingly unconnected person they assaulted one night has caused the Brother to hunt them the next.
Brothers are by no means restricted in what they will do to ensure the survival, success, and victory of their pack. The wide gammot of murder, personal debasement, and influence among mortal society is all acceptable to a Brother with an agenda to fulfill. To them, there is no "good" or "evil"; only "with the pack" or "against the pack".
The Ethics of the Path
·Protect those important to you in all ways, for they are your pack and your kin.
·Treat your kin as good as, or better, than you would treat yourself.
·Fear prevents action. Overcome fear, in order to act in the best interests of your pack.
·Your beast is your closest kin. Let him free when his reign would not endanger your other kin, but restrain him when he would.
·Never break your word of honor to your kin.
·If a kin's actions endanger yourself or another of the pack, then remove them, for they are no longer your kin.
The Path of Brotherhood relies on the virtues of Conviction and Self-Control.
The earliest followers of what would eventually become the Path of Brotherhood were the tribes of Western Africa. Tribal status made for an excellent environment for the Path to flourish, but the beginning of the slave trade in the 15th century stifled over three hundred years of success and brought the Path to an abrupt end. Many years later, in an attempt to reconcile his belief in both the Path of the Feral Heart and the Path of Honorable Accord within the Sabbat, a Serpent of the Light rediscovered it. As an Archbishop of the Sect, he took the wide view on the Path's beliefs, and now considers all Sabbat to be his pack.
Brothers make their havens wherever it is most convenient for their pack. As the Path is found more commonly among the Sabbat in modern nights, most cities held by the Sect can profess at least one pack therein. While the Path isn't outright decried by the Camarilla, many of those who still cling to Humanity sneer at this Path and cause trouble for those who adhere to it, making most Camarillan cities unwise choices for a haven.
Brothers in the same general area don't necessarily work together. What one Brother considers his pack can vary widely from that of another, and in many cases it is possible for those two packs to come into conflict. Ultimately, a Brother is responsible for the well-being of his own pack, and anyone else's be damned. On the occasions when two Brothers' agendas align, or even better, when their packs overlap, it is common for them to pool their resources to account for truly stunning displays of force and control within their environment.
Description of Followers
To be a Brother is to take other's problems into account before your own. Self-sacrifice is a strange concept to most Cainites, so it can be difficult for many adherents to truly place others before themselves and most end up handling their pack's issues alongisde their own. By attaching themselves to a purpose, Brothers stave off the gnawing of the Beast upon their psyche.
Brothers may come from any clan, but they are most commonly found among the Gangrel (both Country and City), Brujah Antitribu, Ventrue Antitribu, and Serpents of the Light. Since the Sabbat is founded on the principle of the pack, and such is the guiding philosophy behind the Path of Brotherhood, more members can be found within the Sword of Caine than any other Sect in the modern nights, although since its rediscovery is recent, that isn't saying much.
Following the Path
Many Paths maintain scruples about how Cainites are allowed to pursue their goals. By comparison, the Path of Brotherhood has no such restrictions; rather, it provides the goal itself, one from which the Cainite must never waver. A follower of the Path should not let themselves be affected by things such as murder, diablerie, or torture, provided they are done for the pack. Conversely, there are moments when these things can be strictly prohibited, when they would cause potential harm to the Brother's kin.
Common Abilities: With the success and safety of their pack in mind, Brothers can develop skills in a wide variety of fields, dependent upon what best serves their pack. A Brother in a large city environment may pick up stealth and streetwise, while those in more rural areas tend to learn Survival and Animal Ken pretty quickly. Regardless of surroundings, most Brothers possess an aptitude for Brawling, the better to defend their pack when push comes to shove.
Preferred Disciplines: Most Brothers learn Animalism, viewing it as the best way to manipulate the beasts in others and prevent infighting amongst their kin. Potence and Dominate are also good choices, the former to defend their pack in times of crisis, and the latter to coax their pack's ambitions to life (or possibly cover up their mistakes).
The Path of Brotherhood Hierarchy of Sins
10. Turning down an invitation to a social gathering hosted by one of your kin
·Your pack must be supported in all ways. If they request your presence, oblige them.
9. Failing to engage or participate in a hunt with other kin when invited
·Communal activity brings the pack together. Fortify your bonds, so that they may never break.
8. Failing to uphold the shared precepts of your pack (ex. Camarilla - Blood Hunt, Sabbat - Diablerie)
·These are the laws by which the pack operates. Respect them as you respect your pack.
7. Refusing to remove one of your kin who endangers others of the pack
·True kin would not endanger their family. Those who do have lost the way, and must not remain.
6. Succumbing to frenzy when it would endanger your kin
·Although your Beast is your closest kin, it does not view your pack as such. It will harm them if it can, and this you must not allow.
5. Passing up a chance for personal power, or losing it, except to allow one of your kin to take it instead
·By growing stronger, you can better protect the pack. By growing the pack stronger, they can better protect each other.
4. Indiscriminate killing (killing without reason)
·Needless bloodshed strains the food supply and risks the safety of the pack. Every dead body is another chance at being caught.
3. Refusing to utilize whatever means necessary to protect your pack
·There is nothing you will not do towards the ends of your kins' safety.
2. Failing to show hospitality to your pack
·If one of your kin comes to you, treat him as if he were the best part of yourself, for he is.
1. Refusing to pursue a threat to your pack or yourself unto destruction
·Those who survive, live to fight another day. Survive, and don't let your enemies live to fight you another day.
Path of the Guru's Embrace.
- Test the limits of the mind
- Think before you speak or act
- Covet knowledge, but share what you can. above all seek it out
- Show your beast it's logic, control if need be
- Understand and seek what you do not.
- Know that others may not be as knowledgeable as you, aid the less enlightened
- Lore is lore, Observe it but be not of it.
Honor in Death focuses on the Clan of the practitioner and gaining control within it. A student of the path seeks always to use the power at-hand, gain more to elevate himself, and help those below gain enough to help them grow – for by standing on the shoulders of your lessers you are able to reach higher than if you stood alone. Show respect, earn trust, and uphold your Honor – those are the core tenants. If the Family, Business, and Blood are stewarded correctly a follower of the path will rise to the top and guide the clan for eternity.
Followers of Honor in Death espouse Conviction and Self-Control
One Trait Sins: Lying to a superior. Breaking a pledge made in good faith.
Two Trait Sins: Disrespect of authority in public. Ignoring a chance to prove your superiority to a lesser.
Three Trait Sins: Loss of control in front of peers or superiors. Showing weakness in front of a lesser.
Four Trait Sins: Allowing an equal to become a superior. Treating a lesser as equal.
Five Trait Sins: Disrespecting an equal in front of a lesser. Failure to gain power over another.
PATH OF HUMANITY (COLD)
“People fake a lot of human interactions, but I feel like I fake them all, and I fake them very well. That’s my burden, I guess.”
Pain and death are a fact of existence. Knowing who deserves which lies at the center of this version of Humanity. The nights are long and dark in the modern world, and even the uninitiated mortals are beginning to realize that tough choices must be made. For those who survive the Embrace and are already walking the lonely road of sociopathy, it became necessary for a less jarring exchange of ethics be available. Its adherents were mortal, and already had the ability to detach from the societal norm, to make the ‘hard call’ that so many find offensive or even sickening.
Those who follow the colder side of Humanity espouse the virtues Conviction and Self-Control.
ETHICS OF THE PATH
· Innocence is to be tested
· Never act in haste
· Control the Beast, it cannot control you
· Walk among the cattle not with them, you are their superior
· Enjoy the power, but remember it is merely a tool. Rely on yourself.
FOLLOWING THE PATH
Channel your need to kill, direct your Beast at those deserving. Let no innocent be the focus of your rage, but do not be afraid to test the innocence of a worthy subject. You are after all, still a monster. Now so, more than ever however you know what being a ‘monster’ really means.
Conviction is not an entirely foreign Trait to us. Most boot camps instill a certain level of Conviction – the idea that it’s acceptable to harm, kill, or otherwise abuse ‘the enemy.’ Vampiric Conviction runs on an entirely different order of magnitude, however. It represents the capacity to overcome or ignore every previous teaching or urge, whether from any remaining human superego or the Beast.
At low levels of Conviction, a vampire still retains a modicum of basic human nature. She might still perceive a human baby as ‘cute’ because as a (former) Homo sapien, she retains a primal biological drive to protect the helpless who perpetuate the species. A vampire with high levels of Conviction doesn’t feel any such empathy, though. The baby is simply a squawling piece of tissue.
“Blood. Sometimes it sets my teeth on edge, other times it helps me control the chaos.”
HIERARCHY OF SINS
5 - Succumbing to Frenzy. Allowing an offense to a pack mate go unanswered.
4 - Accidental injury to a pack mate. Stealing from a pack mate.
3 - Gluttony in the face of superiors. Showing extreme emotion in a public situation.
2 - Allowing yourself to succumb to a Hunger Frenzy. Utter perversion or heinous acts.
1 - Accidental killing of a mortal. Killing in Frenzy.
Path of Ishtar
Path of Cathari (Sin Version)
Virtues: Conviction and Instinct
10.Any display of modesty.
Modesty is morality imposed from without. Never submit to it.
9.Failing to indulge your desires.
No pleasure should be denied to you.
8.Forfeiting long-term pleasures for short-term ones.
Do not exchange floods of desire for a draught.
7.Failing to ride the wave of frenzy.
The Beast tires with exercise, strengthens with denial.
6.Acting against another on the path.
Those of like purpose should fulfill that purpose, not quarrel among themselves.
5.Putting the needs of others ahead of your own interests.
Your desires come before their need.
Murder achieves no greater end; dead men cannot sully their souls.
3.Associating with those who bring you no pleasure.
The Beast rages when denied; never give license to its fury.
Killing a mortal prevents his bringing about his own damnation.
1.Encouraging virtue or agents of virtue.
Why exert effort to aid those who would chain you?
Ethics of the Path
•You are Damned already; there is nothing forbidden to you.
•The Beast belongs to you, but you do not belong to it.
•Tame the Beast with the pleasure it desires, for it does not think, but feel.
•Act without hesitation. The laws of neither man nor God bind you.
•Shame and inhibition are blasphemies against the orgasmic sacrament.
•Avoid things which bring you no pleasure, for the Beast grows restless without being fed.
•Your heart holds your hunger and your freedom. Find the courage to embrace both.
Followers of this Path believe it is their not-so-solemn duty to follow the Call of Malkav, bringing light to a world in search of nothing of the sort. This path is devoted first to ripping away the mental security blankets that the Kindred, Kine, etc. all cling to so tenuously. It is also a path of assisted self-exploration as followers of the path engage in "quality control measures," or more simply put, "layin' sum wisdom on mah-brother."
You live within the bubble that is your view of the world; pop that bubble whenever you can.
The more you know, the more you can find insight into. Seek to know all.
Lies may deceive your senses, but they may also offer more insight than the truth. Do not show irritation when you know someone is lying, for they are handing you the keys to theirmind.
Your derangements are the windows to your true mind, when the shutters are open, do not fail to look out.
Information is not for you alone. If other people want it, it is your duty to give it to them.... Of course leaving pieces out is perfectly acceptable if you are dealing with a non path member.
1 Allowing others to understand your motives.
2 Not analyzing others to see if they are in need of your "assistance." Not engaging in long philosophical and metaphysical conversations with children(and doesn’t everyone have a child inside?).
3 Not spreading the Knowledge you have. Teach anyone who asks...if they wanna pay you for it more power to you...
4 Not spreading the Word of Malkav (This Path)...(Must Use Dementation once a night)
5 Overcoming a Derangement
Order is a sad and pathetic concept, created and enforced by the kine.
Any Kindred who trys to maintain the notion of Order is fooling themselves, and can never achieve true Enlightenment.
Madness is also an illusion; sanity is the kine's idea of how most people behave, or should behave. Madness, then, is simply a different viewpoint.
Evil and Good are also inventions of the kine -- both are equally valid, and, in reality, the same thing.
Since reality is Orderless, it is futile. There is no point to anything, and therefore anything you do has no consequences.