The Masquerade (5e)
When you have already experienced death¸ why have faith?
If you accept that you and everyone like you is cursed by God¸ why cling to His word?
When you return from the other side as a blood-drinking monster¸ what purpose serves belief?
Kindred build and are drawn to faiths for myriad reasons. The exertion of power over a flock. Satisfying their Hunger and their Beasts. Elevation of the self. Reassurance of the possibility of redemption. A grand plan they forged or that was bestowed upon them by secret masters.
While some vampire cults span the globe hiding in plain sight¸ others are fringe faiths with morbid practices and ancient conspiracies lasting centuries. Others such as the incestuous Clan of Death and the malignant Church of Set - arguably the largest vampire cults of all - believe in a destiny that will enable them to impose their wills on the world of the living and the dead.
Whether for power¸ salvation¸ or transcendence¸ all Kindred cults wallow in blood. They shed it in sacrifice¸ demand it of their followers¸ and exalt in it in unholy baptisms proclaiming their divine glories.
These cults dedicated to blood gods are among the most insidious¸ damning sects of Kindred¸ and tonight they approach their apex of power.
Cults of the Blood Gods includes:
- An in-character breakdown of the rise of esoteric beliefs among the ranks of the undead and how faith drives many of the major aspects of vampire culture.
- A host of religions - from historic theocracies and globe-spanning conspiracies to fringe cults and mortal beliefs arising in the modern nights - introduced for incorporation into your character backgrounds or as supporting casts and antagonist groups in your chronicles.
- The history¸ structure¸ and ambitions of the Hecata¸ the vampire group known as the Clan of Death¸ as well as a chapter dedicated to playing a vampire among the Necromancers¸ and the rituals for their signature Discipline: Oblivion.
- Guidance on how to use ecclesiastical horror and construct cults in Vampire¸ making them a vivid backdrop for your own stories¸ including new coterie styles focused on cult play.
- Faith-based story hooks and a full chronicle centered on the activities of the Hecata¸ involving walking corpses¸ ghosts¸ ready-made characters¸ and the secrets of the most twisted family in the World of Darkness.
- New Loresheets¸ Backgrounds¸ and Predator types for inclusion in your chronicles¸ encouraging player characters to engage fully with the material presented in this book.