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Classic Dungeons & Dragons at Dungeon Masters Guild

Vampire the Masquerade: Cults of the Blood Gods (Onyx Path Publishing)Following a successful Kickstarter, Onyx Path Publishing has released the latest Vampire The Masquerade supplement. Cults of the Blood Gods provides V5 players and storytellers with a number of religions and faiths which are woven throughout the history of the Kindred. The sourcebook is available as a premium 278 page full color hardcover for $54.99 or in PDF for $19.99 at DriveThruRPG.

From Onyx Path:

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, Vampire the Masquerade: Cults of the Blood Gods Art (Onyx Path Publishing)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. 
Jeff McAleer

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