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Cults of the Blood Gods (Vampire: the Masquerade 5th Edition) |
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Cults of Blood and Death - a Mephisto review
Cults of the Blood Gods
With an ominous cover and a title that does not bode well, Cults of the Blood Gods, this thick sourcebook for Vampire V5 is dedicated to both vampiric cults and a clan that was once many: the Hecata.
After the introductory story surrounding a family dinner of the various families and clans that became the Hecata, the book first gives orientation to the focus of this sourcebook. One central theme of the book is the cults and religions of Kindred; the other is the Clan of Death, the Hecata, which evolved out of Giovanni, Harbingers of Skulls, Samedi and other necromancer clans. An adventure rounds out the book.
The chapter Rise of the Methuselah Cult highlights the current development of the rise of vampiric cults and religions with various documents, comments, conversations, etc. from the in-game perspective. Here you get a first impression of the multifaceted cults that are no longer hidden fringe phenomena but are more or less openly gaining importance within the Camarilla. The chapter Kindred Religions supports this introduction with background information and game material by presenting a wide range of influential cults in detail on more than ten pages each. Here you will find old acquaintances as well as new movements. For example, the Ashfinders appear as a new influencer-driven Bacchanalia cult. On the other hand, the Bahari, who worship Lilith, are old acquaintances, just like the Church of Caine – even if they were not previously rooted in the Camarilla. On almost 100 pages, cult after cult is presented – with background, origins, philosophies, selected characters, and sometimes new disciplinary forces. In doing so, the book – unlike the core sourcebooks – ties in strongly with the extensive background of Vampire. For example, the Nephilim base themselves on the Toreador Michael, the Mithraic Mysteries continue to focus on the former Prince of London, the Church of Caine rescues a worldview of the Sabbat over to the Camarilla, or the Church of Set provides the perspective that the new clan version of the Ministry lacks. While the approaches are often exciting, in my view, they are too much of a good thing due to the sheer mass: seven major and ten minor cults are definitely more than one or more chronicles need. Newcomers to the game are left too much alone here, in my view. While experienced players might be able to understand the details of terms like Bahari or Lilin, beginners lack the glossary here. Furthermore, concepts like the Abyss, which is introduced with the Cult of Shalim, may be as mysterious as Latin phrases that do not get a translation. Perhaps even more severe here is the fact that the complex concepts and ancient mysteries that Vampire V5 left behind in the rulebook creep back in. For example, the Church of Set brings back large parts of the former philosophies of the Followers of Set, but turns it into a religion that spreads across multiple clans. This approach of creating a complex web of backgrounds shows up in details that mention relationships with other game characters, you can only know them if you own the corresponding sourcebook.
Here, the Mortal Cults, which the book presents in a separate chapter, are more accessible. In these cults, whose core followers are humans, the reader will find a mix of typical cults that exploit their members, groups that superimpose a philosophy on their goals and methods, and some surprising variants. A cult that has developed a dangerous momentum of its own as an experiment of the Second Inquisition is among the original ideas.
If the sheer amount of presented cults is not enough for the inclined game master, a whole chapter is still dedicated to the approach how to compose own cults for the game round – including a name construction kit and description fragments, which only lack random tables...
Several chapters are also devoted to the second central theme of the book. The Cult of Death and Undeath, which is placed between the Cult chapters, focuses on the changes that the Giovanni and other Clans of Death have undergone: in the so-called Family Reunion, the Hecata have come into being, uniting Giovanni, Harbingers of Skull, Cappadocians, Samedi, Nagaraja, Lamia under the guidance of the Capuchin to form the last independent clan. Even if these reorganizations cost many Elders their lives and the once hostile clans have not yet found complete peace, a powerful player has emerged outside Camarilla and Sabbat. What is also special here is that the Elders of the Hecata are not affected by the Beckoning, which gives them another unique role.
The Hecata are also the focus of another chapter as a playable clan. The formerly disparate clans have been merged and unified (which is explained as a change resulting from the Family Reunion), so that, for example, the Samedi are no longer rotting corpses. Gamemasters may, however, allow discipline variations for these branches of the family and use loresheets to differentiate bloodlines. The Hecata share the Oblivion discipline with the Lasombra, but have a distinct approach, their own powers, and new ceremonies that replicate the earlier Necromancy powers.
The numerous lore sheets thematize the smaller families and bloodlines, such as the Dunsirn, Samedi, Nagaraja, Gorgons, but can also be used in part for the cults.
In the end, the Styx and Bones adventure lets the player characters participate in the reunification of the family and its pitfalls alongside the Hecata in Munich – and again picks up on old secrets in the form of a former signature character. Unfortunately, the adventure describes hard challenges for the players, but remains very vague about the solutions.
I have a hard time rating Cults of the Blood Gods. The book offers extremely extensive material, tying back into the complex background of times past while attempting to continue the simplifications of V5. It also introduces the Hecata, an essential clan that probably experienced gamers will not miss – and it does so in epic breadth with an additional 25 pages of background, bloodlines, and their own discipline (which they only formally share with the Lasombra). This comprehensiveness seems almost unfair compared to the other simplified clans like Ministry or Banu Haqim, which were much more streamlined. On the other hand, from my point of view, the book falls back into the earlier approach of overwhelming game masters with too much material. The cults overwhelm the reader with philosophies and their details, although many of the cults will probably never appear within a chronicle. The fact that three additional books (Forbidden Religions, Trails of Ash and Bone, Children of the Blood) published as part of the Kickstarter offer further cults, characters, and adventures makes the topic even more complex. In other words, the material is provided here could make Vampire all about the topic of cults.
Personally, I liked the tie-in to the old complex backgrounds of Vampire. However, the approach of making V5 more accessible to newcomers is wholly left behind here. Cults can add a facet to the intrigue within the cities, but the amount of material in the book almost seems to make this a dominant game theme. The Hecata approach is also ambivalent – the Family Reunion as a metaplot is an exciting theme and cleaning up the chaos of the death clans makes sense, yet the approach seems a bit forced and then comes up with surprises like the return of the Lamia. The fact that Necromancy is now the other side of the Oblivion discipline is done coherently. On the other hand, it may also blur the lines between Lasombra and Hecata (if players should not mix discipline powers from both clans, Oblivion could have been left as two separate disciplines). Unfortunately, for the complete picture of Oblivion, you also need to know Chicago by Night, which you will notice in the adventure at the latest, where Oblivion powers appear that are not found here.
Those who love a complex variant of Vampire, know the storylines that extend into the Dark Ages, and need the Hecata in the game will not be able to avoid Cult of the Blood Gods. However, beginner players risk being overwhelmed with a sourcebook on a particular topic that is 2/3 the length of the basic rulebook.
In the end, I enjoyed reading it despite some overly detailed aspects, though I, too, will only be able to actually use a fraction in my game.
(Björn Lippold)
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Phenomenal book. From start to finish the writing is great, every cult is extremely interesting and provides tons of chronicle ideas. The Hecata write-up on its structure and clan is marvelous as well. Definitely a must buy for V5.
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Why we don't have this book in V1?
This book has too many good things about, vampire cults, how they work, how they are built and more. I liked the Hecata reunion too.
to be flawless I would say that lineages ban should be suported for old hecata, but is only that stuff that bored me.
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Not a bad book, but it didn't have the "wow" of the old WW books. It is just that desing decisions are so.. visible, and there is not a desire to create a world, but simply to create a game supplement.
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A phenomenal book which has a surprisingly broad range of topics, all covered in surprising depth. Each of the individual cults are evocatively written up, but also presented with clear guidance of how to involve them in a game as a Storyteller, or how to play as a cult member as a player. These aren't just one-note religious cults which one would think is a neat concept, but with no way to use them, either - each of them are interesting, different from one another and nicely explores a Kindred theme. On top of these, which would be enough on its own, the chapter on the Hecata is glorious, prompting me to write up a character there and then without any relevant game in sight, and despite my lack of pre-existing feeling towards the Giovanni or any other other necromantic Clans. I can't recommend this book highly enough, and whilst I'd say that Chicago By Night is a more critical "must-have" for V5, especially for anyone new to VTM in general, this may actually be a better book overall, making it the best of V5 so far.
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The content is great, but the I paid for the $60.00 premium book, which arrived with the top corners of each page smashed in. The damage was not the result of shipping. The color is muted and the paper is not high quality. This "premium" version of the book is not worth the asking price. I'm very displeased. Poor quality printing and binding through and through. If you need this book for your campaign, go with the PDF only.
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By far my favourite Onyx Path book. Introducing the Cults and Cultists of Kindred kind, and of course Clan Hecata, in all their glory. For those seeking context on beliefs, (sometimes blood) rituals, the structure, and favoured new powers of the following factions, please consider this book:
- Ashfinders (Duskborn/Thin-Blood).
- The Bahari.
- Church of Caine.
- Church of Set.
- Shalimites.
- Mithrists.
- Nephilims.
Cults of the Blood Gods break down each, showing just how they fit and operate in the modern nights. It supplies you with additional examples and the tools to create your own, drawing from elements both living and dead.
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As for the Cult, -I mean.. Clan of Death:
Initially I wasn't entirely sure how the Hecata could or even would work given the clan/bloodline’s history. Reading over the material, I was pleasantly surprised. They can and do cooperate well as V5’s big “happy” family.
So much so, that I can honestly say that the Hecata has become my favourite.
They feel unlike any other clan in V5. The approach to the various faces featured in the family gives a unique outlook and perspective for the members that make the whole. It adds depth and gives credence to the familial feel. You can hate one-another, hurt one-another, have done terrible things to one-another... but at the end of the day you’re still family. Something to keep in mind when you’re walking the line between sects, and have plenty of enemies who might want to see you fall.
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In addition to all this, Chapter 8 introduces Styx and Bones. The first foray into Munich, bringing back some old names and faces, providing adventurous stories to tackle, antagonists, and ready-made characters.
Onyx Path has really put love and care into the material. You can see, feel, and experience it. At least, I hope you do. Please give this book a try, because I truly love it and revisit it often. There’s always more to find and uncover between these pages.
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It's debatable as to whether this is my favourite book from the V5 range, as it shares the top spot with Chicago by Night. In my mind an essential purchase for the gameline, and the introduction and detailing of the various kindred religions expands upon an area that was largley ignored in previous editions. I cannot recomend this product enough and look forward to seeing more content of this quality!
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CotBG is excellent and probably the most essential addition to the V5 game line. It collects all of the clans of death, now condensed into bloodlines under a single 'family' clan, the Hecata. This book is big, it has the Harbringers, the Samedi, the Nagarajah and yes, my favorite clan of Revised edtion, the Giovanni. Included are rules for their unique discipline of Necromancy which now falls under the purview of Oblivion, tapping into the powers of the Underworld to fuel their necromancy; thematically one of the best representations of this power in any edition of VtM, (yes, it should taint your soul). Additionally you get Loresheets to represent all of the death clan bloodlines in the event you want to play a more unique vampire. You get a great story that focuses on these clans, though you dont have to be Hecata to play in it. Onyx Path delivers yet another steller book to expand the core rules of V5 and I hope to see more.
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Aside from re-introducing the Hecata back into V5, what does this book actually add to your game?
1) Each of the included Major Religions/Cults is full of useful world building and Character options. The history and general motivations of each group, make it easy to include them into any campaign.
2) Examples of progression through the various groups, give Players something tangible to work toward, if they want.
3) New SPCs to fill the emptiness of the night. Let's be honest not everyone has the time/desire to sit down and create a mix of random characters to throw at their player's chracters. We get new Animals, Ghosts, Ghouls, Kindred, and Mortals. What storyteller doesn't like having options to pull from?
4) Survival is easier in a group right? Included are multiple new Coterie types to help flavor your Story/Domain, or maybe just find a better fit for a particular group/setting.
5)The new Powers, and Rituals/Ceremonies help to build interesting if not terrifying Characters for players and storytellers alike. Expanded options to Oblivion for bringing Necromancy back to the table and fleshing out the Hecata. Several of the included faiths introduce unique powers all their own, and could easily be used to remind players just how monstrous Vampires can be.
6)Bloodlines not neccesarily enough remaining to call themselves a clan anymore, but they are still here. A useful inclusion to add even more flexability in allowing players to create the character they want to play. Again, options are good.
7) Yeah it's called Humanity. Regardless of what it is called, it is what keeps you from falling to the beast within. The inclusion of Conviction lists for each of the major faiths, demonstrates how a Vampire might differ from say a Human, in their thoughts and actions.
I don't want to give away everything that is inluded in Cults of the Blood Gods but you'll be glad you got your hands on this one!
This is a great resource for Storytellers and Players alike, both new and established.
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tl:dr Cults of the Blood Gods reintroduces the Clan of Death to V5, gives details on vampiric cults, provides new mechanics (loresheets, powers, predator types, etc), and gives a story featuring the Clan of Death to tell.
As a fan of Vampire: the Masquerade lore, Cults of the Blood Gods is easily one of my favorite V5 releases to date. This book opens with a well written fiction giving just a hint of how the Hecata came to be formed, with several smaller additional pieces after the introduction. Those first pieces gives a good taste for what is to come in the rest of the book.
I'll be honest, none of necromany based clans or bloodlines in prior editions ever really caught my eye, with the possible visual presentation of Baron Samedi. Other than using one as an SPC as a Storyteller, I hadn't been interested in playing one. Cults of the Blood Gods spurred my interest in playing a character of the recently formed Hecata clan. The merging into one clan creates many interesting roleplaying opportunites, whether it be between the different factions of the clan, the opportunity to play through what happened within the clan once the Family Reunion takes effect, or how they present themselves to outsiders under the Hecata banner. I like how Oblivion is presented and the steps taken to differentiate Oblivion Ceremonies from Blood Sorcery Rituals.
While vampric relgion has been addressed in other V5 books, none have done so in a way that has felt playable. Cults of the Blood Gods dives deeper into the subject with multiple cults, some new to Vampire:the Masquerade, some from previous editions that are presented in a way that they still feel new. For the first time in V5 the Bahari, Church of Set, and others feel playable with digging through multiple books from prior editions. In addition to cults for vampires, the book also provides cutls for mortals (that are run by vampires) and a section on how to create your own. Again, the topic of mortal cults have been covered in older editions of VtM however in this book the subject is covered in a way that gives more detail into how cults function. I don't plan on building my own cults, but this book gives you plenty of information on how to do so.
The book ends with Styx and Bones, which gives a story that can be run highlighting the clan of death. It is a decent enough story, I just personally would rather explore other aspects of lore and metaplot presented in this book. If someone asked me to run it as an ST I would, but it is not something I would run on my own.
In addition to the above, Cults of the Blood Gods sprinkles in new machanics in the way of Loresheets, Discipline Powers and Amalgams, Rituals and Ceremonies, Predator and Coterie types, and more. The art through out the book is amazing. I would highly recommend this book for anyone who plays V5.
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Fantastic update for all of the clans of Death in VTM; the Loresheets allow the various bloodlines now united under the Hecata banner to retain some of their original flavor while greatly expanding the range of character options for players who've started in 5E and adds a lot to the current worldscape. Really, really excited to receive my print copy!
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