We walk in the flesh divine. Born of gold, we stride among the basest metals of man, learning the unfixed worth of each thing… apprehending the Dedwen of the living world. We do this not merely for our Judge, nor even for the greater glory of the gods, but to manifest the unutterable greatness that is our birthright, burden, and ultimate borne. To this guildhall, one comes not to learn the oldest rites of burial, nor the latest sacred scrawl, but to learn and then embody the great lesson of greatness—to live inside the reality that binds all things, great or small, of value:.

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Suleiman, and Adam Tinworth. Development: C. Editing and Additional Material: Michael A. Art Direction: Mike Chaney. Book Design: Mike Chaney. Creative Director: Rich Thomas. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. All characters, names, places, and text herein are copyrighted by CCP hf. This book uses the supernatural for settings, characters, and themes.

All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Table of Contents.

Chapter One: The Masters of the Servants. Chapter Four: The Chorus of the Verse. Chapter Five: Builders of Destiny. Chapter Six: Keys to the Chamber. Chapter Seven: Beyond the Door. All is theft, all is unceasing and rigorous competition in nature. The desire to make off with the substance of others is the foremost—the most legitimate— passion nature has bred into us, and without doubt, the most agreeable one.

Never let it be said that we made it easy on ourselves. If the release of the core material for Mummy can be likened to kicking off the start of a new school year, then it can be fairly said that we went and scheduled a giant exam for the second week of class.

Theoretically, our first scheduled supplement could have been something else. Instead, you get Guildhalls of the Deathless. The role that factions or organizations play in the average World of Darkness game is typically a large one, but that might just be an understatement when it comes to mummies. It binds them not merely to one another, but also to their purpose and to their past. Imagine being part of a secret, six thousand-year professional and mystical society; now overlay a powerful religious worldview onto it, and then, for good measure, add a dash of good old-fashioned sibling rivalry.

Alas, we only have the one book to cover all five guilds, but boy, did we pack it chock full of creepy goodness. While future supplements are sure to address additional guild-based concerns, this tome represents a one-stop shop for all the basics of playing a socially active member of the five Arisen guilds. Because guild functionality is so different outside of a proper nome, this material naturally focuses on those situations where guild matters are both active and pressing, and that means a focus on nome existence.

Certain realities come into play when mummies congregate in places of vibrancy and living power, and while Arisen hermits can escape the social impact of those realities for. If you are a mummy, your guild may not be a permanency.

Welcome to your guildhall. To our guildhall. For all their similarities, each guild ultimately focuses on different principles, both thematically and philosophically, and that allows players and Storytellers alike to use guild choice itself as a guide in determining. Even the overall theme of the guildhall experience will vary from guild to guild, as each guild conducts its affairs, rites, and ceremonies under a different set of customs and principles than does the others.

The mood of Guildhalls , as a sourcebook, is similarly broad and need-dependent. The climate of guild interaction will vary as much from nome to nome as it varies from guild to guild, and should rationally derive from the overall set-up and tone of whatever chronicle it serves. That being said,. Institutions of any kind let alone those of such advanced age beget two things in spades, especially in the context. As mentioned in the core material, the most common form of genuine conflict among the Arisen tends to arise from within the Five Guilds.

The first half of Guildhalls of the Deathless is an in-depth examination of the Five Guilds, each addressed in turn, chapter by chapter.

You may be surprised at the answer. For what true secret is not a product of the Word? Closing out Book One is Chapter Five: Builders of Destiny , a thoughtful treatise on the youngest-minded and most progressive of Arisen, the master masons of the Father of Idols. Some of this material, including the systems for Guild Status resolution and the new Affinities and Utterances, will eventually find its way to the players, but since the administration of how that happens falls to the Storyteller, it goes herein.

Chapter Six: Keys to the Chamber presents the systems for three major elements of a typical Mummy chronicle: the ritual trial of Obloquy, the design of the Arisen talisman, and the functionality of Unison—the means by which multiple Arisen work to unleash a single, more powerful spell.

No House Divided. Chapter One. In our town, there was a Gestapo officer who loved to play chess. After the occupation began, he found out that my father was the chess master of the region… and so he had him to his house every night. Who are the Maa-Kep, the congenial assistants who eschew glory and embrace teamwork?

Are they truly dis- interested in personal reward, caring only for the cause or mission, working humbly to advance those they choose to. Or is there a deeper identity at work within the guild,.

The answers: Yes, no, and not exactly. Many of the Maa-Kep recall experiences of directly standing over someone with. The adaptable. Others respect their fellow. Arisen because, after all, no soul that rose again from Duat is deserving of contempt and even regard them with consider-.

If a lash on the back yields an hour of toil, what whip compels labor for thousands of years? The ambiguity of the Maa-Kep varies, while their use- fulness tends to be considerable, no matter what position. Some from other guilds regard the laborers as the finest of lackeys, and may even be correct. They may be correct as well. But of course, whether a Maa-Kep be guilelessly helpful or profoundly Machiavellian, the Arisen they offer assistance tend to be those most inclined to trust.

The Bearers of the Engraved wish to serve their masters and help their fellows, either without subtext or as a cloak over deeper goals. But is that all? What are the specific directives behind those vague ambitions?

The most immediate and concrete purpose for all the Arisen is to gather objects of mystical importance and ren- der them unto the rightful authorities in the Underworld. But it only takes one lucky find to make a million dollar investment worthwhile.

They might issue a forceful warning about tampering with occult forces. Or they might just beat the seller to death. Both options are more satisfying and more effective than a one-star review.

But other devices are less obviously dangerous, and stockpiles of them exist on every inhabited continent. It also happens that mortal cultists, who really should know better, get greedy and either hoard an object for per- sonal use or sell it for cash. The idea of unified action between guilds is not just a convenient bromide that the Maa-Kep trot out to remind everyone how good and nice they are. They are serious as.

The Masters of the Servants. How serious is that? In the s, when they found a pair of Arisen within the Mesen-Nebu who were plotting against the Tef-Aabhi, they first approached them and tried to talk them around.

Effectively neutering two Arisen is no light task. Doing it for another guild? Those who pledge aid to the Mesen-Nebu believe in the principle of Dedwen almost as much as those Born- of-Gold. But what does a great artist need, one who has amassed tremendous wealth and who can command the essences of matter?

The answer is, to be freed of mundane concerns that, while essential, are not directly tied to the Great Work of the oldest alchemists. But while the golden nobility of the Arisen are well equipped to cope with mystic challenges, physical struggles, and any situation where it helps to be the cen- ter of attention, they are less well-adapted for discretion or, one might suggest, deceit , ambiguity, or sudden and radical changes of loyalty.

To free the Mesen-Nebu to be pure and focused on things of great value, the counters keep an eye on shaky acquaintances and make deals the golden might refuse, if they knew about them. No matter how necessary those arrangements might be for the larger goals of Irem.

There are few Maa-Kep whose affection for the Sesha- Hebsu is great enough to lead them to link their fates, and even fewer Sesha-Hebsu who are eager to let one of the laborers into their private counsels. For all the general air of sniffy mistrust, however, the Aris- en are individuals and tend to be damn stubborn when they make up their minds.

So a few Maa-Kep have reached out to the quill-wranglers, and a few scribes accept that having a deeply practical associate can make their tasks of judgment and recording far easier and sometimes even clearer. Maa-Kep envoys go be-. The cult makes things more convenient and defends against ordinary threats. The reed-cutter prepares the way by watching for occult attacks and removing extraordinary obstacles.

The Sesha-Hebsu are, of course, no slouches in the area of discernment, so inviting a protector to serve as a backup is common only for the most cautious of scribes… or those whose duties have led them to expect a lot of subtle, tricky, and relentless opposition. Moreover, the Maa-Kep have, in some instances, exhibited a certain pragmatic moral flexibility that those most fixated upon the law would find repugnant were they exposed to it.

One is a high-caste group of insular priests whose main concern is the realm of the dead. The other is made up of slave-drivers or, if you want a less-charged term, middle managers pursuing their prac- tical agenda through compromise, surveillance, and ma- nipulation.

Yet when they can get past their differences, they form a strong hybrid.



Suleiman, and Adam Tinworth. Development: C. Editing and Additional Material: Michael A. Art Direction: Mike Chaney. Book Design: Mike Chaney. Creative Director: Rich Thomas.


Guildhalls of the Deathless

In making it, they took the hopefulness of Mummy: The Resurrection , their previous mummy game, and twisted it upside down. In the beginning there was the city of Irem, heart of a powerful Nameless Empire, based where the Egypt of the Pharaohs would one day arise — an empire far more mystically advanced than any of the time. You and a select group of people were subject to the greatest feat of magic that has ever been attempted by mortal hands, the Rite of Return. Now, as an Arisen, you walk the line between life and death, which is both a blessing and a curse. On one hand, you have life everlasting.


Tabletop Review: Mummy: The Curse: Guildhalls of the Deathless (World of Darkness)

After an extremely successful Kickstarter , Mummy: The Curse was released at the beginning of this year to both critical and fan acclaim. If you read my extremely long and enthusiastic review , then you know that I consider it to be one of the two best releases of so far along with Numenera. You even get an extremely long adventure that should take multiple play sessions to get through, which is only the tip of the iceberg for an extremely long metaplot based campaign. There are eight chapters to Guildhalls of the Deathless. The book is divided into two parts — one for players and one for Storytellers. This will let the Storyteller better design inter- and intra-guild relations and give characters a chance to better understand their place within the organization they chose at character creation, as well as the place in the grand scheme of the Judges. Each chapter is devoted to a specific guild.

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