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The Disciples of Horus

An Egyptian bloodline.

by Benedira ({REL[79][articleGame]8XnQNJYyREL} Resources)

While the battles between Horus and Set may be ancient history - even just mythology to some - the war is continued in the crusade of the Disciples of Horus. Though Horus slew Set, his disciples must still purge the world of Set's children.

Just as the Followers of Set believe that they are descended from a god, the Disciples of Horus believe their maker to be of holy stock. Their embrace is not the transformation into a creature of darkness, but a warrior of light.

The paradigm of the Disciples of Horus is best understood by quoting from their holy scripture, the Book of Nefertari, which is committed to memory by every member of the clan.

When Seth was slain by Horus, the murder of our great father Osiris was avenged. Horus took the throne of Egypt, and all the land rejoiced as the birthright of their beloved king was restored. Horus brought light and prosperity to his people, and Egypt was made one. But still a great plague was on the land of Egypt, in the form of the vile minions Seth had spawned. These creatures did corrupt the people, and brought despair and destruction upon their households.

When Horus learned of this plague he summoned to him his two sons, called Amenhotep and Khetamon. He commanded them to go into Egypt, and free his people from the infestation of Set's children. And so the brothers did go, to obey their father's word.

Set's minions were many, and though Amenhotep and Khetamon were fierce they were forced to flee back to their father's house. When Horus learned of the strength of his enemies, he provided his sons with small armies with which to defeat Set's brood. Amenhotep and Khetamon went out into Egypt again, to face the enemies of their father and their father's father.

But Set had granted his children the power of the serpent, making them horrible creatures of the darkness. Set's followers did tempt and slay the armies of Horus, and Amenhotep and Khetamon returned to tell Horus of their failure. When he learned of the powers of Seth's brood, Horus decreed that Amenhotep and Khetamon must find ten among his people that would not fall to temptation. He commanded his sons to return to him in two days time with these ten.

So Amenhotep and Khetamon did journey out among their father's people, gathering to themselves the strong of virtue and spirit. After the second sunset passed, the brothers brought these people to their father.

Just as Seth had granted his children the powers of darkness, so did Horus imbue his warriors with the gift of light. He commanded them to destroy the plague of Seth, and rid the land of its despair. Then Horus did turn to his sons, and give his last command.

"Twice I have sent you out to defeat my enemies, and twice you have failed. You shall not return to my house until this plague is vanquished from my lands. You shall walk in darkness with only the light I have given you, until the day that the hand of Seth is lifted from my kingdom. Only then shall you again be welcome in your father's house."

With this decree, Amenhotep and Khetamon did take their warriors and leave their home. But Khetamon was sore afraid of Set's children, and he left his brother and fled to a distant land to the east. When Horus learned of Khetamon's cowardice, the gift of light was taken from him. But Horus could not destroy his own son, and ordered that Amenhotep and his warriors would never hunt Khetamon or his descendants or seek revenge for his desertion.

Amenhotep led the disciples of Horus against the armies of Set, and their number did grow as more sought to join the holy crusade against the darkness. But Set's minions were many, and already had begun to carry the plague beyond the lands of Egypt. With Seth's children went the evil of Seth's corruption, and they did serve their vile master faithfully. So then did Amenhotep's armies divide, and some followed Seth's brood out of Egypt.


The Disciples of Horus believe that the sun hurts them because of Horus's anger, and they will be denied their father's light until the day that Set's brood disappears from the world. They also believe that those who die in the service of Horus's vengeance go to the underworld where they enjoy an honored place at Osiris's table. Likewise, the fallen minions of Set go to the underworld where Osiris punishes them for their master's treachery.

Even the Assamites of old would be hard pressed to match the religious fervor of this clan, as Disciples of Horus see their unlives as having no purpose beyond the vindication of Horus and destruction of the Followers of Set. The Disciples of Horus make no distinction between Setites and Serpents of the Light; all are the get of the vile god, and touched by his evil.

The Disciples of Horus are rumored to share a secret relationship with the Bastet, but the clan never speaks to outsiders on the matter. It has also been rumored that the bloodline has some association with the fabled Illuminati, though no proof has ever been offered.

Because of their open employment of Egyptian symbols and writing, it is easy for outsiders to mistake a Disciple of Horus for a Follower of Set. Setites fear these fierce enemies, however, and the painful damage the Disciples can cause with their mastery of light. It is a favorite tactic of Setites to employ other clans and sects to destroy the small groups of Disciples that hunt them by reporting them to be Setite nests that intend to threaten the power of these sects or clans. This is the greatest reason the bloodline remains so small and obscure.
Nickname: Grave Robbers, Harendotes
Sect: The Disciples of Horus pledge allegiance to no sect, and indeed do not even consider the struggle between the warring sects to be their fight.
Appearance: Most Harendotes are of Egyptian heritage, though in later nights they have begun to embrace members of other ethnic backgrounds. They often adorn themselves with Egyptian symbols and hieroglyphs, and favor the fabrics and clothing styles of their ancient homeland.
Haven: The Disciples usually gather in small bands made up of sires and childer. As they often travel, few establish permanent havens. When a long term dwelling is chosen, many of the Harendotes prefer mortuaries, and sometimes even morgues.
Background: Part of the reason the bloodline remains so small is the high standard potential clan members must measure up to. Disciple initiates must be fit and healthy, and judged by their sire to be impossible to corrupt. Harendotes prefer their childer to be reasonably acquainted with Egyptian history.
Character Creation: Physical and Mental Attributes concern a Disciple of Horus when selecting a childe, as does a strong will. The potential candidate must also have a propensity for faith and devotion to the cause, and Talents and Skills usually make up the majority of a Disciple's Abilities. Harendotes often develop a Fanatic nature in their early nights as vampires, if they did not have it to begin with.
The power to resist temptation is highly respected by the Harendotes, as is courage. Superior combat skills are revered also, and the extermination of Setites is considered the highest possible accomplishment among the clan.
Devotion to Horus's cause is a trying and rigorous task, often requiring the Disciples to go to great lengths to accomplish their goals. For this reason, the humanity of these vampires is usually stripped away quickly and willingly, and replaced with the path of enlightenment known as the Path of Retribution.
Clan Disciplines: Potence, Celerity, Illumination
Weaknesses: The Disciples of Horus can consume only dead blood, a requirement they believe exists because Osiris was dead when he fathered Horus. Consuming living blood causes aggravated damage at the rate of one damage level per two blood points consumed. To avoid the damage, the body must be dead for at least 24 hours before the Disciple drinks from it.
In earlier times, this weakness was not as difficult to cope with. As modern burial procedures gain popularity, however, feeding is becoming increasingly difficult for Harendotes. Embalming practices have limited their options considerably.
It is from this weakness that the Disciples of Horus gain the nickname 'grave robbers', given to them by Setites to refer to the method of 'hunting' they employed in the past.
Organization: Disciples of Horus enjoy a hierarchy of age and generation. In the small bands that travel together, the eldest among them is always the leader. This structure is never challenged and rarely even resented, as the Harendotes believe they are the faithful legions of Horus.
Disciples meet yearly on the Isle of Tangiers (Morocco) to exchange information and stories, as well as to be reconsecrated to Horus.
Bloodlines: Because of their fanatical nature, no offshoots of this bloodline exist. Harendotes keep only one initiate - a fledgling childe - at a time, focusing on the physical and spiritual education of that childe whenever they are not actively hunting Set's minions. For this reason, no clan member deviates from the holy responsibility of their blood.
Quote: "Perish, foul servant of Set!"
Stereotypes:
Camarilla: They busy themselves with whatever they must. Their struggle is not our struggle, their ways are not our ways.
Sabbat: Their fervor is to be admired, but we do not understand their cause. They rebel against their gods, a folly that can only end in death.
Followers of Set: The loathsome remnants of a vile, deceitful usurper god. They must all be destroyed, and Set's withering touch must be banished from the world.
Children of Osiris: They are our brothers, and we bear them no animosity. Do not depend on these children, however, for they have forsaken their father and turned a blind eye to the injustice done to their family.

 

Illumination

The Disciples of Horus believe this discipline is one of the gifts given them to battle the Followers of Set. The discipline is no less than the manipulation and eventual mastery of light. Because of the horrendous and horrible potential of this discipline, the Disciples of Horus are careful who they allow to learn it. If a Kindred who is not a Disciple learns even the most basic level of this discipline, you can be sure that a Disciple of Horus must have owed them a great debt. This discipline has only seven levels, as there are no Disciples of Horus above the sixth generation and no kindred who is not a Disciple has ever been taught the seventh level. Because of the inherent natures of the two disciplines, a kindred cannot possess both Illumination and Obtenebration.
Glimmer
This most basic ability allows the kindred to control light levels in a small area (roughly 30x30). She cannot create light in darkness or extinguish it completely, but can choose to make existing light considerably brighter or dimmer.
System: This power requires no roll, but a blood point must be spent to activate it. Glimmer lasts for one full scene, during which the Kindred may adjust the light level as often as she pleases. No real active concentration is required to employ Glimmer; the kindred's dice pools are not affected by it's use, and she may still act normally each turn while using it. Those in the area affected by glimmer may be temporarily blinded by overly bright light, or find it more difficult to see in considerably dimmed light. Constantly shifting light levels may severely disorient those in the area of the effect.
Scintillation
This ability allows the kindred to produce a flash of light from their palm or the ground around them. The flash is as bright as a camera flash bulb, and can be made more effective by increasing the size of the flash. Scintillation can create a flash up to the rough height and width of the kindred employing it.
System: The player rolls Manipulation + Occult (difficulty 7). Even one success creates a flash of a size determined by the kindred using Scintillation. Those looking at the kindred when Scintillation takes effect must make a Perception + Dodge roll (difficulty 7) to look away in time, or suffer blindness for two turns. A botch on this Dodge roll results in blindness for the remainder of the scene.
Limelight
At this level, the kindred begins to gain full command of her abilities. Limelight creates a 'spotlight' for the kindred that employs it, though the light seems to come from nowhere. While this light is bright, it is not normally painful to look on. If touched, however, the light burns kindred as sunlight does. The normal fall of shadow does not apply to Limelight - there is no portion of the Kindred's body not lit. This ability is protective only; if the kindred employs Limelight and then touches another kindred of her own free will, it will not damage them.
System: The player spends a blood point and makes a simple Manipulation + Occult roll (difficulty 7). Limelight lasts for the duration of the scene, or until the Kindred chooses to dispel the light. Contact with the light causes damage exactly as clouded sunlight does (difficulty 9 to soak), with the appropriate modifiers for those with light sensitive flaws. The number of aggravated health levels inflicted depends on how much of the offending kindred's body comes in contact with the Limelight.
Coruscate
This power allows the kindred to call forth bolts of light from her hands to strike her enemies. These bolts can be painful and damaging, as they are like the sun's rays to kindred. The kindred who employs Coruscate must use her hands to direct the bolts.
System: The player spends a blood point and makes a Dexterity + Brawl roll (difficulty 7). The bolt is automatically created, but the roll determines if it strikes the intended target. The target may make a Dexterity + Dodge roll (difficulty 10, as light travels fast) to avoid being burned by the bolt of light. If Coruscate strikes its intended vampiric target, the light causes damage exactly as direct sunlight (difficulty 10 to soak), with the appropriate modifiers for those with light sensitive flaws. Because these bolts are never larger than the hand of the Kindred employing Coruscate, only one aggravated health level per turn can be inflicted.
Glow
At this level, the Kindred's command of light becomes truly deadly to her vampiric enemies. The kindred who casts Glow about herself is surrounded by a five foot radius of light. Vampires in the direct area of the effect are burned as if by the noonday sun, and direct onlookers suffer temporary blindness.
System: The player spends two blood points and makes a Manipulation + Occult roll (difficulty 7). A success creates a blinding light all around the kindred; the number of successes determines how many turns the effect will last. Vampires in the area of the five foot radius must make a Dexterity + Dodge roll (difficulty 8) or suffer the same as if their entire body had been exposed to direct sunlight (difficulty 10 to soak, inflicting 3 aggravated health levels per turn with appropriate modifiers for those with light sensitive flaws).
Beam
This power allows the Kindred to create and direct light from her hands much as Coruscate does, though at this level she has learned to create a constant beam of light.
System: The player spends two blood points and makes a Dexterity + Brawl roll (difficulty 7). The beam is automatically created, but the roll determines if it strikes the intended target. This roll must be made for each turn the beam is in use with appropriate modifiers based on the target's evasive movement. The target may make a Dexterity + Dodge roll (difficulty 10 for the first roll, storyteller's discretion for subsequent turns) to avoid being burned by the beam of light. If the Beam strikes its intended vampiric target, the light causes damage exactly as direct sunlight (difficulty 10 to soak), with the appropriate modifiers for those with light sensitive flaws. Because these bolts are never larger than the hand of the Kindred employing Beam, only one aggravated health level per turn can be inflicted. The Beam will last for the duration of the scene, or until the Kindred wills it to stop. If the kindred uses her hand for something other than directing the beam, the beam will cease to exist. Additional blood must be spent to create it anew.
Irradiate
At the final level of Illumination, the Kindred has truly become a terror to her vampiric enemies. Irradiate envelops its target in light that is no kinder to the body vampiric than the cruel rays of the midday sun.
System: The player spends three blood points and makes a Manipulation + Occult roll (difficulty 7). A success wraps the target in burning light (difficulty 10 to soak, inflicting 3 aggravated health levels per turn with appropriate modifiers for those with light sensitive flaws). The target may make a Dexterity + Dodge roll (difficulty 9) to avoid the initial envelopment, but may not try to dodge the light once she is surrounded. This effect lasts until the Kindred employing it decides to release her prisoner, or until the target successfully escapes the Kindred's line of sight.

Path of Retribution

Nickname: Crusaders

Basic Beliefs: Those on the Path of Retribution know no glory higher than fighting their holy war, and no honor greater than ridding themselves of their enemies. It is a path of fanaticism, practiced in it's true form only by the Disciples of Horus. Another path by the same name has been derived from this one, but lacks the religious fervor of the original code.
Much as other religious fanatics, Crusaders hold their path of enlightenment to be the holy charge of their deity, the code of conduct that will earn them an honored place at the table of Osiris in the afterlife.

The Ethics of the Path:

Destroy the Children of Set - they are the legacy of Seth's plague.
Maintain your virtue and righteousness so you cannot be corrupted.
Never take life without reason, but spare nothing to destroy your enemies.
Strive to become all you can in the service of Horus.
Euthanize those corrupted by Seth's plague that they may find peace.
Honor your elders, as they have fought longer than you.
Study the Book of Nefertari to better understand yourself and your task.


History: This path is nearly as old as the Disciples of Horus themselves, and has changed little over the centuries. It is believed to have been explored by Amenhotep himself through inspiration from Horus, and handed down to his peoples before the Disciples divided to pursue the Setites. This path is described in a short series of parables that are immortalized in the holy Book of Nefertari, which all new Harendotes are provided with. It is because of this written account that the path has experienced little innovation or degradation, save for the bastardized version practiced by a few other kindred outside the Disciples.

Current Practices: True Crusaders offer neither allegiance nor consideration to political sects or other clans. Indeed, they are rarely even concerned with the general aspects of vampire politics save for how it affects their genocidal plans for the Setites. Their faith and practices remain insular, despite numerous dealings with other Kindred.

Description of Followers: Crusaders often appear sagely or reserved when encountered in a relaxed setting, and rarely speak openly about their religious beliefs. They are concerned with getting to know those they deal with on a personal level, as they are wary of befriending those who have been corrupted by the Serpent God. True to the blood of their clan, they often have fanatic, visionary, or judge natures. Demeanor can be almost anything, though rarely take the form of Bon Vivant, Poltroon, or Rogue.

Virtues: Crusaders espouse the virtues of Conviction, Self-Control, and Courage.

Views on Other Paths:
Path of Caine:
Theirs is a noble pursuit, as understanding one's self is an honorable task. Vampirism for the sake of vampirism, however, is foolishness.
Path of Cathari:

They ripen themselves for Seth's corrupt minions. They do not know what manner of eternity they invite. Dispose of them if you have time.
Path of Death and the Soul:

We respect the studies of these scholars of Anubis. While we do not walk the same path, we afford them great latitude.
Path of Evil Revelations:

Evil is a regrettable thing of the moment, not a goal for eternity. Dispatch these depraved monsters when the opportunity arises.
Path of the Feral Heart:

It is as much a failing to see only the animal as it is to see only the spirit. The Beasts are lost to their own savage desires.
Path of Honorable Accord:

They have our respect for their discipline and virtue, and our pity because they have forgotten why these things are important.
Path of Lilith:

They obey what they believe their Goddess commands. We respect their burden and perseverance.
Path of Power and the Inner Voice:

We have no love for petty dictators who would style themselves as gods.
Path of Ecstasy:

The unknowing tools of Seth. End them if given the chance.
Path of the Scorched Heart:

Discipline is honorable, but need not come at the cost of emotion. Those of the Scorched Heart are cowards who fear their own feelings.
Path of the Typhon:

The very basest of Seth's childer. Strike them down where they stand.
Path of the Warrior:

War for war's sake is but butchery. We have no respect for those who kill indiscriminately.

The Path of Retribution Hierarchy of Sins:
10: Failing to destroy a minion of Seth.
09: Failing to euthanize those corrupted by Seth.
08: Allowing a Disciple who has abandoned Horus to live.
07: Failing to work to strengthen your virtue.
06: Failing to teach the young.
05: Disrespecting your elders.
04: Failing to better yourself physically or mentally.
03: Failing to study the Book of Nefertari.
02: Pursuing personal goals over your holy task.
01: Giving in to temptation of any kind.

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All Content and Art is copyright © 1999, 2003, 2004, 2006, 2007 Katherine Burress and Christopher Simmons unless otherwise Specified.
Applicable information, books and products are © 1997 White Wolf Publishing, Inc. All rights reserved, any reproduced artwork or text are for review purposes only.
Copyright White Wolf Publishing, Inc.
Copyright White Wolf Publishing, Inc.