W o r l d   o f   D a r k n e s s :
N E P H I L L I M

"The Nephillim were on the earth in those days --
and also afterward -- when the sons of God went
to the daughters of men and had children by them.
They were the heroes of old, men of renown."
-- The Holy Bible, Genesis 6:4 
        This is, essentially, the second edition of my first project -- Redemption: the Fallen Ones, which I created a couple of years ago.  I wanted to make R:tFO a big thing, with the same detail and depth as one of the five Storyteller installments.  But then recently, I started looking at it again, while making deeper studies of angelic lore (so that I could come up with a system for angels my characters might meet in the World of Darkness).  I realized that I had included powerful angels with the relatively weak half-breed Nephillim...such beings as the Ophanim, massively powerful Thrones of the First Choir, with the half-human angelborn.  I made the rather common mistake of thinking that, because the Nephillim were immortal and, in my opinion, really cool, that they must then be really powerful.  But vampires and faeries are immortal, and no one's comparing their powers to the vast powers of Methuselahs or the Faerie God-Kings.  Well, no one sensible, anyway.
        So anyway, here are the new WoD Nephillim, powered down a bit, more distinguishable from their angelic progenitors, but still the brooding, mysterious heroes, the living incarnations of the conflict between divinity and mundanity, spirituality and physicality, and the paradox that ensues.  To learn more about the angelic beings from whom the Nephillim descended, see my Treatise on Angels; but keep in mind that the details there are known only by a handful of the most ancient and cunning Nephillim, and by very few humans, even Awakened ones.  To learn about what may be the paradoxical middle-ground of the War in Heaven, see my Changeling revision/addition, Faerie: the Lost Kingdoms -- but keep in mind that nothing is what it seems with the fae folk.  To read about the Nephillim -- hated by many of the angels, courted by most of the demons, a mystery to spirits and a legend to mortals -- read on, MacDuff, read on.
 
S K I P   T O :
PRELUDE: Endemoniada (The Tale of a Nephil)
CHAPTER ONE: What They Are (History, Strains, Gifts and Paths)
CHAPTER TWO: How They Live (Lifestyles, Societies, Realms)
CHAPTER THREE: Who They Know (Allies, Enemies, Others)
CHAPTER FOUR: Systems (Backgrounds, Abilities, Character Creation)

The Coming of the Watchers -- Ishur Ninku

CHAPTER ONE:
What They Are

HISTORY

AN ANCIENT RACE
        ORIGINS: The Nephillim and their fellow "Angel-Born" came into being in the early days of human existence.  There are countless tales of Angels and Fiery Serpents and other higher beings mating with mortals, and producing strange and/or wondrous offspring.  Some say the first Angel-Born were born of Lilith, concieved by Demons and Bene-ha Elohim, others tell differently...no matter.
        THE WRATH: Directly following the Great Flood, fearful hosts of Angels were sent from the Astral Heavens to "purge" the world of its ill-begotten heroes and monsters.  This was called the Wrath, and was very effective, as very few Angel-Born survived.
        THE EXPULSION:
 

MYTHIC ORIGINS
        Most of the legends of the Nephillim are based in Judeo-Christian myths, bible-stories and tales of angels.  But they are known in many other cultures, are described in many other myths.  Here are some.
        LEGENDS OF THE WYCK: In ancient times there were many beings that were called gods by mortals, and they each took unto them a land and a people.  The Hebrews were one of these many peoples, and they were nomads who initially had no land and no protecting god.  There were others, such as the agricultural, goddess-worshipping Canaanites (whose land the Hebrews later invaded and stole under instructions from their newfound god Yahweh), who were famed for their orgies and their Horned God of the High Places.  Many say that Adam's first wife Lilith went to Canaan upon being exiled from Eden, and became a powerful sorceress there, mating with gods and spirits and giving birth to strange children.  There were also the people from the High Places, herdsmen known as the Sons of El.  The Sons of El were wise in the ways of health and healing, they were tall and beautiful, and their faces and ways were bright as the sun; their god El was a sun-god as well as a bull-god, and thus was later confused for the solar Yahweh when the other gods of the lands were renamed as demons.  These Sons of El descended sometimes from their home in the High Places, among the clouds and stars, to the valleys where the nomad Hebrews wandered, and they sometimes gave their wisdom told their tales to the Hebrews.  The Grigori (guardians of the borders of the High Places) were considered servants of the Sons of El, and it was they who disobeyed the leaders of the Sons and mated with Hebrew women.  The children of these unions were tall, wise, and strange to the squat and dark nomads, and many of them were either adored or killed.
 
 

STRAINS
        The Nephillim are born into various breeds or lineages, known as Strains or Phylons (Gr. race or tribe).  These strains determine the nature of a Nephil's "angelic inheritance" -- the powers and capabilities he or she comes by naturally.

 
 
 

NEPHIL AVATARS (SHARDS)
        Awakening?  Sorcery?  Diabolism?  Ghoulism & Disciplines?  nature of Nephil Avatars
 
 

ELEMENTS & SOUND
       Elemental association? Sound, vibrations...
 

NEW NEPHILLIM
        how... ?
 

 
 
 

INNATE ABILITIES
        All Nephillim have certain basic abilities that are inherent, unnecessary for them to learn.  This includes the Strain Effect, as listed in the descriptions of the Strains, in addition to the following.

 
 
 

SORCEROUS PATHS
        Many Nephillim choose to pursue the sorcerous Paths instead of  kissing up to angels or demons for Gifts; because many of the new Nephillim don't really know what they are, much less know about the possibility of gaining Angelic or Demonic Gifts, they are far more likely to stumble onto sorcery anyway, since many Nephillim are attracted to the occult.  Diabolism is, of course, always quite easy, and though any of the Paths can be taught by demons for a price, the three Demonic Paths are specifically infernal, and often a demon-mentor will offer "boons" or "investitures" in addition to the paths -- these are usually demonic Gifts that the Nephil has little or no control over.  Nephillim use sorcery in the same way that humans do, except that, while first learning, they learn quickly indeed.  All Nephillim can, at creation, start with four dots in any number of Paths instead of the beginning number of Gifts.  (Book of Madness p.137-141, WoD: Sorcerors)

        Path of Hellfire (Demonic) -- The power to create and throw balls and streams of terrible balefire
        Path of Summoning (Demonic) -- The power to summon, bind, and ward against spirits and astral beings
        Path of Lust and Torment (Demonic) -- The power to manipulate mortal bodies, to stir desire or cause pain
        Path of Alchemy -- The art of chemical and spiritual transformation, the making of magical items
        Path of Conveyance -- The power to travel great distances quickly through various supernatural means
        Path of Cursing -- The power to hex or harm someone
        Path of Divination -- The power of foreseeing the future and gaining likely answers to questions about the future
        Path of Enchantment -- The power to create talismans and enchanted objects
        Path of Ephemera -- The power to see, interact with, and control the denizens of Shadow, the primal spirit-world
        Path of Fascination -- The power to charm and influence mortals
        Path of Healing -- The power to heal the wounds of living beings
        Path of Elements -- The power to command earth, air, water, and fire -- torms, earthquakes, great winds, terrible blazes
        Path of Herbalism -- The knowledge of how to mix herbs and other natural ingredients for magic potions
        Path of Shadows -- The power to control darkness and spirits of shadow
        Path of Shapeshifting -- The power to take other forms
 
 
 
 

GIFTS
        Most Nephillim choose to either pursue sorcerous Paths or spiritual Gifts.  Gifts are granted by angelics if a Nephil's Grace is high enough (6 or higher), or by demons if the Nephil accepts certain bargains.  These gifts are purchased much in the same way that Garou purchase their Gifts; through both role-playing and spending XP.  The level of Gift a Nephil is able to learn is limited by his Grace (if the Gifts are Angelic) or by his Taint (if Demonic).  Some Gifts are counted in both categories.  At Creation, a Nephil with a Grace of 6 or higher may start with four Level One Gifts; if the Grace score is lower than 6, the only Gifts available are Demonic Gifts, of which he may choose four.

These are the old First-Edition Nephil powers; in parenthesis is the replacement(s) for that power in this edition.
        Hellfire (Demonic Path of Hellfire, Demonic Gift: Balefire)
        Wings (Angelic Gift: Celestial Flight)
        Dreamwalking (General Gift: Dream-Journey)
        Worldwalking (General Gift: Walk the Savage World)
        Pleasure (Demonic Path of Lust & Torment)
        The Voice (Path of Fascination)
        Elemental Sorcery (Path of Elements)
 

ANGELIC GIFTS

DEMONIC GIFTS GENERAL (Both)
 
 
 
 
 
 
 
 
 
 
 CHAPTER TWO:
How They Live
(Lifestyles, Societies, Realms)
 
REDEMPTION

        THE PATH OF STONES:

        THE EVEN PATH:

        THE PATH OF THORNS:
 

THE QUINTESSENTIAL HUNGER
        When / if one of the Angel-Born is exiled beyond the Horizon, it eventually suffers from a terrible hunger, similar to that of the Gibborim. Without a connection to the physical world, it cannot easily keep up its existence...many enter a state similar to the Torpor of the Kindred, and others seek to feast on the souls of mortals.

SOULJARS
        It is said that some of the Angel-Born keeps an item (or items) close at all times; the item is called a Souljar. It is said to hold the body and soul of the being together, and if it is stolen, the being will be powerless, perhaps even zombielike.
 
Realms

        SUMERLANDS --

        GEHENNA -- The Fourfold Furnaces: Sheol, Perdition, The Bilge, and The Dead Furnaces.  Land of War and the End-Times...surrounds the Nine Pits.  Also called Malfeas?  Linked most directly to Acheron, though Gehenna is the most commonly-reached Hell (usually through summonings and portals).  The Valley of Hinnom, outside Jerusalem, was once called "Gehenna" -- a place where the ancient Hebrews sacrificed their firstborn, then later a place where filth was burned.  Gehenna is located simultaneously in three locations: north of the Orchard Eden in the Third Heaven, Shehaqim, on a continent on the Third Earth Arqa (Shard Saturn?), and in the middle depths of the Qlippothic Spires of the Astra.

        TARTERUS -- Where ancient monstrousities best forgotten -- called Titans, and The Ancient Ones, and many other names -- are imprisoned.  Watched over by the Archangel Uriel.

        NULL ZONES -- The Nephillim have a strange connection with the ancient sub-Umbral pathways known variously as the Null Zone and the Paths of the Wyck.  They can reach these paths from the Astral/Celestial, the Primal/Umbral, or the Dreaming/Ethereal, and for them, finding these paths is far easier than it is for most mages.

 


 CHAPTER THREE:
Who They Know
(Allies, Enemies, Others)

KARKADIM:

T'LIAMUD:
 

Angelic persecution -- Flood, Powers & Malakim
"Watchers" -- Grigori, Nephillim, mages. shifters (Corax, Stargazers, Uktena, Bastet)
 
 

THOSE WHO HUNT THE HEROES

 
 
 
 
  CHAPTER FOUR:
Systems
(Backgrounds, Abilities, Character Creation)
 
BACKGROUNDS
        SHARD:
        MNEMOSYNE: 1: Sketchy memories of the past; recent decades are fairly clear.  2: the last century is quite clear.  3: the last millennium of your experiences is an open book to you.
        GRACE: 1: they will hear you out.  2: lesser angelics () might answer your summons.  3: some of the lowest paradises are open to you (Summerlands).  4:  5: Redemption? maybe you really can be redeemed... (Demonic is called TAINT)
        AURA: 1: Magick within personal space is coincidental.  2: Arcane 1, 10 foot radius.  3: -1diff.magick, Arcane 2, within the room.  4: -2 diff., Arcane 3, within the house.  5: -3 diff., Arcane 4, within the city block.
 

TRAITS
        WYCK / VETURNUS
        MANA
        WILLPOWER

NEW ABILITIES
 
 
GRACE 
 
 

HEALING AND DAMAGE
 
 

AGING
        immortality, soul-transference, souljars
 
 
 
 
 


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