A Draught from the Sixth River of the Underworld

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The Necromantic Library of Phineus -x- Level One Rituals -x- Level Two Rituals -x- Level Three Rituals -x- Level Four Rituals -x- Level Five Rituals

Description: The essential idea behind the ritual is that the necromancer makes a sacrifice of his blood into a river known for its history of drownings to symbolically manifest the river Mnemosyne within the land of the living, so that the necromancer can drink from it and in doing so, enchant himself with the ability to permanently absorb a chosen set of memories from the next corpse whose blood he drinks.

The eschatology surrounding this ritual makes it seem quite grandiose. Especially, if one were to assume that omniscience were to be derived directly from a single drink from the river of remembrance. But, this ritual is founded on the idea that omniscience can be attained by being able to drink from the river Mnemosyne as many times as one desires. Practically speaking, this ritual is founded on the myths of the ancient Greek mystery schools and accomplished through the greater principle of identity and the lesser principle of sympathy.

In practical terms, this ritual allows the necromancer to permanently ingest the memories of those who have died, whether they be the quiet dead, the restless or even the undead. To one degree or another, use of this ritual has three distinct effects on each individual who experiences it.

Everyone who drinks of the river Mnemosyne experiences a cascading series of scenes perceived in the first person; a very similar experience to those visions brought on by ‘Spirit’s Touch’ - Auspex level three. This function of the ritual can reveal very practical answers about what someone knew or experienced previous to death. For those who are jaded by the ennui of immortality, it can also serve to open limitless new vistas of experience and perspective. But, full sensory immersion in the recollections of the deceased can easily become a twisted voyeuristic entertainment.

For those of a more scholarly bent, this ritual can serve that purpose admirably, for memory is the basis for all learning. When an individual can absorb the collective experiences of a particular activity, that individual may transform his new experiences into tangible abilities. But, it should be noted, that the immediate acquisition of memories doesn't automatically translate into instantaneous proficiency, it does however speed its development.

Unfortunately, a side effect of instantaneous experience is an unsavory propensity for mnemonic addiction. It is all too easy for this ritual to lead to experiential escapism, sociopathic voyeurism or in the case of the weak minded, multiple personality disorder. Caveat Emptor!
Origin: Benesj Cherno
Ingredients: A river where there has been a recent drowning or that has a long history of drownings, like a deep river or one with very fast moving water. A silver plated Kapala (skull cup), several handfuls of rock salt and a ceremonial knife.
Casting: The necromancer must kneel on the banks of a river known for its history of drownings or where that event has recently occurred. He forms a circle of rock salt around himself and chants a litany of invocation to the Greek goddess Mnemosyne as she embodies the Underworld river. At the beginning of the invocation, the necromancer must slash his left wrist lengthwise and holding his arm out over the water, and bleed into it. The blood serves as a sacrifice to Mnemosyne and the sinister wrist is symbolic of the necromancer's death. The litany requires two hundred and forty recitations to complete properly and a drop of blood must fall into the river every recitation, this adds up to significant blood loss, but the sacrifice must be in proportion to the boon requested. With the final recitation, the necromancer uses his right hand to dip the silver Kapala into the river and from the skull cup he must drink every drop of river water. The next corpse that the necromancer drinks blood from gives up the requisite memories.
System: The player rolls intelligence + Rituals at a difficulty of seven (7) if casting in-clan or eight (8) casting out of clan. The ritual takes approximately four (4) hours to cast. It requires the sacrifice of four (4) blood points of the necromancer's blood and the expenditure of a temporary point of willpower to drink the river water and hold it down. A botch on the casting results in a random, but permanent loss of memory on the part of the caster. A failure results in a waste of time, blood and willpower, but the ritual may be reenacted with the usual increase in difficulty. A successful casting results in the permanent acquisition of a specific set of the deceased's memories; greater successes equates to greater mnemonic clarity. When the ritual is used to obtain memories from a simple corpse, then the necromancer immediately absorbs them from the corpse's blood. Should the necromancer use the ritual to feed upon a corpse belonging to a wraith, then that spirit engages in a contest of wills with the necromancer at a difficulty of seven (7), the winner keeps the memories; no wraith willingly gives up its memories to a necromancer. Trying to absorb the memories of a vampire works the same as with a wraith, but if the vampire is willing then there is no contest of wills; obviously, feeding from vampires can lead to being blood bound.
Successes
One = A fuzzy recollection.
Two = A clear recollection.
Three = A vivid recollection.
Four = A detailed recollection.
Five = An extremely detailed recollection.

Reference: Mnemosyne’s Kapala – level one (1) & Chalice of Memoirs - level three (3).
Note: This ritual was formerly known as "Appropriation of Mnemosyne", the name was changed to more accurately reflect the true nature of the ritual.