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| Fa�ade and Background: Much as the Humans have their Warriors� Guild, so too do the Nephilim have the Faction known as the Berserkers. However, unlike the Warriors� Guild, which embraces codes of chivalry and honour, the Berserkers instead live for bloodshed and war. Any Nephilim who finds herself stronger and more capable in battle than her peers is likely to at least consider joining this blood cult, and would be most welcome. The chief philosophy of the Berserkers is that strength overcomes all else, and that only the strongest will survive. Unlike the Zealots, the Berserkers care nothing for their origins, and unlike the Soul Seekers, they do not discriminate against race. Living a violent existence, and seeking only to kill, pillage and plunder any who takes their fancy, the Berserkers are a very loosely organised Faction in the wider sense, although most Berserkers travel in packs of anything from three to thirty. These packs often have rivalries between them, and it is not unheard of for frightened villagers under the attack of a band of Berserkers to have an opportunity to flee when a rival band show up and take on their attackers � the victors getting the spoils. Berserkers can always identify each other (assuming they can indeed see each other), for they are always branded, in some way or another, with the Berserker sigil: a circle with a dot in the centre. For as long as there have been Nephilim, there have been Berserkers, or the equivalent; Nephilim who, simply because of their nature and talents, seek a violent life, and take whatever they want from those unfortunate to cross their paths. However, some eighty or more years ago, a Nephilim named Lagos, along with his dozen or so companions, laid down a code by which the band would live. This code, often referred to as the Life of Lagos, detailed the barbarous mercenary ways in which the band, known as the Berserkers, could succeed in acquiring the most plunder, and slaughtering the most enemies. Of all the Nephilim Factions, even the Zealots, the Berserkers are feared the most by Humans, simply because their attacks are seemingly random and indiscriminate. At least the Zealots have real purpose to their cause, whereas the Berserkers simply kill for no better reason than to steal or (in most cases) to simply sate their thirst for blood. Consequently, the Warriors� Guild are all taught the Berserkers� sigil, and will hunt and kill anyone bearing the mark, by order of the Seven Kingdoms, in order to keep the peace. It is a capital crime in all of the Seven Kingdoms to be a Berserker, even in the Dark Kingdom. Reality: The Berserkers are violent, unorganised, untrustworthy and dishonourable. They seek death everywhere, and not usually their own. However, even with such a negative nature, the Berserkers are not completely arbitrary in their targets. Packs of Berserkers usually seek settlements (as opposed to the wilderness), where they can maximise their wealth by seizing it from the unworthy. Berserkers care nothing for race, and will not think twice about killing anyone, Human or Nephilim, if it will result in a materialistic gain for them. Berserkers are faced with opposition on all sides, and that�s just the way they like it. An unskilled or weak Berserker is unlikely to live a very long life at all, but those who do survive the heat of constant battle and ostracism are greatly feared, and with very good reason. Character Creation Guidelines: Berserkers obviously favour Physical Attributes, Abilities and Aptitudes, and care little for any powers that take time to cause their effects. No Berserker may claim any form of Citizenship or Circle. |
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| Introduction The World of the Nephilim Character Creation Powers of the Nephilim Rules Weapons, Armour and Artefacts Templates Merits and Flaws | ||||||||||||||
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