Kindred of the Ebony Kingdom

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Kindred of the Ebony Kingdom
Cover art
DesignersJustin Achilli, Voronica Whitney-Robinson, Will Hindmarch, Jason Feldstein, Joddie Gray, James Lowder
PublishersWhite Wolf
Publication2003
GenresPersonal horror
SystemsStoryteller System

Kindred of the Ebony Kingdom is a sourcebook, alternative setting, and stand-alone pen-and-paper RPG designed for Vampire: The Masquerade, Vampire: The Dark Ages, and other games set in the Old World of Darkness universe. It was developed by White Wolf Game Studios and released in 2003. The setting focuses on vampires on the continent of Africa, a location that was only briefly examined in previous Old World of Darkness games.

Plot[edit]

The Kindred of the Ebony Kingdom, known among themselves as the Laibon, are fictional vampires native to Africa in the Old World of Darkness. Despite sharing roots with the Western Kindred (traditional vampires), and being afflicted with the same curse, the Laibon have existed in relative isolation from the Western Kindred for some time and have become distinct from traditional vampires in various ways. Additionally, they do not consider themselves to be descended from Caine (the first vampire) but rather view their existence as related to various African myths and legends.

Unlike Kindred (who are most commonly defined in-game by their adherence or violation of "Humanity"), the Laibon owe a dual loyalty to their mortal counterparts (called Aye) and to the spirit world (called Orun). Failure of both loyalties leads to monstrous degeneration and feral predatory behavior. High levels of Aye causes a Laibon to appear alive, while high Orun causes a Laibon to appear unearthly and often demonic. Those few Laibon who manage to maintain high levels of Aye and high leves of Orun simultaneously appear angelic, possibly transcendent.

Tenets of the Ebony Kingdom[edit]

In the RPG, the Tenants have been handed down for millennia and represent the conservative status quo of Laibon society, recently brought into question by the rapid change of the modern world, they are nevertheless fiercely upheld by the Guruhi and the Shango.

  1. The Guruhi Are The Land: As the oldest Legacy, the Guruhi have a natural right to rule.
  2. Those Who Endure Judge: Leadership and status are naturally assumed to derive from age and experience.
  3. Belonging Grants Protection: More cynically, "citizenship implies fealty".
  4. The Secret Must Be Kept: This ensures that mortals are not acutely aware of the existence of the undead.
  5. No Secrets From The Magaji: This Tenet is enforced to keep the Magaji (ruler) "in the know."
  6. Sires Command, Childer Inherit: In other words, just as age determines leadership, lineage determines fealty.
  7. The Eldest Command Undeath: A reinforcement of the rulership by the eldest.
  8. Travellers Obey The Tenets: This twofold rule requires that Laibon away from home adheres to the Tenets, as do outsiders in the Ebony Kingdom.
  9. The Eldest Are Kholo: This Tenet allows some flexibility in any given area's power structure, as traveling elders (particularly among the Kinyonyi) are granted due respect despite their not belonging.

Legacies[edit]

Unlike the highly political clans of the western Kindred, Laibon can be divided into legacies, which act more as extended familial relations than as unified factions. These Legacies are bound by a common lineage and curse, but hold no full loyalty to one another.

Akunanse[edit]

The Akunanse are one of the legacies of Laibon. Inspired by the myths of the "wise spider" in many African folk tales, they base their name and nature around them. In the RPG, they are known for their great knowledge, wise counsel, and non-political natures. The Akunanse probably originated in the Ghana region, but are now widespread throughout the whole of Africa, and are known to frequently travel anywhere in pursuit of the knowledge they need. They will embrace most any who follow the pursuit of knowledge, including non-Africans who want to understand more about the ways of the cradle of humanity. Non-African Akunanse often adopt animal features from their homelands instead of those native to the African regions that they travel. Akunanse adopt trends at a much slower rate than mortals do, however, and many of the Akunanse favor traditional garb over the more disposable fashions of the modern world.

The only type of legacy affiliation they maintain is the occasional exchange of information if they cross another Akunanse's path. Beyond that, they are often too wrapped up in their eternal search to care about any kind of formal order that is not natural. They lead nomadic lives, constantly traveling to learn more about the origin of humankind. Elders who share animalistic traits with similar Akunanse might share their dens if appropriate, but most guard their solitary lairs with ferocious intensity.

They have many features in common with Clan Gangrel, notably their weakness; like the Gangrel, the Akunanse gain animalistic features the longer they live. Unlike the Gangrel, the Akunanse gain theirs through experience.

While most of the Akunanse maintain their control due to their changes, a few have been overwhelmed with their knowledge and lost themselves to the Beast. Many other Laibon believe the Akunanse waste their time in tracing fairy tales and mock their bestial appearance. Most other Legacies view them as aloof and foolish.

Legacy Parent Clan Disciplines Nicknames Weakness
Akunanse Gangrel Abombwe, Animalism, Fortitude Weavers For every 20 experience points an Akunanse acquires, he also gains one animal characteristic. Every five features adopted permanently reduces one social attribute by one.

Children of Damballah[edit]

In Kindred of the Ebony Kingdom the Children of Damballah are a West African offshoot of the Followers of Set, and are centered in the area of Nigeria and Benin. Their founding temple is in Oyo, which is the one-time capital of the game's old Yoruba Kingdom. They worship Damballah-Wedo, the Yoruban snake-god, and his wife Aida-Wedo, the rainbow serpent. Very few elder members remember or know of Set and their Egyptian relations. Their supernatural powers are attributed to Damballah-Wedo and Aida-Wedo, and the game states that the members are promised that they will eventually become gods themselves.

Legacy Parent Clan Disciplines Nicknames Weakness
Children of Damballah Followers of Set Obfuscate, Presence, Serpentis Vipers Extremely susceptible to sunlight (double damage). Subtract one from all dice pools while in bright light (spotlights, strobes, etc.).

Guruhi[edit]

In the RPG, the Guruhi believe themselves to be the masters of Africa, the rightful rulers of its lands and people. They reluctantly share their lands with the other Laibon, though they do have something of an alliance with the Osebo and the Shango. Those they Embrace may come from any African ethnic background, but tend to be those in positions of authority or who can trace their ancestry back to one of the great dynasties.

The Guruhi seem to share a weakness with Clan Nosferatu. The appearance of a Guruhi changes based on their moods, reflected by their Orun and Aye; a Guruhi in a good mood with high Orun appears normal or may even possess unearthly beauty. However, one with a low Aye is revealed as a monstrous creature, much like the Nosferatu.

Legacy Parent Clan Disciplines Nicknames Weakness
Guruhi Nosferatu Animalism, Potence, Presence Kings The appearance of a Guruhi changes based on their moods, reflected by their Orun and Aye. Anytime the character's Orun or Aye changes, the player must roll Appearance + Subterfuge of 8.

Ishtarri[edit]

In the RPG, the Ishtarri claim to be descended from the Babylonian goddess Ishtar, but currently lack the personal connection with Africa that the similar Guruhi have. The Ishtarri are the only Laibon legacy that is not native to Africa; however, through manipulation and diplomacy, they have become an important part of Laibon culture. Most Ishtarri seem to specialize in information; they consider spying an essential pastime and usually have many valuable contacts and allies to exploit as needed. There is also no Laibon group more infatuated with mortals than the Ishtarri. Those who are Embraced by the Ishtarri tend to claim those whom they want to be among their ranks, but not necessarily those who are best for the legacy. The especially beautiful are a common target, but so are those who represent a vice the Ishtarri find irresistible.

The Ishtarri seem to have a combination of the weaknesses of the Toreador and Ravnos clans. Like the Ravnos, the Ishtarri each have a vice that they absolutely must indulge, lest it drive them mad, however, such vices focus on the beautiful or sensual, giving them something in common with the Toreador.

Legacy Parent Clan Disciplines Nicknames Weakness
Ishtarri Toreador Celerity, Fortitude, Presence Gluttons The Ishtarri are easily addicted to excess (which also manifests physically) as their all-consuming needs drive them to fulfill those desires at the cost of everything else.

Kinyonyi[edit]

The Kinyonyi take their name from the Luganda word for "bird", reflecting their tendencies to constantly travel, even more than the Akunanse. The Kinyonyi usually work as messengers, can seek out special items, or carry out jobs for other Laibon. The Kinyonyi are said to have migrated centuries ago from the East, and some believe they are connected to the Rom, and perhaps to Clan Ravnos; their ability to use Chimerstry hints strongly at this. In terms of the Embrace, the Kinyonyi are drawn towards the self-sufficient and those who have useful skills of almost any kind.

The Kinyonyi are welcome almost anywhere, but if they stay in an area for too long, they are prone to driving themselves away through a lack of tact; a wrong comment might even result in them being hunted down. It is this weakness that keeps them constantly on the move. In addition, a few years ago, several members of the legacy were struck by a bloodthirst from an unknown cause, resulting in diableries and frenzies that took down their numbers, especially elders. Some Kinyonyi now remain aloof from the legacy, afraid to be around others if such an event happens again.

Legacy Parent Clan Disciplines Nicknames Weakness
Kinyonyi Ravnos Animalism, Chimerstry, Fortitude Nomads For every two weeks a Kinyonyi stays in a given domain, she must make a check of Self-Control + Subterfuge (difficulty 8) to avoid mentioning or otherwise revealing some unpleasant fact - true or false, on purpose of by accident - about someone important in that domain. For each month, the Kinyonyi receives an additional one-die penalty to this roll.

Mla Watu[edit]

Perhaps no group of Laibon is shunned as much as the Mla Watu. The Mla Watu are not content to merely communicate with dead ancestors; they seek to do the blasphemous and control them. Other Laibon fear their spirits would fall into the hands of the Mla Watu after their Final Death. It is both of these factors that cause the Laibon to give the Ghost-Eaters a wide berth. The Mla Watu themselves are content to remain the subject of fear; it gives them the solitude they prefer to continue their studies of the dead and other subjects. Embracing among Mla Watu is fairly limited, but those chosen usually have a close connection with death, usually through their occupations.

Like the extinct Clan Cappadocian, the weakness of the Mla Watu is to develop a corpse-like pallor. Older Mla Watu can look like little more than walking cadavers. This causes them to stand out quite a bit among the Laibon and makes them easy to avoid.

Legacy Parent Clan Disciplines Nicknames Weakness
Mla Watu Cappadocian Auspex, Fortitude, Necromancy Ghost-Eaters Difficulties of social rolls for Mla Watu - any rolls involving a social attribute - increase by one.

Nagloper[edit]

Taking their name from the Khoikhoin word for "evil sorcerer", the Naglopers live up to their reputation as the most horrifying of the Laibon. They allow the Beast to dominate them, leading them into any kind of debauchery one can imagine. Torture is a particular favorite of most Naglopers, particularly on those who intrude into their territory. The other Laibon generally steer clear of the Horrors as much as possible. Strong lone-wolf types are the favorite target for a Nagloper Embrace.

Naglopers are closely tied with the asanbonsam of Ashanti legend, a horrific creature resembling a man with hooked feet. The asanbonsam would use their appendages to reach down and snatch passerby to feast on their bodies. The Naglopers have been known to reshape their lower bodies with Vicissitude to do this as well, but their favorite torture is to take a victim, reshape them into the asanbonsam form, and promise to restore them if they act out the legend on innocents. More often than not, a torture victim will end up ghouled, dead, or the target of further, more horrific tortures.

As well as Vicissitude, the Naglopers have much in common with Clan Tzimisce. Like the Fiends, the Naglopers must burrow into the earth and rest there at least once a day or be weakened. Unlike the Tzimisce, the Naglopers do not need to rest on the earth of their birthplace.

Legacy Parent Clan Disciplines Nicknames Weakness
Nagloper Tzimisce Animalism, Auspex, Vicissitude Horrors For each day a Nagloper does not bury himself in the earth completely before resting, his dice pools are halved (cumulative down to a minimum of one die).

Nkulu Zao[edit]

The Nkulu Zao is one of the minor legacies of Laibon. The Nkulu Zao's numbers are few after their legacy has been hunted down for centuries. Their very name is in honor of their founder; Nkulu Zao is Bavili for "dead souls of Zao-lat". To hide from the magi who decimated their numbers, the Nkulu Zao remain highly secretive. So secretive that even they do not know how many of them remain in Africa, let alone the rest of the world.

The Nkulu Zao are genuine soul-suckers, taking the soul of any who threatens their safety. The Soulsuckers do not even trust one another, so Embraces are extremely rare; the few who are, were chosen for no reason other than their sire saw them as capable of saving the Nkulu Zao from themselves.

The Nkulu Zao's weakness is that they may only take blood from a willing subject; those Soulsuckers who force vitae from a target receive no sustenance from it and may even degenerate. Unlike their Western counterparts, the third eye that Saulot's progeny are known for has mostly disappeared from the bloodline, although a rare Nkulu Zao may have a functional one.

Legacy Parent Clan Disciplines Nicknames Weakness
Nkulu Zao Salubri Auspex, Fortitude, Obeah Soulsuckers Loses one health level for each Blood Point drunk from an unwilling victim. Unlike Western vampires, the Nkulu do not necessarily gain a third eye by reaching the second and third levels of Obeah.

Osebo[edit]

The warriors of the Laibon, the Osebo take their name from the famous leopard of West Ashanti legend. Although they are proud of their traditions and will defend them stubbornly, they depend on the other Laibon, particularly the Guruhi, as a focus for their energies. Left to their own devices, the Osebo are known for indulging the Beast and causing massive amounts of mayhem among the mortal population. The Osebo tend to be attracted towards mortals who are salt-of-the-earth types, although many Osebo were Embraced on a whim or were the victim of the Osebo's cradle-robbing habits.

Like Clan Brujah, the Osebo are prone to frenzy more often than other Laibon. Combined with their prowess as warriors, an Osebo frenzy is a terrifying thing to behold.

Legacy Parent Clan Disciplines Nicknames Weakness
Osebo Brujah Auspex, Celerity, Potence The Pride All difficulties to resist frenzy increase by two for Osebo characters, to a maximum of 10.

Shango[edit]

Worshippers of Shango, the Yoruba god of storms, the Shango are perhaps the most civilized legacy of Laibon next to the aristocratic Guruhi. Because of their similar outlooks, both legacies work closely together to achieve major goals. The Shango are also accomplished sorcerers and they are the only Laibon with Obfuscate, making them the subject of many rumors among the other Laibon as to what exactly they are capable of. For their part, the Shango are perfectly content to be the target of mystery, as their abilities let them into places closed to many other Laibon. Most Shango are Embraced from the ranks of Yoruba - god of storms, magic, and war - worshipers, though worthy warriors and sorcerers from other religions are found acceptable.

Called "Judges" by other Laibon, the Shango dispense judgment over those who are overstep their bounds of plausibility with mortals or who defy their magaji. While most Shango are usually willing to help their fellow Laibon for a price, it's common knowledge that they are not to be trifled with.

The Shango have much in common with Clan Assamite, but of particular note is their addiction to vitae. It is quite easy for a Shango looking for sustenance to drain a victim dry in a blood frenzy.

Many Shango follow The Evil Eye path of Dur-An-Ki. This path inflicts several baleful curses on victims.

Legacy Parent Clan Disciplines Nicknames Weakness
Shango Assamite Celerity, Dur-An-Ki, Obfuscate Judges All Shango are addicted to vampiric blood. Any time a Shango tastes to blood of another Laibon or Kindred, he must make a Self-Control roll (difficulty equal to the number of blood points ingested +3). If he fails, the Shango becomes addicted to that vampire's blood and must make a frenzy roll the next time they meet.

Xi Dundu[edit]

Taking their name from the Bavili word for "shadow", the Xi Dundu originally hailed from the Congo until a rite gone wrong forced them from their homelands. They now make their home among the Maasai peoples of eastern Africa. Because of their ordeals, no legacy is as unified as the Xi Dundu. The Xi Dundu are aggressive overall and seek to supplant the Guruhi as the Laibon rulers of Africa. Those prized for Embrace include the ruthless, shrewd, and manipulative from any background.

Clan Lasombra resembles the Xi Dundu, and the weakness of the Xi Dundu is similar: casting no reflection. The Xi Dundu cast no shadow of any sort. They also must not be touched by their native soil when they rest else they are greatly weakened.

Legacy Parent Clan Disciplines Nicknames Weakness
Xi Dundu Lasombra Dominate, Obtenebration, Potence Shadows Xi Dundu vampires cast no shadows. When the Xi Dundu rest, they must not be touched by their native soil or their strength is halved for 24 hours.

Other factions[edit]

Ghiberti[edit]

While not a Laibon legacy, the Ghiberti bloodline of the clan Giovanni has a strong presence in West Africa. They have the same disciplines as their parent clan but can also follow the Cenotaph Path of Necromancy. This path allows the necromancer control and even reassignment of a wraith's fetter. Ghiberti have extensive experience dealing with wraiths from the Dark Kingdom of Ivory.

Bloodline Founder Parent Clan Faction Disciplines Nicknames Weakness
Ghiberti Ghiberti Giovanni Independent Potence, Dominate, Necromancy Necromancers When a Giovanni bites a living being, they deal more damage than normal making it difficult to keep people alive after feeding from them.

Malkavian[edit]

Another clan ostensibly led into the Ebony Kingdom by a self-made messiah known as "Arcus", they exist in scattered clusters, seeking the "lost secrets" of the Dark Continent.

Clan Founder Faction Disciplines Nicknames Weakness
Malkavian Arcus Camarilla Auspex, Obfuscate, Dementation Hyenas All vampires of Malkav's blood are insane in some way. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing. A gift of insight. When a Malkavian character is created, the player must choose at least one derangement for that character, at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome.

Ventru[edit]

The remnants of the Age of Colonization, some Ventrue have gone native, but remain a clan. Their ancestry and outsider status limit their potential.

Clan Progenitor Faction Disciplines Nicknames Weakness
Ventrue Veddhartha Camarilla Dominate, Fortitude, Presence Blue Bloods Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood her character can feed upon, e.g. only young men, no animals, only virgins, etc. The character will feed on no other type of blood, not even if she is starving or under duress.

Laibon bloodline[edit]

When first introduced in Vampire: the Dark Ages, the Laibon were presented as a bloodline of wandering wise men and shaman from Africa. Since the publication of Kindred of the Ebony Kingdom, Laibon has become the blanket term for all African Kindred who belong to one of several different lineages. Although the Laibon remain an option for Dark Ages game, they probably represent the wandering Akunanse Lineage.

Bloodline Founder Parent Clan Faction Disciplines Nicknames Weakness
Laibon Fakir Al Sidi Gangrel Independent Abombwe, Animalism, Fortitude Sphinxes, Watchers If a Laibon expends or ingests Blood Points, the "Beast" automatically consumes a point, or two points for an ingestion / expenditure of five or greater in a scene. Laibon grow hungry much quicker than other Kindred.

Reception[edit]

Reception
Review scores
SourceRating
Backstab[1]
Casus Belli[2]
Goodreads[3]

Backstab was critical of the game, saying that while it had a good concept, it was poorly implemented in the book, with information often being hard to find and embedded in pieces of short fiction, comparing it unfavorably to the earlier game Kindred of the East.[1]

References[edit]

  1. ^ a b Pasteau, Cyril (September–November 2003). "Kindred of the Ebony Kingdom". Backstab (in French). No. 45. FC Publications. p. 36.
  2. ^ Lhomme, Tristan (August–September 2003). "Kindred of the Ebony Kingdom". Casus Belli (in French). No. 21. Arkana Press. p. 59.
  3. ^ "Kindred of Ebony Kingdom by Justin Achilli". Goodreads.