By Ethan Skemp
It's a narrative that starts with dying -- along with your loss of life. Why did the Reaper achieve out for you prior to it slow? Why was once it that you just fell among the cracks? Do you consider the flare of the gun or the sharpness of the knife? Do you be mindful the gnawing vacancy or the choking thickness of ailment? Did you fall around the Threshold by myself within the wild, or within the middle of the town? the tale starts off there -- with the instant of dying, and with the cut price that reversed it. With the chilly hand that introduced you again to the dwelling global, with the dry whispers that also hang-out you, with the presence that has nestled on your soul. You've again to an international the place the dwelling can't see the colors that encompass them. You drink rum to the useless, and also you consume their remnants and legacies, taking their thoughts inside you. each evening is the carnivale, simply because each evening you stroll with ghosts. demise is a door. you're the one with the most important. Geist: The Sin-Eaters is the 6th video game on the planet of Darkness.
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Extra resources for Geist: The Sin-Eaters
Flesh Fairs Flesh Fairs are anarchic Sin-Eater gatherings. They serve both ritual and social functions. It’s a mutant descendant of the European and early North American carnivals — in fact, the name is descended from its etymology (carne vale — “farewell to the flesh”). The old carnivals provided a way for Sin-Eaters to wear ritual clothing without attracting notice, and hid them in the throng or ordinary celebrants. Sin-Eaters brought the tradition around the world, adapting it to local festivals.
The benefits are usually short lived. Besides, slighted Sin-Eaters are often very, very good at inflicting payback. They learn all kinds of nasty tricks by calling up the ghosts of people who’ve been hit by them. Conspiracies They say there used to be great societies of Sin-Eaters: secret death-religions that spanned continents, with half-dead founders who ruled from the Underworld. There used to be missions to prune diseased societies, or kill them of completely. There used to be a world where a secret sign or strange word marked a Sin-Eater as a brother to people who didn’t live in the same country or speak the same language.
Sin-Eaters who are interested in studying krewes in general sometimes call the whole corpus of krewe justin NORMAN Factions When a krewe gets big enough to form internal cliques, it becomes a faction — a Tier Two krewe according to the systems in Chapter Three. The founders become a privileged minority, either dispersed among the krewe’s sets or collected in some kind of ruling body. Most members enter the krewe through the Krewe Binding. Factions are more formal than cults. The Old Man is a real leader, not a mouthpiece.