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Topic: Nephandi


In the News (Sun 12 Oct 08)

  
  Nephandi at memoirs on a rainy day
Nephandi exist in several locations on Earth and throughout the World of Darkness cosmology, but those who are most powerful dwell in the Umbra (mostly in the Deep Umbra).
Infernal Nephandi are the most subtle and manipulative of all, and manage to conceal their agendas and appalling practice from everyone but other fallen mages they form covert networks with.
Nephandi of this rank direct the operations of many different cults, and are responsible for the proper indoctrination and conditioning of Nephandi initiates.
thememoirs.org /2007/11/11/nephandi   (4979 words)

  
 Annael's Djinni Bottle: Nephandi
Nephandi are also not simply “evil mages” or “warlocks.” While it is a common practice for individual Nephandi to sign pacts with dark powers, they are far more than simple infernalists.
Nephandi was to see the world burn, true, and it's hard to get more evil than that, but the goal should not be mistaken for the reasoning.
Nephandi yearn to see this beauty writ large across the face of the world and introduced to every soul, whether as a soothing balm to the spirit, or as a pit of fire each soul will be flung into, screaming in torment.
www.personal.psu.edu /users/j/p/jpa117/webfiles/nephandi1.htm   (2999 words)

  
 Nephandi - White Wolf - a Wikia wiki
The Nephandi are a sect of fallen mages.
The Nephandi come into existance in two possible ways firstly they can be created from regular mages through the 'process' of the caul or they are simply born with inverted avatars from a previous life.
The Nephandi Infernalists are differant to standard infernalists who sell their soul for their own gain-these guys sell their soul to kill the world (their's also the issue of the exact nature of their masters).
whitewolf.wikia.com /wiki/Nephandi   (1652 words)

  
 Realms of Despair Nephandi Spells/Skills list
Few Nephandi renounce the Path of Screams and maintain their evil alignment through the slaughter and corruption of innocence.
Failing this, the Nephandi must be prepared to deal in deceit or flee, hence a propensity to be dexterous.
Nephandi are debauched members of the Human, Pixie, Gith, and Drow race.
www.silverwolf-den.com /realms/nephandi.htm   (330 words)

  
 Games - Nephandi
As part of their temptation, Nephandi are convinced to enter a Caul, a so-called "place of Rebirth" that inverts their Avatar, causing it to seek Oblivion rather than Ascension.
In some cases, these corrupted Avatars reincarnate, leading to mages who are "born bad" and operate as Nephandi from the moment of their Awakening.
Both groups were lured into corruption by desperate circumstances, and ironically it is Infernalists who are most likely among Nephandi to feel regret for the path they have chosen (though, since the sales of their souls are done deals, they no longer have any choice in the matter).
listing-index.ebay.com /games/Nephandi.html   (720 words)

  
 Nephandi - RoDpedia
Their servants, the Nephandi, seek to hasten the End Times through the spread of depravity, temptation and corruption.
Few Nephandi renounce the Path of Screams and maintain their evil alignment through the slaughter and corruption of innocence.
Failing this, the Nephandi must be prepared to deal in deceit or flee, hence a propensity to be dexterous.
rodpedia.poromenos.org /index.php?title=Nephandi&printable=yes   (357 words)

  
 FORAY Shadows Unleased - Dark Spirit Magicks for the Nephandi
For the Nephandi fanatic, Oblivion is an ultimate goal anyway, so the resultant relationship with their shadows is likely to be more akin to that of a spectre than a typical wraith.
The true Nephandi fanatic seeks to overcome his natural fear of this and enjoys the temporal power that comes in the meantime.
Some Nephandi cannot endure the unwillingness of their shadow to cooperate sometimes and thus will force the shadow to aid them.
www.conradhubbard.com /foray/shadowsunleashed.html   (1252 words)

  
 -=Realms of Despair=-
Their servants the Nephandi seek to hasten the End Times through the spread of depravity, temptation and corruption.
Failing this, the Nephandi must be prepared to deal in deceit or flee, hence a propensity to be dexterous.
Nephandi are debauched members of the Human, Pixie, Gith and Drow race.
www.game.org /realms/classes/nephandi.phtml   (326 words)

  
 Question about what everyone thinks as Nephandi.. - Shadownessence
Nephandi aren't just 'bad boy' mages, but neither is it necessary for them to enter into the service of some evil entity.
Nephandi want to destroy *everything.* Just as mages feel the call toward Ascension, the tugging of their Avatars to some supernal state of oneness with all creation, so do Nephandi feel that same call toward oblivion.
Nephandi are not sane by any human definition of the term; theirs is the clarity of vision granted by despair.
www.shadownessence.com /forum/index.php?s=&showtopic=19060&view=findpost&p=284682   (2170 words)

  
 The Moral Ambiguity™ of the Nephandi - Ex Libris Nocturnis Forums
Nephandi Chronicles make great games for exploring Nietzche and Benthalism in the absolute mind numbing absurdity of the world of darkness....Lovecraft is of course a must for such chronicles.
The Sabbat are just as bad as the Nephandi (if not worse) in my mind and we publish Guides about them.  The Baali have their own reasons for doing what they do (saving the world from the Children).  DEMONS have since been revised to being fairly okay sorts for the most part.
Offering possibilities where the Nephandi's viewpoint are not quite so clearly the flest pale of the spectrum but something that might be understandable from an ethical standpoint....and if viewed from certain situations perhaps even the right choice to make.
www.nocturnis.net /forums/index.php?showtopic=3973   (3683 words)

  
 Nephandi
Nephandi is one of the newest classes to the Land.
A nephandi must constantly study their spells for they are quickly forgotten, ruled by the fabled fl moon of evil.
A nephandi deals in magic of death and thus has to keep their lives dedicated to evil.
tcdbbs.zapto.org /mud/nephandi.htm   (134 words)

  
 VtM - Review: Book of Madness
Nephandi have new takes on the spheres, but the only one specifically mentioned is Entropy, which can get pretty potent.
I think this also reveals the problem with the Nephandi and Diabolist sections: in these chapters, the authors try to distance themselves as much as possible from their subjects, and always portray them in a clear negative light.
Placing both Marauders and Nephandi in a chronicle will probably drastically overload it, and the other fascinating subjects (demons, paradox and umbrood) can easily tempt storytellers to use too much of the dark side of Mage, loosing focus and dulling the horrors through their sheer number.
vampirerpg.free.fr /Books/4251.php3   (1864 words)

  
 [No title]
The Dogs of Shaitan are a group of self-centred Nephandi who revel in their disgrace; they believe that through degradation comes power, from dissolution perfection.
The ignorant Nephandi do not know it, but they are the latest incarnation of the Cult of Nun, the most ancient Nephandi group in existence.
At such times of activity the mad Nephandi can become extremely dangerous as they suddenly attack en masse, given deep insight into their enemies' plans and position from their dark dreams.
www.nada.kth.se /~asa/Mage/Egypt/Nephandi.html   (1546 words)

  
 Nephandi FAQ   (Site not responding. Last check: )
The Nephand[i] are not meant to be comprehensible.
But the Nephandi (and the handshake) are the inevitable exclusive organization that must grow up around the secret, to which a strong understanding of the insight guarantees membership.
When people hear that their friend, who had the crazy theory that Nephandi were really good guys, was killed when he approached the Nephandi, they'll think this confirms their view that the theory was crazy.
www.auterytech.com /enantiodromos/Nephandi/NephandiFAQ.html   (2898 words)

  
 [No title]
The Technocracy simply could not afford to divert the manpower to destroy the Continuum and a stalemate was declared, even though the Continuum had managed to elaborate on their earlier theories and published the General Theory of Relativity in 1915.
It is also rumoured that some elements within the Technocracy seek to use the Nephandi for their own ends, and as such would rather have these creatures alive.
The raison d'etre of the Continuum, the Nephandi are the Darkness that surrounds the Corridor.
www.identicalsoftware.com /rpg/wod/mage/continuum_nexus/continuum_nexus.2.txt   (7032 words)

  
 Allen Varney: Mage Nephandi and Marauders
The unwary student follows trustingly into a deathtrap, where she becomes a sacrifice or a convert to the deepest evils of the Nephandi.
Whereas Nephandi embody a corruption seductive to mages, Marauders represent the other narrative extreme, the repellent and frightening corruption of unrestrained power, of dynamism unchecked.
A fourth grew so remorseful that he proved an easy target for the Nephandi; he became corrupt, and his current identity and whereabouts are unknown.
www.allenvarney.com /av_mage.html   (5023 words)

  
 Childhood's End   (Site not responding. Last check: )
Just when all seemed lost, a teleport gate opened and a man named Dmitri offered them not only a chance to live for their next few days, but to be part of a project which was humanity's last chance.
The Nephandi set up dark cathedrals all about the Project headquarters, but were not able to force entry.
If Aaron would sell out the Project, the Nephandi would allow him to live out his natural life in comfort, and supply him with mortals willing to "sell him their souls," a psychotic desire that the disturbed Euthanatos had repressed around his compatriots.
wso.williams.edu:8000 /~msulliva/campaigns/child/mage.html   (1697 words)

  
 [No title]
Nephandi and a bunch o' other stuff is all copyright of White Wolf, of course.
I represent the Nephandi, and we've taken quite an interest in you, Dr. Warwick.
The mightiest of the Nephandi can go toe to toe with our lords, and the purpose of our service is, in part, to gain their secrets that we might become gods ourselves.
www.maison-otaku.net /~rhea/WW/Neph   (3973 words)

  
 Newbie Council - Classes
Nephandi are a dark necromancer/mage blend symbolizing all that is corrupt, destructive and evil.
Nephandi seek to spread damnation, disease, poison and death on their way to eating your very soul.
Paladins are warrior priests who draw their power from acts of righteousness and strict adherence to the Code of The Temple of Solomon.
www.realmsofdespair.com /nc/classes.html   (1097 words)

  
 Nephandi Page
A peaceful group of Nephandi, trying to help mankind to escape the pains of existence.
A tradition of Nephandi seeking to spread materialism and hedonism.
An ancient Egyptian Nephandi cult and its modern incarnation.
hem.bredband.net /arenamontanus/mage_nephandi.html   (328 words)

  
 RPGnet : The Inside Scoop on Gaming
Subsequent chapters work beautifully with the Marauders and the Nephandi, detailing their intents, methodologies and specifc game rules; here's where you can find out how Marauders are able to avoid Paradox, how they handle their own personal Quiets and so forth.
There's a list of allies and ranks for the Nephandi that'll be helpful for organizing the opposition; and, in one of the best crossovers that I've ever seen within a White Wolf game, the true power behind the Nephandi is revealed.
I'm given to understand that a lot of this material is reprinted from the Book of Madness, wihch deals with the Nephandi and Maruaders in much more detail; however, it seems like the cream of that particular product was skimmed off and placed here.
www.rpg.net /news+reviews/reviews/rev_2150.html   (1570 words)

  
 Reviews of 'The Book of Madness (Mage)'
The Nephandi chapter is probably the best - it gives scads of information on all manner of Nephandic beings, practices, and yes, even the Spheres of the Qlippoth.
The Marauder chapter is also fun, but not quite so fun as the chapter on Nephandi.
The chapter on Infernalism is detailed and interesting, and probably the most utile one in the entire book (utile, yes, but not as interesting as the one on the Nephandi).
www.usingenglish.com /amazon/us/reviews/1565044428.html   (409 words)

  
 Nephandi
Twisted by the taint of otherworldly influence or personal malfeasance, the Nephandi hope to drive the world into utter oblivion.
Their vision is one of Descension: a universe reduced to bubbling primordialism, devoid of hope, life or light.
The so-called "Eaters of the Weak," who so long ago terrorized the people of Mesopotamia, trace their origins to the Void itself.
www.angelfire.com /rpg2/eternal_night/Nephandi.html   (511 words)

  
 Magi   (Site not responding. Last check: )
The Marauders and Nephandi are rare and dangerous willworker's, their strange magicks defy reality wholly.
Marauders have gone mad, and beat against reality with frenzied might, while Nephandi have made pacts with dark entities beyond human comprehension, trading the freedom of Ascension for greater and greater power.
Marauders are wild and dangerous, the creepy Nephandi always lurk on the edge and the horrible cold analysis of the Technocracy leaves one often well below normal body temperature.
www.housesofeternity.com /magi.html   (598 words)

  
 Liverpool By Night Introduction
The Nephandi and Infernalists stand side by side, and the Technocracy and Camarilla are threatened with total extinction in the area.
The Nephandi are the contolling faction of Liverpool, below them the infernalists of the Sabbat, the Ba'ali and the demons all answer to the Nephandi mages.
Those Nephandi that do not serve in the Tower are mere cannon fodder, and their numbers vary everyday as they regulary get killed in the brutal street fights between the factions of supernaturals.
www.crashbox.com:16080 /nikk/intro.htm   (3472 words)

  
 [No title]
Fasoma Span As all Masters of Correspondence can attest to, the normal human perception of space is merely an convenient illusion erected to deal with reality a little at a time, instead of perceiving all of it at once.
Apparently the Flowers of the Rifts can become conscious of a person if he suffers from sufficiently severe distortions of space perception or thinking (typical recruits are severe psychotics or people with damage to both the parietal and occipital lobes of the brain).
In fact, they are perhaps more Marauders than Nephandi, since their insanity is given some direction by what remains of their Avatars.
www.identicalsoftware.com /rpg/wod/mage/misc/fasoma_span.txt   (2356 words)

  
 back from oblivion - Shadownessence
Maybe I'm being too simplistic, but I think it's entirely within the realm of possibility to bring a Nephandi back to exactly how she was before her avatar was twisted.
After all if you take them back before the became a Nephandi they have none of the experience, none of the insight from their experience and are also just as susceptible to seduction to the dark side again.
That doesn't mean any disciple should be able to do it - it should be hard as h*ll (fully as hard as the suggested sphere-requirements for turning a vampire back to a mortal in Storytellers Handbook) in addition to the precautions taken by whatever powers lurk behind the Caul.
www.shadownessence.com /forum/index.php?act=findpost&pid=180529   (1777 words)

  
 Hidden07
The Nephandi were caught by surprise and we took advantage of the betrayal and directed our attacks against the Nephandi.
The Marauders despise the Nephandi, for the Nephandi believe in the utter end of all things.
We believed the Nephandi tried to attack Titan, but the spirit that lives there responded in kind and destroyed them.
homepages.paradise.net.nz /willbp/powis_legacy/third_eye/hidden/hidden07.htm   (996 words)

  
 VtM - Rules: Continuum and Nexus
It revolves around two Agents who are despatched by an unknown extra- dimensional organisation to deal with the invasion of very alien creatures who dwell 'beyond the Corridor of Time'.
The Continuum is an unusual group of Mages, separate from both the Technocracy and the Traditions (though it was once part of the former), who specialise in the Sphere of Time.
They are too wrapped up in their own primitive views of reality to see the threat from beyond.
vampirerpg.free.fr /Rules/Continuum-Nexus.html   (17801 words)

  
 Mage Reality
Specifically, the Nephandi serve the Wyrm and its dark minions, the Weaver's followers are the Technocracy, the Wyld is served by the Marauders, and the Traditions have realized that extremes are dangerous, as one entity cannot be in control without entropy setting in.
The current winning side happens to be the Nephandi (pick up "The Book of Mirrors" if you doubt me) followed by the Technocracy in highly developed countries and the Traditions everywhere else.
Now, that does not mean that fireballs in 3rd-world countries are commonplace -- the Techno's grasp is great indeed -- but magick is easier "south of the border", as it were (for our non American readers, that phrase refers to every country in the Americas south of the Untied States).
home.earthlink.net /~anduin/reality.html   (815 words)

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