Important Figures of Clan Khulari
Khulari, Lord High Invocator of the Netherworld, Prince of the Legions
Generation:-3
rd, Antediluvian and founder of the BloodlineNature:-Bravo
Demeanour:-Monster
Embrace:-Aeons ago
Sire:-Unknown
Faction:- None, allegedly, but he manifests all Faction weaknesses and traits.
Background:- Khulari, the Clan's founder, and mighty sorcerer of Aeons past, is currently lying in Torpor in the Netherworld, guarded by a legion of beasts called Homunculi(singular Homunculus). His consciousness is in constant contact with his Childer and he hungers to be re-awakened. Even Asmodeus, Khulari's personal Totem Deity, and ruler of the Netherworld cannot stir him for more than half an hour at most. He is also rumoured to have a mental link to Caine, who he is Blood Bound to. If asked if he knows where Caine is, he merely says, 'Oh, I know alright'. If pushed about it, he will summon his guards and re-enter Torpor, and the person that asked the question will be ejected unceremoniously from the Ebon Fortress.
Roleplaying hints: If your Chronicle calls for Khulari Himself to be present, always do things with a minimum of motion but with total drive and purpose. Khulari is a pleasant man, but when his ire is raised, do not hesitate to kick someone's butt into the next epoch. You were always the strongest character in your village, and you are still the most powerful sorcerer ever to live.
Montalion, Primarch and Invocator of the Netherworld
Generation:-5th
Nature:-Bon Vivant
Demeanour:-Director
Embrace:-200BC
Sire:-Saris
Faction:- Priest of Night
Background:-Montalion is the current Primarch of the Khulari Clan, and holds the Title of Invocator of the Netherworld. He is present at every Gathering of Souls to lead the Rite of Empowerment. He resides in the Ebon Fortress in the centre of the Black Plains in the Netherworld. Every weekend, he appears in a random city and feeds until his body can take no more, sated, he returns to his studies in the Umbra. It is said he even 'invites' mortals to his chambers where they either become Ghouls, the better to study the Arts, or used for 'tests'.
Roleplaying hints: Montalion loves a good laugh, though when business needs attending to, he will not put up with any form of slacking. When speaking, raise your voice and look around at everyone present, making sure they are listening to you.
Lord Keitel von Arstall, Guardian of the Abyss, Keeper of the Key
Generation:-5
thNature:-Monster
Demeanour:-Survivor
Embrace:-1223
Sire:-Jolanta of Kievan Rus
Faction:- Knight of the Morning Star
Background:-This huge and mighty Warrior-Mage stands at the Gate to the Shadowlands of the Wraiths and has never lost a battle with one who tries to cross the bridge without permission from both sides. He stands at eight feet tall and is descended from a tribe of Norse warriors who were renowned and feared for their brutal lifestyle. Their tribesmen were never under six and a half feet tall, and all learned to fight at a very young age, or they would never have survived the tortuous and often fatal games they played to amuse themselves. His unnaturally handsome features were a gift from a Tzimisce Elder whom he saved from the Camarilla just after his Embrace, and the great-axe he wields was a war-trophy he won in one of his tribe's lethal tournaments. It strikes down it's wielder's foes with blows that crackle with black lightning, and also, if it is thrown at a target it will always hit, turning into a lightning bolt in mid air. Anyone who touches the axe is likely to be thrown from the bridge into the Abyss by the enraged Keitel. If a vampire is allowed to cross the bridge, he is asked to hold out his hand, Keitel presses a key into the vampire's hand, burning a Sigil into it, he then says, 'the way is open to those who see, without your eyes you hold the key'. The Sigil that Keitel burns on the player's hand is shaped like an eye. Those who do solve the riddle and pass to the Shadowlands can then do so whenever they choose, the Sigil remains permanently branded into their hand.
PLAYERS SHOULD NOT READ THE NOTE BELOW
****Storyteller note, the phrase is a riddle. As the vampire crosses the bridge, an impenetrable darkness descends on the bridge. The only way to see is by holding out the hand with the Sigil and closing ones eyes. Those who fail to do that emerge on the same side as they started and are given one more chance to solve the riddle, if they fail that, then they are forcibly dragged away from the bridge. Those who actually solve the riddle speak nothing of what they 'see', save for walking through a black tunnel, and a lock shaped like a handprint. ****
Roleplaying hints: You are a mighty warrior, and a powerful Thaumaturgist, do not let any who do not have acknowledged power over you by virtue of rank or position speak disrespectfully to you. Glower deep into the eyes and souls of those you speak to, let them know just how powerful you are.
Karl Torsheim, Dark Prince of Manchester
Generation:-6
thNature:-Director
Demeanour:-Bravo
Embrace:-1400
Sire:-Samael
Faction:- Silent Wind of Vengeance.
Background:-Karl was embraced in the Dark Ages and this shows through in his use of excessive force in dealing with transgressors, either Clan members or not. He rules the dark side of the City in England known as Manchester with an iron fist and dark magick. He owns an Umbral mansion in one of the less inhabited districts and can be found wandering the forests in wolf, bat or Homunculus form.
Roleplaying hints: You are the Dark Prince of Manchester, let no-one forget it. You are the master of all you survey, and those who serve you are most valuable assets. Be respectful to your Clanmates and allied factions. You are A member of the Silent Wind, and as such, speak less than most would, but when you speak, it always has importance.
The Hunter
Generation:-4
thNature:-Monster
Demeanour:-Monster
Embrace:-Aeons ago
Sire:-Khulari
Faction:-He is believed to be a Knight of the Morning Star, though the Silent Wind claims him as a member as well. His rumoured demonstration of both faction weaknesses leads many to believe he is a member of both, though how, who knows?
Background:-The Hunter was Khulari's first Progeny, his real name and origin is unknown, all that is known about him is that he is from the same tribe of Nordic warriors as Lord Keitel von Arstall and is a beast to view. He wields the true Swords of Abraxas and Abrasax, they are said to never miss and, like the sword Masamune, can kill with a single blow.
Roleplaying hints: Your are the embodiment of combative perfection, let the Assamites try to kill you, you could slay every last damn member of the Clan. Meanwhile, you've got some Tremere to kill.
Malakath
Generation:- 5
thNature:- Bravo
Demeanour:- Gallant
Embrace:- 750BC
Sire:- The Hunter
Background:- As the only Childe of the Hunter, Malakath had a lot to live up to. He was trained in the way of the sword by the Hunter, and given a mighty blade by the Kuei-Jin Swordsmaster Masamune. Learning of the threat of the Wyrm from some less hostile Garou, he decided that he had found a great enough challenge to test his skill. He fought his way through Malfeas, slaying Thunderwyrms and Banes as though they were ants. Then, he came upon the source of corruption Itself. Plunging the sword's five foot long blade into the Wyrm's heart. The Wyrm eventually beat Malakath, but instead of slaying him, he was chained in Malfeas as entertainment for the Wyrm.
Roleplaying hints: If you actually get to roleplay Malakath, play him as a tormented and mad, yet proud warrior. If the players manage to retrieve the sword, immediately demand that they let you hold it. As your hand closes around the blade, the shackles of madness break and fall. Now, get the hell out of Malfeas, because every Bane, Thunderwyrm and Black Spiral Dancer in existence is going to be after the blood of those who have defiled the Wyrm's lair.
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