The Red Path of Aeshma
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Resolution 3 & Occulte 2 & Temperance Virtue
Myth, p.41
Advantages of the Seekers

The Red Path teaches that the primordial blood gods were, in fact, the first vampires and, in turn, created all modern vampires. Followers of the red or Eastern path are often known as Seekers. Unlike the Lasa’s lesser offspring, the blood of the Lasa was pure and never weakened through the ages; Seekers look for the secret that will allow them to attain a similar god-like state. Emulating the tales of the blood gods, Seekers long for the power of a never-diminishing Blood Potency and aggressively perfect the powers of their blood. Aeshma’s devotees spend long hours practicing with their blood-fueled powers and take great pleasure in having to feed as often as they can.

Seekers also acknowledge the Beast as the whispering voice of the blood god Aeshma and hone their ability to listen to the Beast without succumbing to it. Frenzy is seen as a transcendent state akin to possession, and those who can ride the wave of frenzy are highly regarded by the followers of the Eastern path. While Seekers respect all of the Lasa, Aeshma is seen as the Seekers’ patron and benefactor. Sometimes accused of being a diablerie cult, the priests of Aeshma actually see diablerie as an unworthy shortcut that betrays the third curse, for they are tasked with gathering mortal blood. But a degenerate few look to the example set by the tale of Ilmaku’s murder; to them, the blood belongs to those who can take it.

Questing (•): If a Seeker’s actions while feeding off a mortal cause the Seeker to make a degeneration check, he receives +1 die on the roll. This bonus cannot apply if the feeding occurs after the degeneration check is called for. Failing to investigate the origins of vampire kind or denying the blood god’s role in vampire genesis in a scene costs the Seeker one Willpower point.

Finding (••): When a believer rides the wave of frenzy, he receives an additional +1 die bonus to all Physical actions, in addition to the frenzy’s usual benefits.

Becoming (•••): Seekers receive a +2 die bonus to resist the effects of blood addiction, but not a Vinculum. Drinking animal blood in a scene (rather than human) costs a Seeker one Willpower point.

Unleashing (••••): If actions taken in frenzy cause a Seeker to make a degeneration check, he receives +2 die on the roll. The Seeker cannot regain Willpower from his Virtue if his actions benefit a mortal.