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A SOURCEBOOK FOR
MUMMY: THE CURSE SECOND EDITION
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CREDITS
Developer: Matthew Dawkins
Chronicles of Darkness Line Developer: Dixie
Cochran
Writers: Chris Allen, Matthew Dawkins, Jason
Inczauskis, Lauren Roy

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Editor: Reginald Pewtey
Art: Michael Gaydos, Alex Sheikman, Tilen
Javnornik
Art Director: Mike Chaney

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Creative Director: Richard Thomas

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© 2022 PARADOX INTERACTIVE AB.


All rights reserved. Reproduction without the written consent of the publisher
is expressly forbidden, except for the purposes of reviews, and for blank character
sheets, which may be reproduced for personal use only. Mummy and Chronicles of
Darkness are registered trademarks of Paradox Interactive AB (publ).
All rights reserved. Vampire: The Requiem, Werewolf: The Forsaken, Mage: The
Awakening, Mummy: The Curse, and Storytelling System are trademarks of Paradox
Interactive AB (publ). All rights reserved.

2 The Book of Lasting Death


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Relics 4 Numina 44
Ephemeral Cultists 44
Introduction
Eternity Awaits

Chapter One: The Minor Guilds


e 6
7

9
Ghosts
Shades
Spirits
Ephemeral Cultist Character Creation
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45
46
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The Deceived 10 Appendix:
Kher-Minu 15
Utterances and Affinities 48
Maar-Kherit 19
Wadjet-Itja 23 Utterances 48
Color from Void 48
Chapter Two: Echoes of Faded Voices 50
Lifeless and Depraved 29 Obedient Implements 52
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Rotting Flesh Divinity 53


The Judges of Duat 29
Tenebrous Consumption 54
Bastu, the Stare 29
Usurping the Red Shores 55
Fentu, the Snout 30
New Soul Affinities 57
Neb-Imkhu, the Lord of Faces 31
All 57
Nefer-Tem, the Eternal Lotus 32
Ab 57
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Amkhata 33
Ba 57
The Sha 34
Ka 57
Dread Powers 34
Ren 58
Immortals 35
Sheut 58
The Purified 36
New Guild Affinities 59
Patchwork People 37
The Deceived 59
Visitors 39
Kher-Minu 59
The Red Shores of Nu 42
Maar-Kherit 60
The Shadow 42
Wadjet-Itja Affinities 60
Spirits 42

Table of Contents 3
RELIC S

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They’d been watching this in a deep and solid foundation, but weirded out by how easy it was to
place for days, noting who came decades of construction and blast- get down here. Security guards let
and went, its busy times and its ing weakened its walls. Much of its them pass with one Do you know

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dead ones. They watched for silent sacred geometry was still intact, who I am? look from Tara. No one
signals — hand gestures or slight but Neheb was feeling lucky. He disturbed them as they descended
nods at passers-by, a subtle cough was sure they could get in, grab the stairs to the sub-basement, or
precisely seven steps from the the vessels, and bring the whole called out after them while they
door — but the people streaming thing down before the Maa-Kep traversed the tunnel leading them
in and out of the building were inside so much as stirred from her farther underground. As far as
just businesspeople, nothing henet. they could tell, no one had walked
more. A tall, thin man paused at here for a hundred years, which
Neheb was cold. It’d been the corner of the building across made it a trivial matter to set the
pissing down rain all morning, the street. Something about the explosive charges they’d detonate

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and the coffee he’d bought to keep
his hands warm was long since
gone. Beside him, Tara Baxter was
poised and alert, but showed no
signs of being affected by the chill.
way he stood was off, as though
he wasn’t used to being so tall,
or wasn’t quite sure how arms
worked. Tara sighed. “He’s going
to blow our cover.”
on their way out. The tomb ought
to crush the mummy within, but
the building above should remain
standing. At least, that’s what the
Architect he’d consulted had told
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He wondered if it was something him.
“He won’t,” Neheb said, though
the surgeons built into her, if they he wasn’t entirely certain. He’d Neheb had left out the part
installed some kind of self-regu- seen a lot of strange things in his where they’d be destroying anoth-
lating temperature control the last long, long life, but Visitors were er Arisen’s tomb.
time they tinkered around in her a whole new experience. Usually, Now they stood in the Maa-
guts. Or maybe the flow of Sekhem Neheb was keen on new experienc- Kep’s tomb, lit by ancient bulbs
through her kept her warm. This es, but the way Paul’s eyes didn’t that must have been installed the
close to her, he could feel the pres-
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quite match what his mouth was last time she rose, in the early
ence of her clockwork heart, could doing unnerved him. It reminded 1900s. They ought to have burnt
almost track its pulse by the subtle him vaguely of the Shan’iatu, but out long ago. Amazing, the things
shifts in Sekhem around her. that was more a sensation than a a Lifeweb could keep going.
“Where’s our third?” she said, solid memory. It was a word on the Speaking of the Lifeweb, there
though her lips barely moved. tip of his tongue, and a distant, were the vessels, all lined up atop
“He’ll be here.” fleeting familiarity when he her sarcophagus. Neheb grinned.
looked at the Visitor. “See? Just like I said.” He pointed
“You’ve seen it in your cards?”
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She cast a withering glance toward “Let’s go.” Tara didn’t wait for at a row of small sealed urns on a
the pocket where he kept his deck. him. She had a play to catch. ledge. “Canopic jars, as promised.
••• Take as many as you want.”
“I know them. Our success is
written in the stars, my friend. All signs had pointed to a cake- Paul stood silent, observing
We’ll get this done and you’ll be walk, but even Neheb was a little them both. He said he’d taken
on your way in time to watch Vitas the job to study the tomb and any
Varnas bring down the house.” cultists guarding it. Neheb had
Nothing was ever certain when figured he’d at least take a stroll
it came to prophecy, but Neheb’s around.
readings had all been clear: the If Paul wasn’t going to take a
vessels were inside, the Arisen’s look, Neheb would take a gander
cult barely active. Once upon a for them both. This place was a
time, the mummy’s tomb was built treasure trove; it was almost a
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shame they were going to collapse something that might have herald- lapis amulet set in gold was the
it as they left. But they’d never be ed this, but nothing jumped out. smallest and lightest. The easiest
able to carry it all, and once the Still, he always had a contingency to snatch up. His hand hovered
Arisen was awake, they were as plan. over it. “Three... two... one. GO.”
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good as dead. Still, he thought of Today, that contingency was His fingers flashed out, snagged
the luxuries the piles of hoarded named Paul. the amulet. Tara cradled a jar like
art would buy him. Hell, it’d prob- a football and dashed out of the
“When I say go, grab your jar
ably buy Tara several surgeries to tomb.
and run. Don’t look back, just run.
replace her various parts as they The statue roared to life, chips
Ready?” Neheb backed away from
wore out. This statue alone would of stone falling away as the Eternal
the statue, careful not to breathe
sell for... burst free of her stone prison.
too hard in its direction. “Paul,
Neheb took another look at the Neheb didn’t stick around to watch
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I need you to cover our retreat.


statue. At the hammer in its grip. Okay?” the rest of her awakening. He
“Shit.” turned and fled, shooting past Paul,
The Visitor shrugged, bored.
“What?” asked Tara, her fin- who finally looked excited.
Neheb approached the sar-
gers an inch from the rightmost “We’ve got this,” said Paul, and
cophagus and eyed the vessels
jar. Neheb realized he didn’t know if
in their precise configuration. A
Paul tilted his head, curious. that was the Visitor’s name, or the
The gesture still didn’t read as host’s. “Bring it all down. We’ll be
human. fine.”
“I figured out why there Neheb didn’t truly believe him,
aren’t any cultists on guard.” but he’d be testing Fate if he stuck
He pondered the readings he’d around. “Good luck,” he said, and
had the last few days, looked for ran to set off the charges.
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“Have you ever seen bugs trapped in amber?”

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“Yes.”
“Well, here we are, Mr. Pilgrim, trapped in the amber of this moment. There is no why.”
— Kurt Vonnegut, Slaughterhouse-Five

T o be an eternal being, never aging, never dying, never


succumbing to time’s assorted ravages.
The Judges, unknowable and alien, receive greater
coverage in the Book of Lasting Death, with Bastu, the

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To be an eternal being, locked forever in service to
sadistic gods, ever fated to forget your sins and glories,
always destined to return with destruction in your wake.
Immortality can be a great thing. It can also be a ter-
Star; Fentu, the Snout; Neb-Imkhu, the Lord of Faces;
and Nefer-Tem, the Eternal Lotus each acting as possible
patrons or villains, or both, in an upcoming chronicle.
As the Judges become increasingly alien, drifting farther
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and farther from the human mold, their cults and Arisen
rible thing.
followers follow suit.
Mummy: The Curse introduces the concept of playing
Among antagonists presented in this book, a Storyteller
beings locked in the flux of godlike power and unreliable
will enjoy the expanded options for Amkhata, including new
memory. It allows players to take on the roles of beings that
Dread Powers. Likewise, a range of new immortals — from
exist across multiple timelines, serving or rebuking their
the spiritual Purified and the macabre Patchwork People, to
gods, fostering cults while destroying the beliefs of others.
the terrifying Visitors — might serve as terrible enemies or
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The Book of Lasting Death expands the possibilities in


worthy allies. Each contains the option for play, expanding
a game already benefiting from a lack of limitation. With
the range of potential cultists in a game of Mummy.
this book, Storytellers and players alike find a range of new
playable options, powers, and antagonists to make Mummy: This book delves deeper into the spiritual aspects of
The Curse a game with an impressive range of facets. Mummy too, casting a gaze over to the Shadow, its inhab-
itants, and the possibility of playing ephemeral cultists
Though they appeared first in the Mummy: The Curse core
to round out the possibilities available for the troupe of
book, this sourcebook provides the full details players need to
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players.
play mummies from the minor guilds. The tragic artists among
the Deceived, the steadfast sentinels among the Kher-Minu, the Finally, the Book of Lasting Death deepens the well
blighted medicants among the Maar-Kherit, and the underes- of Utterances and Affinities, with some being associated
timated oracles and gamblers that make up the Wadjet-Itja all with the minor guilds introduced in this book, and others
appear here for Storytellers to incorporate into merets, position open to Arisen from the core book. These powers pack a
as prominently as the major guilds of the Arisen, or position as punch and the Storyteller is encouraged to consider each
intriguing foes seeking power or vengeance. Whether players before granting players free rein over which they choose.
take on roles as mummies of these minor guilds, or Storytellers Some might fundamentally alter the expectations you have
use them as terrifying antagonists, the range of possibilities for of a game of Mummy.
their use in chronicles is vast.

6 Introduction
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ETERNITY AWAITS • Chapter Two: Lifeless and Depraved — A selection
of Judges, Amkhata, immortals, and rules for incor-
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The breakdown of this book’s contents is as follows: porating spirits in your chronicles.
• Relics — Fiction that helps set the scene for the • Chapter Three: Utterances and Affinities —
characters and features found within this very book. Expanded options for powers wielded by mummies
and their most potent cultists.
• Introduction — Our brief opportunity to tease what
lies ahead, should you wish to delve deeper.
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• Chapter One: Minor Guilds — Providing greater


depth and playability to the Deceived, Kher-Minu,
Maar-Kherit, and Wadjet-Itja.

Eternity Awaits 7
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Was it enough to live on in legend if the legends were lies?
— Traci Chee, The Reader

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n their arrogance, the Arisen of the major guilds consider themselves Irem’s only
true successors. They are certainly not its only survivors.
Others walk the Earth, carrying their own memories of the Nameless Empire: the
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Deceived, the Kher-Minu, the Maa-Kherit, and the Wadjet-Itja. Like their brethren,
they too served the Shani’atu and shaped the City of Pillars. They were Irem’s warriors,
its healers, and its prophets — no less essential to the Empire than the alchemists and
scribes. In the case of the Deceived, they were both sorcerers and sorcerer-princes,
denied the Rite of Return at the very last breath.
Still, all four achieved an imperfect immortality, whether by betrayal, sorcery,
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trickery, treachery, or a combination of all four. If the Arisen who underwent the
Rite of Return are living monuments to Irem, these mummies are those monuments’
twisted shadows.
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The Minor Guilds 9

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