Always Chaotic Evil: The Trsanti, a sort of pirate/gypsy hybrid.They also continue their watch after their death (that's why they haunt the catacombs). According to Word of God, the brotherhood of monks was supposed to guard the different nexi across the world (mentioned by Patrick at the end of the game, when he says there are more gates).the siblings became a living seal, both corrupted and rendered effectively immortal by the power of the Undying King. When Jeremiah took his siblings to the Standing Stones Island and read from the book, he undid that old seal and recreated it in a specific way. The basic mechanics behind the curse are as follows - The Undying King is basically an Eldritch Abomination (whose name derives from the fact that Standing Stones island looks like a crown when seen from a side profile) and the Celtic human sacrifice was essentially a seal to keep said Undying King locked away. This is why the ending is rather confusing and incomplete. A lot of plot details were cut from the game because of time constraints near the end.
Before Patrick can end the terrors of the Undying curse, he's going to have to square off with Keisinger once and for all. Now they seek to awaken the evil being known as the Undying King so he can reclaim his dominion over the earth.īut the awakening of such occult forces has also drawn Patrick's nemesis, Otto Keisinger, who wants to use the Covenant estate for his own ends. the Covenant siblings aren't quite dead, and they're not happy about Patrick sticking his nose into "family affairs." The Covenant siblings were cursed many years ago when they childishly performed an ancient occult ritual at the nearby Standing Stones, dooming them to madness and death only to be resurrected as nightmarish abominations. Owing a life debt to his old friend, Patrick breaks his exile and returns to Ireland.Įxcept. The Covenant estate has been terrorized by frightening and deadly paranormal events, caused by a family curse that claimed the rest of his siblings, and Jeremiah's ailing health makes him helpless to stop it. He receives a letter from an old war buddy, Jeremiah Covenant, who saved his life during the First World War.
Now, many years later, Jeremiah Covenant, the last sane sibling, lies on his deathbed knowing his fragile existence is the only thing restraining the curse. Someone should have warned the Covenant children: “Never read aloud strange rituals.” Little did they know that their childish game would unleash unspeakable horrors upon the unsuspecting world. Includes: base game, manual, 2 wallpapers, 5 avatars, family album