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Posted: Mon Sep 15, 2008 7:39 am
What a silly thing to say, my love. Of course you can’t live without me. "First and foremost, we are creatures of darker passions; Succubi and Incubi. It is true that you can romanticize this, and we frequently do, but do not confuse it for a virtuous calling. Self-deception is weakness. We are vampires to vampires, drawn to indulge and feed on emotion and need as much as we feed on blood. More than for any other Kindred, it is the Daeva's role to take without giving in return: to demand love, adoration and slavish devotion."The Daeva are addicted to their mortal weaknesses, perhaps out of a desire to become human again. MajestyPowers: Awe: Awe magnifies the vampire’s presence in the eyes of others, making her seem cool, hot, and in general the kind of person with her very own spotlight. Confidant: When the vampire speaks, she creates an air of trust and reliability. The victim gains the Charmed Condition. Green Eyes: The victim feels deep jealousy over the vampire’s attention and desperation for her favor. Loyalty: The vampire becomes so important to the victim that acting against the vampire becomes traumatic. The victim gains the Enthralled Condition. Idol: The vampire takes on the mantle of the king or the star, becoming so important in the eyes of others that they cannot possibly act against her. VigorVigor is the Discipline that endows Kindred with the "epic strength of many men." The Discipline of Vigor is among the most well-known and basic of vampiric abilities that are known to be possessed by the Kindred; making them several times stronger than the most physically strong human. It is among the most dangerous of Disciplines as the preternatural strength it affords allows vampires to perform feats of strength that deform environments and cause significant injures to humans with ease; physical confrontations between Kindred learned in the Discipline of Vigor can be terrifying and dangerous spectacles to behold, resulting in intense injuries that would kill a man instantaneously as well as considerable property damage. Celerity Tales and legends of vampires ascribe to them supernatural speed, the ability to move faster than the eye can see, and even to appear in two places at once as if teleporting. While some of those accounts are exaggerated, Kindred with the Discipline of Celerity can indeed move far faster than any mortal. They appear to blur into nothingness, all others moving as if in slow motion in comparison. Other terms:Beast is a term used by vampires to describe the innate demonic predator that awakens in each and every kindred upon their embrace. The Embrace is process by which a mortal is turned into a Kindred, called a childe, by another vampire, known as the sire. The vampire drains the subject completely of blood, then - at the point of mortal death - gives the mortal some of her own Vitae. In its most basic sense, vitae is a term vampires use to refer to blood. More specifically, it is the source of a vampire's unlife and powers. The "blood" in a vampire's body is more than the admixture of plasma, platelets, hormones, etc., which courses through the veins of mortals. When blood enters a vampire's body it is mystically transformed into vitae, giving it the power to form blood bonds, create childe, and infusing it with a power that is attractive to some other supernaturals. Blood that contains vitae is slightly darker, and has an almost syrupy quality. It has all the normal metallic smells blood should, but also has a subtle, sweet smell, like a dessert wine. Childe is a term used to refer to a vampire in relation to their sire, the individual who Embraced them. A newly-Embraced childe, a fledgling, remains under the guidance and dominion of their sire; consequently, the sire may be held accountable for their childe's actions during this time. A vampire's childer, can be collectively referred to as its progeny, its brood, or (in older editions), its get. Some clans shelter their fledglings for years or decades, like the Tremere, while others, like many Gangrel and Brujah, figure that once you’re a vampire, you’re on your own — tough s**t if you can’t hack it. The Sabbat — who sometimes call their hastily-Embraced fledglings “Shovelhead” due to their bizarre Embrace rituals — are usually much more pragmatic: If the fledgling survives and does something worthwhile, she’s not a shovelhead anymore. After the immediate Embracing of a mortal, the victim will become a Fledgling. The newly turned vampire must be able to stabilize The Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate- a recently embraced vampire that has passed through the initial stages of vampiric existence, the fledgling stage. It is the sire's responsibility to ensure that the childe does not embarrass itself or its sire in vampiric society. Derogatorily, a neonate is often called a whelp.
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Posted: Mon Sep 15, 2008 7:40 am
Faction: Independent Disciple: Ishtar (Active) Antediluvian: Shamhat (Active) Methuselah: Enkidu (Active) Elder: Ancillae: Christine, Epitha, LanfinaNeonate: Hecate, Indigo Fledgling: Ranks: Disciple of Caine: Second Generation : Directly sired by Caine, little is known of these. It was believed they died at the hands of their Childer or during the Great Flood, however they have started to emerge from what depths they had hidden in. They are second in power to Deities only. Antediluvian: Third Generation: These vampires are known as the Antediluvians, so called because they predate the Flood, and it is from them that the clans are said to descend. Every clan had an Antediluvian founder at one time, and most believe that they slumber the ages away in torpor. It is they who are the true players of the Jyhad, those who move their pawns in point and counterpoint, as they have for the past centuries. Antediluvians are considered almost divine in the scope of their ability's, and all vampires fear their touch upon the unlives of others, for none escape unscathed. Methuselah: Fourth and Fifth Generation: Called METHUSELAHS, these vampires are millennia old and almost as powerful as the Antediluvians. They involve themselves in the Jyhad behind screens of lesser Kindred, out of sight, as their potent blood makes them a favored target of diablerists. It is said that the most influential members of the Camarilla and the Sabbat's regent and prisci are METHUSELAHS. Elder: Sixth, Seventh, and Eighth Generations: Members of these generations are typically considered elders. They are the most visible players of the Jyhad, and many princes, Primogen and Justicars tend to hail from their ranks. Most elders find it inconceivable that they could be manipulated in the Jyhad, although they often are, unknown to them. Elders are vampires who have existed for 300 or more years. They have mastered many magical powers during this time; most elders are deadly and formidable creatures. Elders tend to be scheming, ruthless and paranoid beings; they will do anything to hold onto their power structures, oppress or manipulate the younger "upstart" vampires, and destroy their rivals. Ancillae: Ninth and Tenth Generations: The Ancillae walk a dangerous line. While too old and experienced to be neonates, they are usually considered too inexperienced and weak to hold their own among the elders. Most prefer to meet the night on their own terms, and the elder generations are often pursuing other concerns to do much about it. Like mortal teenagers, Ancillae are getting a taste for the power and influence that they may soon possess. Ancillae are most often vampires who have lived from 100 to 300 years of unlife, though certain ambitious younglings may achieve the rank prematurely. As their name suggests, Ancillae often serve as aides and agents for elders or the court; they usually play their own power-games as well, though these are of lesser consequence than the manipulations of the elders. Neonate: 11th, 12th, and 13th Generations: Neonates and young Ancillae hail from these generations. Most are relatively new to vampirism, and though more potent than the mortals they hail from, they are as insects among the older generations. Inexperienced and often heady with their new power, some run rampant. Most MET characters will be of these generations. Almost lowest in rank are the neonates, those vampires created less than a century ago. Though occasionally cherished, neonates are often deployed as pawns by scheming elders. This callous treatment, combined with the value recent generations place on individuality, often causes neonates to resent their elders. After all, when one came of age during the Summer of Love, it is hard to empathize with a reactionary old tyrant who grew up amid feudal oaths and Divine Rights. Most beginning characters are presumed to be neonates. Vampire elders are usually far more powerful than the characters created through the rules in this kit. Fledgling: 14th and 15th Generations: These Kindred are so far removed from Caine that their blood has become weak and the Curse does not manifest as strongly in them. Some are rumored to be able to bear the light of the sun or eat food, although they can rarely sire Childer. Older Kindred fear these modern youth, as The Book Of Nod makes claim that the thin-blooded ones will herald the coming of Gehenna. Inactive members:Holori (INACTIVE), Velika (INACTIVE), Ayame (INACTIVE), Eva Leonheart (INACTIVE), Julius (INACTIVE), Deseree Von Dee (INACTIVE), Ochri (INACTIVE), Aurum (INACTIVE), Belladonna Gloriosa (INACTIVE), Chyld (INACTIVE), Estella(INACTIVE), Jayani(INACTIVE), Julia (INACTIVE), Julian (INACTIVE), Andressa Norviet (INACTIVE), Lilith (INACTIVE), Lily Antriu (INACTIVE), Clepto (INACTIVE),
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Posted: Mon Sep 15, 2008 7:41 am
Allowed Bloodline:The Carnival This Bloodline began when a deformed young woman was raped, tortured, and made into a pricey sideshow attraction of a traveling circus. A young vampire observed her one evening, and took pity on her. He Embraced her and, in short order, the two of them seized control of the carnival and turned it to their own ends. Some other circus freaks were also Embraced, and eventually the carnival became a traveling blood circus that took far more than money from the people that went to watch. The major Weakness of members of this Bloodline is that they all have a freakish disability – they acquire the Nosferatu Weakness in addition to the Daeva one (all Bloodlines retain the original Weakness in this product) and have to come up with some sort of appropriate deformity such as reptile skin, missing limbs, missing lower jaw, and other such things. The ShowThe unique Discipline of The Carnival, The Show allows for a variety of strange carnival abilities to be performed. It starts out allowing the vampire to ignore wound penalties (Geek Trick), then allows for contortion, spider crawling, rubber skin (sort of an increased contortion), and finally Siamese twin (absorbing another vampire into the body). The powers are all very thematic and tie in neatly with the sorts of performances a carnival member would want to put on. Since carnies gain status by having weird and spectacular performances, this Discipline will be a *lot* more useful in a game focused on the circus than a mixed Chronicle.
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Posted: Mon Sep 15, 2008 7:44 am
penned by Citizen Prince December Carnivale:
To live a life of mediocrity, is to have failed to live at all. If you are not passionate about something, it is simply not worth your time. To never attempt greatness, is to be damned to an eternity of weakness. Few things are worse then being ordinary. When good leaders speak, people listen. When great leaders speak, armies move. If you are to conflict, do so with civility. Every story needs a villain. If you cannot be the hero, do not settle for a supporting role.
History/Description:A clan of predatory hedonists and sensualists, the Daeva are emotionally dying, hollow inside. Emotional, sensual and desirable, they are slaves to their chosen vices. Daeva are masters of Majesty, the Kindred Discipline of seduction and persuasion. The Daeva are emotional, sensual and desirable. Sexual predators and sensual hedonists alike populate the ranks of these succubi-seducers. Other Kindred envy their beauty and grace, their ability to incite passion in mortals, the ease with which they glide through the masses — and that envy is almost as potent a drought to the Daeva as blood itself. These Kindred are consummate predators, and they would seem to be the perfect vampires. Alas, most are too dead inside to enjoy it. Called Succubi by other clans, the Daeva are experts at making their prey come to them, practically offering themselves not merely as food but as playthings. No self-respecting Daeva resorts to attacking transients in alleyways. Among Kindred historians, the Daeva are suspected of being one of the oldest clans of the Damned. Their moniker suggests a Persian mythological origin, and their abilities suggest that they could be related to the demons from which they take their name. A few ancient writings suggest that the progenitor of the line was a Kindred known as Aesma Daeva, but vampiric scholars debate whether this individual was actually undead or the writings merely draw comparisons to the Persian demon of lust and anger. The name “Daeva” predates the commonly accepted origin point of Kindred society, generally understood to parallel the ascension of Rome. Certainly, some incarnation of the Daeva existed before then, but whether they had their own society or were merely a rabble of lust-crazed revenants is unknown. After the rise of Rome, the Daeva had become an inextricable part of Kindred society, and vampiric history shows that they were very active in the Camarilla, the first known social contract of the undead. Rather, these are the Kindred who accompany a smitten young mortal back to her place, leaving her languid and sexually spent by morning (if she’s fortunate) or an exsanguinated husk (if she’s not). Seducers and sensualists, the Daeva could practically charm the unease off a Nosferatu. When the fancy strikes them, they play politics like a finely tuned instrument. Even allies and coconspirators who know they cannot trust a Succubus find themselves lulled into doing just that, caught up in the Daeva’s personal magnetism. Daeva become Harpies more than Kindred of any other clan, and they wield that power mercilessly. A stinging rebuke from a Daeva Harpy can shred a vampire’s reputation faster than a denunciation by the Prince himself. Most Succubi are overtly sensual beings, drawn by beauty and blood in equal measure, but it’s an artificial passion. Their ability to feel true attachment to other people atrophies over years of manipulating the love of mortals and the respect of their fellow Kindred, until the Daeva can no longer understand those emotions as anything other than tools to be exploited and motions to imitate. For all their apparent fervor, most Succubi are as dead spiritually as they are physically. They claim to understand desire, but all they truly know is need, and it is this deadening of emotions that causes so many jaded Daeva to become depraved in their efforts to feel again. Daeva move through the circles of society in which their lustful natures best serve them, whether among high society or low culture. Drawn to beauty and congregations of mortals, they often frequent theaters, galleries, trendy clubs, whiskey dives, drug dens, brothels and everything in between. Personal preferences aside, the Succubi are found through all strata of society. Their seductive natures allow these vampires to find willing vessels no matter where they go, and this ability has enabled them to thrive, to become arguably one of the most numerous clans. No single social class has room for them all, so newcomers and losers of political and social games often find themselves dwelling among the poor and unwashed — or at least the middle classes, which, since their blood is as red as any other, means basically the same thing to most Succubi. Few Kindred are as desperate as a Daeva trying to claw his way into his own niche. Wise Kindred know better than to take advantage of a Daeva in such a position, for fear he’ll one night achieve the position and privilege he seeks. The Succubi never forget a slight. Daeva are very diverse as a clan - the only common thread is their consuming passions. Fierce brawlers and social butterflies are found there, as well as everything in between. Although Daeva are often dismissed as effete, they possess the Disciplines of Vigor and Celerity, thus making them extremely capable in a fight. This, combined with their mercurial tempers and excitable natures make them Kindred with which to tread lightly. Daeva are most common in the Invictus or Lancea Sanctum, as the former often provides the luxuries that most of them become accustomed to. Daeva who belong to the Lancea Sanctum are often the Covenant's most impassioned firebrands and crusaders. However, there is no Covenant without Daeva members, reflecting their versatile membership - a Succubus can turn their passion to almost any cause. Daeva are found at all strata of a city's Court. This again is a side-effect of their social natures and martial capabilities. Often they prefer to take up positions that allow them to indulge their vices - Succubus Harpies, Keepers of Elysium and Sheriffs are common. The clan loves to surround themselves with mortals - to Daeva they are the pretty accessories, the running buffets and punch-bags that they exercise their tastes on. More importantly they serve as a mirror for the joys that, as vampires, the Daeva have lost.
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Posted: Mon Sep 15, 2008 7:51 am
Nickname: Succubi (male Daeva are sometimes called Incubi, but the clan itself is referred to by the more common female sobriquet) Appearance: Daeva often embrace out of infatuation - or at least going through the motions of passion - and they rarely choose to involve themselves with unattractive mortals. Thus, most Daeva are surpassingly beautiful. The clan is also highly in tune with trends and fashion, the better to prowl among and attract prey. Havens: Daeva havens vary, but they're almost universally comforting ... in a subtly alarming way that suggests an artificial appeal to whatever vessels a Kindred favours. Most are convenient to social or political centers. The specific aesthetics vary, but most are intended to impress any compatriots, allies or victims who might be invited in. Penthouses and condominiums are particularly popular. Many Daeva don't bother to keep up appearances if they don't think they'll bring prey home, meaning that some havens are sloppy or cluttered with unsettling reminds of previous vessels' presence. Background: With a growing number of exceptions, Daeva are embraced from the ranks of society's elite. Succubus sires look for some combination of charm, culture, seductiveness, desire to acheive, passion and physical beauty. Many Daeva embrace mortals to whom they have become attached, but this attachment invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly embraced childe, and few grow cold as swiftly. Organization: Status among the Daeva is entirely a social issue, and many young ones resemble squabbling cliques more so than undying creatures of the night. Not even elder Daeva are strangers to petty vendettas and long-nursed grudges. While a Succubus is likely to join with one of her own in the face of an outside threat, they compete with one another as much as they do with other Kindred, if not more so. The Daeva therefore have no true formal structure. Those who are dominant in the Danse Macabre's social and political scene are dominant among the clan. Covenant: The majority of these Kindred are found within the Invictus. They are well suited to the political game, and here they can surround themselves with lessers, becoming ever more jaded and inhuman as they grow older. Most Daeva are too self-centered to feel the religious calling of the Lancea Sanctum, but those few exceptions who are able to channel their sensual drive into matters of faith often obtain positions of prominence, making the clan seem more numerous in the Lancea Sanctum than it really is. Few Daeva bother with the Carthians. Why fight for an egalitarian society when the current system favors the Daeva? The Ordo Dracul covenant is home to a small number of devoted Daeva, and it would have more if the rigors of the covenant’s policies didn’t make being a hedonist among its ranks less than rewarding. The Circle of the Crone has few Daeva for much the same reasons as the Lancea Sanctum, and those who do join often do so more out of a debased and jaded sense of rebellion against societal mores thanany real belief in the Pagans’ teachings. A surprising number of Succubi fall in among the unaligned, convinced, in their own self-perceived superiority, that they have no need for the laws and restrictions of society Daeva Coteries: In the eyes of the Daeva, no other clan is discerning enough to appreciate the dramatic nuances of their nightly performance. Consequently, much of their performance is carefully conducted in front of one another lest it be wasted on philistines. Succubi often find that they have more in common with one another than they do with other members of their covenant. They also find the demands of the covenants to be irritants, so single-clan coteries of Daeva, both unbound and loosely affiliated, are not at all uncommon. The problem with Daeva coteries, however, is that the more Succubi there are together, the more they egg one another on and the more extreme their behavior becomes. Peer pressure drives Succubi coteries to do things that their members would never do on their own, and the results of that dynamic are rarely constructive. It’s a wonder the Daeva get anything done on a nightly basis, given that the group has to work around the collective lusts and Vices of its members. Yet they can accomplish a great deal provided their members can show some self-control. Daeva coteries are most effective when most of the members have high Willpower ratings, allowing the group to focus more easily on the business at hand. Among its members, a Daeva coterie is likely to possess all of the Social Skills, especially Persuasion, Socialize and Subterfuge, and most at remarkable levels of proficiency. This serves most coteries quite well, especially when backed up with ample ratings in the Herd and Status Merits. A coterie that doesn’t want to be powerful only in social conflicts, however, might want to focus on more physical and mental Skills. While they don’t always acknowledge it, the Daeva are well suited to violence thanks to the clan Disciplines of Celerity and Vigor. Succubi who focus on combat Skills and Disciplines could easily become some of the most dangerous Kindred in their domain. Daeva Nomads: Of all the clans, it would appear that the Daeva have the least reason to abandon a refined urban Requiem in favor of the loneliness and uncertainty of the road. Their lust for mortal adoration and the (mostly) bloodless warfare of the Danse Macabre would seem to virtually demand a stable, populous setting for the Daeva to thrive in. Highways and truck stops are no place for a would-be Harpy, nor are there many Beautiful People to be found in places like Bucksnort, Tennessee. There are a significant number of Daeva nomads roaming the world, however, having turned their back on a settled existence. Some have been driven from their domains by rivals, while others have grown bored with the limited pickings that any one city can afford. Still others take to the road to experience something, anything that will rekindle a flicker of passion in their dead hearts. Certainly the most common reason for a Daeva to leave a settled existence behind is because she had no other choice. The Succubi play the social game better than anyone, but even they can find themselves outfought and outmaneuvered by a canny rival. Sometimes a catastrophic loss of status and prestige is a prelude to more permanent forms of conflict — a Kindred with neither becomes easy prey for her enemies. Having been “thrown to the wolves”, as the saying goes, sometimes the only alternative available is to pack up and get out of town for a while until things blow over and the tide turns once more. Indeed, the Daeva have a reputation for slinking into the shadows after a devastating defeat and disappearing for literal decades, only to return when their rivals are at their most vulnerable. These Succubi sometimes relocate temporarily to other domains, but many simply stay on the move, licking their wounds and biding their time until they can set their plans for revenge into motion. Conversely, some Daeva become victims of their own success. Even in the world’s greatest metropolises, there are only so many exquisite men and women to seduce, only so many iterations of scandal and intrigue that one can pursue before it all becomes so dreadfully //boring//. Daeva who find themselves in possession of the best mortal vessels and the highest social position their domain can offer quickly suffer from ennui. Many turn to ever more decadent pastimes in an attempt to feed their lustful appetites; some, however, decide to abandon their home for richer pickings elsewhere. Often these Daeva settle in another nearby domain, but some discover the joys of traveling from town to town, staying only long enough to pluck the ripest fruit from each social garden before moving on. Many urban Daeva refer to these social poachers as “homewreckers” for the ruin they typically leave in their wake. Most dangerous of all, however, are those Daeva who accept the peril of a nomadic existence to challenge the dangers involved. They seek the thrill of racing against the sunrise and risking the depredations of Lupines or worse because they hunger for a glimmer of real passion, something many have not felt for years. When the sweet taste of seduction is gone, when the thrill of intrigue and scandal loses its savor, all that remains is the terror of oblivion and the savage joy of rapine. These thrill-seeking Daeva are among the deadliest predators of all. They often come to a brutal, fiery end, but in the meantime the world is theirs for the taking. The Daeva have some strong innate advantages as Kindred rovers. Their Disciplines are all highly relevant to the immediate challenges of the road: Majesty for sustenance, Celerity for defense and Vigor for “the best defense.” Certainly, every Discipline has its uses while traveling, but the Daeva’s particular mix makes them more versatile than other Kindred who can easily feed from mortals, but may not be up to fending off a fellow predator. That said, their weakness in the face of temptation can throw a serious hitch in their plans — sometimes by making them stand out in a new place, but more commonly by making it hard to deal with longtime mortal companions. It all depends on the nature of a Daeva’s vice, of course, but Succubi who are cruel or thoughtless to mortal allies may find themselves abandoned in time of need. This is less likely to happen with ghouls: typically, a ghoul pushed to his breaking point by a vampire goes apeshit instead of just taking a hike.
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Posted: Mon Sep 15, 2008 7:52 am
Stereotypes Mortals Such simple creatures. I'm grateful not to be one any longer. Still… I do wish I remember just a bit more clearly what it felt like… Gangrel They are beasts, to be sure, but their animal bodies contain a terrible ferocity. Mekhet They confine themselves to the shadows, but out of comfort or fear? Nosferatu They wear on the outside what all Kindred are within. Ventrue Which is the greater curse to bear, weakness of mind or the responsibilities of keeping one's fellows?
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Posted: Mon Sep 15, 2008 8:02 am
The Meeting Place:Even though the mansion is on a large expanse of land it can still be seen in all directions. It's a large mansion that is several stories high and descends into the ground for many floors. The layout of the house is a giant octagon that surrounds a large courtyard in the middle. Each floor is dedicated to a different vice or sin and is decorated and populated with whatever is necessary for each. One floor is dedicated to different types of gambling. Another has a fight club. One floor is opulent and dedicated to the highest of society parties. In the bottom floor, called "The Dungeon" there is an altar to the Goddess of Fetishes, Starr. If there is something you want to do, you can find it at a Daeva party. Most nights have some sort of event going on or other though on a particularly spectacular occasion a themed party will be held on all floors at once and last at least a month. Mortals are plentiful in the mansion, as none of them know that predators walk among them. Unknown to mortals or other visitors to the Clan House are the many hidden passages and secret chambers that the Daeva members keep for themselves.
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Posted: Mon Sep 15, 2008 8:23 am
To rise in rank: DO NOT PM THE DAEVA. Always PM Fatal Irony.If you feel your kat has been in a rank long enough and has learned enough to promote, PM me one of the following forms. Please note, if there are no open positions in the rank you seek, your kat won't be able to promote until that spot is vacant. Please note sometimes I will move people around as necessary on my own. Check the above listing to see where your kat falls. From Fledgling to Neonate:Requirements: 1. Your kat must have been a fledgling for at least 6 months. 2. Your kat must have spent some time rping in the clan thread. (This can be as little as one post- I know some people don't rp much). 3. Send me this form through PM: [b]Faekat name:[/b] [b]Date embraced:[/b] [b]Embraced by whom:[/b] [b]What your faekat has learned as a Fledgling in the Daeva clan:[/b]
From Neonate to Ancillae:Requirements: 1. Must have been a Neonate for at least 6 months. 2. Must have spent some time rping in the Clan Thread (at least three posts) 3. Must have taken a fledgling or younger Neonate under his/her wing to teach them about being a Daeva 4: Send me the following form through PM [b]Faekat name:[/b] [b]Date became a Neonate:[/b] [b]Your kat's views of Daeva politics:[/b] [b]How has your kat taught the fledglings of the Daeva Clan?:[/b]
From Ancillae to Elder:Requirements: 1. Must have been an Ancillae for at least 1 year. 2. Must have spent some time rping in the Clan Thread (at least five posts) 3. Must have taken an Ancillae under his/her wing to teach them about being a Daeva 4: Must have spoken to Ishtar at least once (or at least tried, if I'm unavailable for RP that's not your fault) 5. Send me the following form through PM [b]Faekat name:[/b] [b]Date became an Ancillae:[/b] [b]Your kat's views of Daeva politics:[/b] [b]How has your kat taught the younger vamps of the Daeva Clan?:[/b]
Note: Methuselah and Antediluvian ranks are hand-picked by Ishtar only at such a time as those spots are vacant. There is not set form or set of requirements, provided your kat has fulfilled all others
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Posted: Mon Sep 15, 2008 8:25 am
Indigo - a murcurial figure ften found lounging in one of the smoking rooms, nearly invisible in the cloud of smoke. Her mind often muddled she's down to talk anyone's ear off about life, death and everything inbetween though if you can follow her train of thought you may just be smoking the same herbs as her. She hardly noticed that she had turned vampire, and some question iff she's aware of it now. She was used to a certain kind of hunger as a mortal, so the transition was easier. Truthfully she is fully aware of what she is and her particular powers. She's the life of the party when she wants to be, loud, verbose, and unabashed in her judgements of others. She thinks herself the moral compass of the Daeva, if such a thing could exist. Perhaps she's just smoking too much herb.
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Posted: Mon Sep 15, 2008 8:27 am
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Posted: Mon Sep 15, 2008 8:28 am
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Posted: Mon Sep 15, 2008 8:29 am
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Posted: Mon Sep 15, 2008 8:36 am
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Posted: Mon Sep 15, 2008 8:42 am
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Posted: Mon Sep 15, 2008 8:45 am
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