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🦴Ananke Clan🗡️ --- WIP (no posting)

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foxbunni
Crew

PostPosted: Mon Nov 04, 2024 1:50 pm


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Full disclosure on this clan - there's next to no canon information on the clan so most of this was written by Foxbunni to fill out the clan lore.

Bloodline: Ananke
Parent Clan: Malkavian
Nicknames: Seers, Prophets, Diviners, Psychos, Murderers, Serial Killers
Faction: Camarilla
Disciple: RESERVED
Antediluvian: RESERVED for events
Methuselah: RESERVED for events

A remnant of a bygone age, members of the Ananke bloodline are said to have kept the ancient temples, where oracles performed haruspex (the art of divination through reading the entrails of a freshly killed animal) to read truths in blood. Ananke believe that the secrets of the universe can be witnessed in a microcosm by scrutinizing the bodies of the recently dead. Wisdom can only be gained by savagely tearing into the corporeal, physically delving through the inner workings of each creature in creation. This means that an Ananke Malkavian often has a low morality, sacrificing their Humanity to their search for grisly answers.

Although the bloodline is experiencing a resurgence (more promising childer are available, due to the modern fascination with serial killers), by and large the Ananke are few. A member of this bloodline is compelled to collect trophies of their murderous exploits, using Auspex on them in meditative contemplation. They surrounds themselves with the visceral "workings of the universe" in an attempt to find deeper understanding.

Additional Weakness: All Ananke are compelled to take grisly trophies of their activities, and if deprived of the opportunity to take a trophy they become utterly unreasonable.



Active Members:

Elders:

  • RESERVED for events

    Ancillaes:



    Neonates:


    Fledglings:


    Rank Unknown:

PostPosted: Mon Nov 04, 2024 1:56 pm


Basic Clan Info

Parent Clan: Malkavian

Sect: Camarilla (cannot breed/mate with Sabbat)

Clan Requirements: Malkavian-like dementation (usually presenting as conditions like psychopathy, sociopathy, narcissism); an obsession with death/killing.

Clan Benefits: Adept killers, divination abilities, able to mask their madness (temporarily), access to the Tapestry, Malkavian Time (aka Perfect Timing).

Clan Weakness: All Ananke are compelled to take grisly trophies of their activities, and if deprived of the opportunity to take a trophy they become utterly unreasonable. [This is non-negotiable. Even the Ananke who only feed on animals have this undeniable compulsion to keep parts from each kill and go berserk if the collection is disturbed or if they cannot keep parts.]

Appearance: Ananke began in the ancient Pagan Celtic era, though there are still modern Ananke and they have been around for ages, so their appearances can vary wildly. It's not uncommon to see modern-day punks and goths seated beside vampires dressed in flowing fabrics and flower crowns at any given commune meeting.

Haven: Large compounds, ranches, and even old hospitals converted into makeshift apartment complexes are common amongst the Ananke - anywhere safe they can set down roots. More likely than not, any location is placed in the middle of a wooded clearing away from prying neighbors and cameras.

Background: The clan first originated in areas of ancient Rome, Greece and the Scot-Irish/Wales areas of the world, starting in small cults that over time converged into one another and eventually separated out into smaller branches.

Organization: While the Malkavian clan might be a loosely-knit group of riffraff, the Ananke are a tightly-knit community reminiscent of a cult. Often these cult members will worship their commune's leader like a deity, giving them sacrifices and turning to them for leadership and wisdom.

Quote: "I do not recall a time before the whispers clawed at my mind. I only know that I was never more alone, nor more accompanied, before I was dragged into the ranks of my clan."



foxbunni
Crew


foxbunni
Crew

PostPosted: Mon Nov 04, 2024 1:59 pm


Clan Abilities

Each member of Ananke will possess some access to each of these abilities in varying degree, though typically one of them will be stronger than the others. For example a vampire gifted in Haruspex may barely have access to the Tapestry.

Haruspex
A haruspex was a diviner in ancient Rome who predicted the future by examining the entrails of sacrificed animals. The word haruspex comes from the Latin words haru-, which is similar to the Greek word chordē meaning "gut", and -spex, which comes from the verb specere meaning "to look". In today's terms, the practice has expanded out past the use of only 'guts' and incorporates any body parts including hair, bones and teeth. (This practice can be used with parts from animals, mortals, and occasionally yes some will use vampire parts like fangs.)

The Tapestry
Madness Network is a term used by Malkavians to describe the psychic link shared by all vampires of the clan. It is also known as the Cobweb, the Tapestry, the Weavery, and by a dozen other names. To the Ananke, it is called the Tapestry, the red thread of fate linking every Ananke to one another. While other Malkavians attribute the Tapestry to Malkav, members of the Ananke consider it a blessing from Ananke herself to her Childer.

Even within the clan, few understand the nature and purpose of the Network, though all agree that Malkav himself is somehow involved. One of the more popular theories is that Malkav no longer exists in a physical form, but instead is a psychic entity – Malkav is the Network. Others claim the Network was created by him in order that he may use every one of his childer as his eyes and ears in the mortal world.

The Network's main function seems to be bringing Malkavians together for gatherings through "The Call", a powerful psychic summons. This was the method used to gather the majority of the clan for the Great Prank – the removal of Dementation – before the formation of the Camarilla. Gatherings in modern nights are generally much smaller, and are often called to organize a group activity such as pranking an elder or terrorizing a particular area of a city.

This does not mean that they are in constant telepathic communication, though, nor that they are continually bombarded by one signal after another. For what it is worth, Malkavians spend a very low percentage of their time tapped into the Network. Many hear only a faint fluttering two or three times a year. For the vast majority of his nights, the only company a Malkavian has within his skull is his own dementia. Whatever its true nature, the Madness Network does come across as largely unknowable, even to Malkavians.

Not all Malkavians can access the Network with equal skill, and only the most powerful can use it for their own purposes. The gathering of almost the whole clan, such as the Great Prank, was the doing of six methuselahs. Several high-level powers of the Auspex and Dementation Disciplines allow Malkavians to access and use the Network, and all Malkavians may learn the Talent of Malkavian Time, which allows them to tap into it with greater ease, and even – though with much difficulty – send messages to other Malkavians.

It is indeed possible for a Malkavian to "upload" their consciousness into the shared Madness Network. This is not quite a form of immortality, as what remains on the Network possesses a rudimentary sort of sentience, as much an echo of the vampire's personality as anything else. There is no evidence to suggest that the Network remnants of a Malkavian's personality have any sort of strong ambition or self-awareness, other than being a collection of ideas and memories that fire off when appropriate stimuli present themselves. Whatever "intelligence" remains is incomplete, somewhat broken and rather difficult to reason with – after all, it no longer has the context of a body and a separate set of memories. It is somewhat further outside the bounds of reality, bodiless and indistinct – and, of course, quite mad.

This particular tidbit of lore is not common knowledge at all; it is preserved as one of the greatest secrets of the clan, and it cannot be accessed through the Network itself. Anyone willing to make this final plunge will have to somehow come up with the idea in the first place, and then do the legwork to make it necessary. Nothing is ever easy for the Malkavians.


Malkavian Time
To outsiders, Malkavians have an uncanny knack for showing up in the right place at the right time. Or, in some cases, the wrong place at the right time. This ability comes from a keenly developed ability known as Malkavian Time. Clan meetings occur on this unwritten schedule, passed through to members by the Malkavian Madness Network. A message is initially sent through some form of media. The sender could write a message on the back of a receipt, whisper something into a cell phone, or press their head against a TV screen. The Malkavians able to receive the message do so by encountering the same media. The receiver will see it written on any receipt in their pocket, hear it over their cell phone line, or have the cable news pundit speak the message directly to them. The Malkavian keeps hearing the message repeatedly until they acknowledge it and take action towards it. Any Malkavian can take Malkavian Time as a Specialty of their Awareness Skill.

Any Malkavians with dots in Awareness can receive messages, but only those with the Specialty can send messages. When a meeting is coming, the Storyteller secretly rolls Perception + Awareness (difficulty 6). Successes clue the Malkavian in to an upcoming meeting. The more successes, the more time the Malkavian has to prepare to see the rest of her Clanmates. One success means the meeting just started, two successes means there’s a meeting tonight, three successes means a meeting tomorrow, with each success adding an additional night for the Malkavian to prepare. Sending messages requires a Wits + Awareness roll (difficulty 6). Every success means the message gets out on another form of media.
PostPosted: Mon Nov 04, 2024 2:02 pm


Ananke Archetypes

If you are unsure how to make your Ananke look to fit into the clan, here are some guidelines for common archetypes or tropes within the clan. You do not need to stick to these specifically, however it's important to keep in mind that at their core, every Ananke is: demented/psychotic in some way, driven to kill animals/mortals/vampires, and are all compelled as if by force to keep trophies of their kills.

Diviners may be a more modern type of diviner with tools such as crystal balls and tarot cards, or a more ancient type of diviner more akin to the ancient Pagans and Celts, using tools like bones and viscera to see the future. Some may even possess an innate spiritual ability to see literal visions of events that will happen or predict the death of another with accuracy. Many Ananke are obsessed with the power and omniscience that comes from the ability to divine the truth and the future.

Followers are the lost souls who found their way to an Ananke compound one way or another, seeking purpose and guidance. Some may even be born into the cult and never know any other way of life. Will joining the cult and receiving the embrace soothe the hole in their heart? Many followers include folks who obsess over true-crime with a morbid curiosity and "what if?" lingering in their mind, the types of people who fan and fawn over serial killers and write to them in prison in hopes of being 'the exception' and not another victim.

Murderers from every era are the types of members who try their best to blend into society by faking their emotions and relationships. Deep down they're fueled by a desire to take the life of another, and everything that they do, every relationship they cultivate is ultimately to further that goal. In the modern era, some younger folks are inspired by consuming true crime content to become killers themselves. Murderers may be best disguised in society with careers such as a police officer, crime scene investigator or mortician.


foxbunni
Crew


foxbunni
Crew

PostPosted: Mon Nov 04, 2024 3:03 pm


Clan Relationships

Generally speaking amongst other clans, the Ananke fall somewhere between "feared" and "revered". Many vampires may not even believe the Ananke truly exist and are just a legend told to make the Malkavian clan look less insane and more calculated for the sake of appearances. Those that do know of the clan typically have one of two relationships with them; some vampires see them as an asset or tool and seek them out when they want divination or killing services performed. Others avoid the clan entirely out of terror or disgust - as the Ananke are more than willing to slay their own kind for fun. Malkavians of course are far more accepting of their madness and will be more likely to be drawn to an Ananke thru the Tapestry.

Ananke & The Masquerade
Most Ananke respect the Masquerade and would not reveal their true nature unless forced by the most dire circumstances. However, some of the rebellious or truly twisted Ananke might casually bring it up in conversation to gauge their victim's response and torment them with fear before they kill them.

Ananke & Mortals
Ananke have a complex relationship with mortals. Economically, there are many Ananke who depend on them for resources like income or housing, so they are at the very least cordial with them. Some Ananke may have a deep-seated hatred towards mortals which makes mortals the main target of any Ananke's dark desire to kill.

Ananke & Embracing
Ananke generally do not embrace lightly. The most commonly chosen mortals to embrace are those naturally gifted with psychic abilities. Some Ananke have embraced serial killers and fascists to encourage their reign of terror to last eternally. If a clan member believes that a mortal would be a strong asset to the clan they will be considered, but they must have a powerful constitution to withstand the Embrace and its Kiss of Madness. Almost instantly after being embraced, a former-mortal will experience a surge of dementation inside their mind as their thoughts become twisted and entangled into the Tapestry. This moment can last hours to days and is excruciatingly painful and draining to the newly-embraced vampire, and because of this not every fledgeling will survive the Kiss of their Sire.

Ananke & Malkavians
The Ananke look down upon the Malkavians with shame and pity. They see Malks as their chaotic and unhinged cousin, and see so much wasted potential. If only they could learn to conquer their madness as we have, they would not be looked down upon by other clans...

Ananke & Camarilla

Ananke & Sabbat

Ananke & Independent
PostPosted: Mon Nov 04, 2024 3:31 pm


Detailed Clan Info

Origins and History
The Ananke clan is a distinguished and sinister offshoot of the notorious Malkavian bloodline, known for their reputation as lunatics and madmen. While most Malkavians are written off by other Kindred and dismissed as unintelligible, the Ananke are feared amongst other vampires. Malkavians may be occasionally correct in their prophecies from time to time but Ananke are nearly always correct. Clan Ananke are characterized by their calculated and methodical nature. Their roots trace back to ancient civilizations, including Rome, Greece, Scotland, Ireland, and Wales. It was in these lands of myth and legend that the Ananke first emerged, refining their dark arts and cultivating their obsession with omniscience.

Beliefs and Practices
The Ananke are deeply entrenched in the practice of haruspex and various other forms of divination. They believe that through these ancient techniques, they can unravel the secrets of the universe and attain a form of omniscience. This pursuit of knowledge drives them to perform gruesome rituals, often involving the dissection of their victims to read omens in the entrails.

Their belief system is heavily influenced by the concept of fate and destiny, named after the Greek personification of necessity, Ananke. They view their actions, no matter how heinous, as a means to fulfill a predestined role in the grand tapestry of existence. This fatalistic perspective justifies their calculated murders and the trophies they take from each kill, which they believe hold esoteric significance. Goddess Ananke was also the mother of the three Fates (Lachesis, Atropos and Clotho) and sometimes the name for all three Fates as a group.

Clan Structure and Organization
In stark contrast to the chaotic nature of the Malkavian parent clan, the Ananke are organized and strategic. Many Ananke societies are structured like cults, operating on self-sustaining compounds and communes far removed from the prying eyes of society. These enclaves are meticulously run, often with a rigid hierarchy that ensures discipline and order.

Leadership within the Ananke is typically based on a combination of age, knowledge, and prowess in their divinatory practices. The most revered members are those who have demonstrated an exceptional ability to predict and manipulate events to their advantage, often referred to as the Oracles of Ananke.

Members and Recruitment
The Ananke clan is composed of individuals who are able to mask their insanity behind a veneer of normalcy. Unlike typical Malkavians, who are unable to hide their madness, Ananke members are often psychopaths and sociopaths who can seamlessly blend into society. They hold careers that provide them with access to death and the macabre, such as police officers, morticians, and doctors. These professions not only facilitate their murderous tendencies but also enable them to cover up their tracks efficiently.

When choosing mortals to embrace into the clan, the Ananke seek out individuals who exhibit traits of psychopathy and sociopathy, as well as those with a natural aptitude for or interest in the occult and divination. Potential recruits are rigorously tested for their ability to maintain composure and rationality while engaging in the clan’s dark practices. Only those who can demonstrate a perfect balance of sanity and madness are deemed worthy of the Embrace.

Rituals and Customs
The Ananke are meticulous in their rituals, which often involve elaborate ceremonies and the use of various divinatory tools. The haruspex is the most prominent of these practices, where the entrails of their victims are examined for omens and guidance. Each kill is methodically executed, and a trophy is taken from each victim—these trophies are believed to hold mystical significance and are used in further divinations.

In addition to haruspex, the Ananke employ other forms of divination, including (but not limited to) tarot reading, scrying, and astrology. These practices are integrated into their daily lives, and decisions within the clan are often made based on the outcomes of these divinations. Ananke tend to be drawn towards all types of divination no matter how obscure or niche it may be.

The Modern Ananke
In the modern era, the Ananke clan continues to thrive in the shadows. Their ability to mask their insanity allows them to integrate into various sectors of society where they can continue their dark work. The rise of technology and forensic science has posed new challenges, but the Ananke have adapted by leveraging their positions of authority and expertise in medical and law enforcement fields to stay ahead of the game.

Their compounds and communes remain hidden, often situated in remote areas where they can conduct their rituals without interference. These enclaves are self-sustaining, with members contributing to the community through their various skills and professions. The Ananke remain vigilant in their pursuit of knowledge, ever striving to unlock the mysteries of fate and destiny that drive their existence.

The Ananke clan stands as a chilling testament to the dark potential within the Malkavian bloodline. Their calculated and methodical approach to their psychopathy sets them apart from their parent clan, making them a formidable and terrifying presence in the world of vampires. Through their ancient practices and unwavering pursuit of omniscience, the Ananke continue to carve their path through history, leaving a trail of death and divination in their wake.

foxbunni
Crew

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â—• Roleplay: Vampires

 
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