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Posted: Tue Sep 09, 2014 12:43 pm
Bloodline Lhiannan A bloodline of clan Gangrel This is a thread for the bloodline Lhiannan. The bloodline is an offshoot of clan Gangrel and as such has a connection to nature, just as their parent clan do. Below you will find more information on the bloodline, though there won't be as much as some other clans and bloodlines threads. The clan is a bit rare but one which is interesting as it differs from other clans and bloodlines, even it's parent clan the Gangrel.
I do hope that the information below is informative but also liked; enough to perhaps convince some of you to seek a Lhiannan for your own.
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Posted: Tue Sep 09, 2014 3:46 pm
Lhiannan: The background history. The Lhiannan are a territorial, druidic Cainite bloodline who existed in the Dark Ages. The true origins of the Lhiannan are shrouded in mystery, though Kindred outside the bloodline generally agree they must be descended from the Gangrel. Though they are an offshoot of Clan Gangrel, they do not believe they are descended from Caine at all, but instead according to their lore the first Lhiannan was created by "the Crone", a mysterious figure who may be the same Crone mentioned in the Book of Nod. This creation of the first Lhiannan, according to their lore, took place when the Crone infused a woodland spirit into a vampire. It is perhaps due to this creation, to the nature of it, that the spirit's power has lessened as it shared its essence with each new member of the bloodline. it is because of this that the youngest, the furthest from this first Lhiannan, are weaker than the eldest and not due to age.
It is due to the connection with nature, according to how it is said they were created, that the bloodline has the discipline of Ogham and has an inhuman aura obvious even to mortals. It isn't obvious that they are a vampire but that there is something very different about them.
This is what, in part, the bloodline has used in the past and even now to gather people to them to form covens with them placed at the top of these covens. It is within the woods that the Lhiannan dwell and hold rituals and gather their covens. The Lhiannan don't leave these woods as they are bound to them, to the point that being far from their territory weakens them the longer and further away from them that they are. It is because of their inability to leave these woods, these territories, that it grows harder and harder for Lhiannan to find meals and grow their covens, as mortals have moved out of and away from the deep woods where they dwell.
Due to being bound to their territories it makes the Lhiannan weak, as they are easy to find and kill if one so wishes to do so. They cannot leave their territories for long as they grow weak but the elder the Lhiannan is the more likely it is that they may not even be able to leave their territory; as it is said that the eldest ones cannot leave their woods.
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Posted: Tue Sep 09, 2014 3:58 pm
Lhiannan: Beliefs. Most, if not all, Lhiannan are pagan in belief. Whether they are pagan, celtic, druid, follow the norse beliefs or some other paganistic belief it is a universal thing for the Lhiannan. They follow older beliefs and gather those around them that they can and form covens that believe the same thing. Some members of these covens become something of slaves to the Lhiannan and do certain tasks for them as they cannot do some things themselves, as they cannot leave their territories.
In order to keep strong Lhiannan often make chiminage to the local spirits to keep themselves strong, mostly in the form of blood sacrifices (think small animals and such).
*Chiminage: A chiminage is the ritual payment that follows the interaction with spirits. While not every interaction with a spirit demands chiminage, requesting aid, teaching or service from a spirit certainly does. The demands of chiminage could be any variety of things. What a spirit asks for is generally in line with their nature and the goals of themselves or the greater spirits they serve.
As for their founding the Lhiannan believe their founder -- a vampire simply known as the Crone -- became bonded with a spirit of the forests. This spirit was a desperate, jealous being that could apparently see that people would destroy the forests and burn the trees that comprised them. Joining with an undying predator, then, was apparently the spirit's attempt at dodging this fate. Whether or not any of that is true, the Lhiannan did have a connection to the natural world that no other vampire, not even the Gangrel, can equal. At least this is the story some Lhiannan believe. All however believe that they did come from this mysterious figure known as the Crone and that they became bonded to the forest and it's spirits.
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Posted: Tue Sep 09, 2014 4:34 pm
Lhiannan: Disciplines. Lhiannan have, like all other clans and bloodlines, three disciplines. These three sets of abilities are known as: Ogham, Animalism, and Presence. Ogham is the bloodline only ability which utilizes their connection to nature.
Ogham: A very limited form of Blood Magic based on Celtic runes practiced by the Lhiannan that taps into the spirit shard of the bloodline, conceding power within their territory. They do not (some say cannot) share its secrets with those who do not suffer from their line's curse. All Lhiannan share a splinter of a dark, once-vast, and powerful forest spirit. Ogham allows them to tap into that spirit's power, and into its communion with free spirits of its ilk.
Ogham is a limited form of Blood Magic; it is neither as flexible nor as powerful as Tremere Thaumaturgy, nor other Clans' blood sorcery, but within the bounds set by the Lhiannan's territorial nature it is quite powerful. Ogham is strongest within a Lhiannan's home territory. More than 50 miles (80 km) from her home territory, the difficulty of using Ogham increases by one across the board, as the Lhiannan's own spirit-shard comes into conflict with unfamiliar local spirit life.
Abilities:
Consecrate the Grove: Awaken the plant life in your territory to be your defense Crimson Woad: Inscribe runes on yourself that give you gain some control over the Beast and add its fury to your attacks Inscribe the Curse: Write a rune of your enemy's name on your body that curses them when they see it Moon and Sun: Bind yourself to the spirit of the moon and sun, providing several possible benefits Drink Dry the Earth: Gain temporary power from a site of mystical energy
Inscribe the Forgotten Names: Summon and communicate with a mythical creature
Animalism: A Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself.
Animalism is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.
As Disciplines are as much reflections of the Curse of Caine as the traditional banes, extensive use of Animalism often leads to a withering of social skills, as users begin to prefer the simplicity and predictability of animals over the mores of society and the treachery of Kindred and Kine alike.
Some devoted practitioners (usually Elders who have reached advanced powers) forget that animals are not as sophisticated as humans, treating them as he would humans and expecting them to react like them.
Abilities:
Feral Speech/Feral Whispers: Speak telepathically with an animal whose eyes you meet
Beckoning: Summon animals of a particular type to you.
Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy. Quell the Beast: Cow a mortal into a state of fear or apathy.
Subsume the Spirit: Possess the body of an animal.
Drawing Out the Beast: When about to frenzy send your Beast into another person.
Animal Succulence: Gain more vitae from animal blood. Deep Song: Influence the emotional state of listeners with a song. Eye of the Szlachta: Possess the body of a ghoul. Gap of Ages: As Feral Whispers, except give commands to an animal and all of its descendants. Pact with Animals: Gain beastial qualities from the blood of an animal. Quell the Herd: As Quell the Beast but on groups of mortals or animals. Sense the Savage Way: Share the senses of an animal. Shared Soul: Meld minds with an animal and probe their memories. Shepherd's Innocence: Gain the trust and attention of all animals. Song in the Dark: Summon huge worms from the deep earth to shift the earth, creating caverns or earthquakes. Species Speech: As Feral Whispers, except speak with all animals of a species present. Tainted Oasis: Taint a land so that animals that feed from it become stronger and loyal. Tier of Souls: Gain memories or powers from the blood you drink
Conquer the Beast: Enter and leave your frenzy at will. Master's Voice: As Species Speech, except speak to all animals regardless of species. Send the Eighth Plague: Summon beasts to devastate the harvests of a land. Stampede: Induce animalistic panic in a group of mortals. Twist the Feral Will: Force an animal to obey you without speaking or remaining near it.
Crimson Fury: Your blood causes frenzy in any who taste it and diablerists must fight off your Beast. Mass Summons: Summon all animals within miles of you. Taunt the Caged Beast: Cause other vampires to frenzy. Twin Spirits: Possess an animal's body without losing control of your own. Unchain the Ferocious Beast: Cause a target's Beast to tear at them from within.
Eyes of the Forest: Make everyone in a city work towards making it your ideal city. Flesh Bond: Physically meld with one or more animals. Free the Beast Within: Enter a controlled frenzy and gain several powers from the Beast. Unchain the Beast: Cause a target's Beast to tear at them from within.
Army of Beasts: Control all animals within a mile
Presence: A Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway and control crowds. Presence reflects God's curse upon Caine in that makes the vampire believe that he is the center of attention and come to believe the image that everyone keeps telling them. Regular users of Presence find themselves to attract attention regardless, sometimes activating the discipline without conscious efforts[1].
This discipline is fairly common among vampires, especially within the Camarilla, both because of its versatility and because of its subtlety. Many Presence powers can be used upon large groups of people at once and transcend virtually all boundaries of gender, race, religion, class, and supernatural status. Though Presence can be resisted through force of will and by ignoring the user, most do not realize when it is being used upon them.
Interestingly enough presence is a progressive Discipline like celerity or potence. It has no individual powers, just one effect which grows in strength. Higher levels do, however, occasionally open additional options in dialogue.
Abilities:
Awe: Awe is very simple. Once the vampire employs this power, those who are near him or her want to be closer to him or her. It is an immediate and intense attraction, but not so overpowering that those afflicted lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Victims will remember how they felt, though, and this will affect their reactions should they ever encounter the vampire again. Awe is extremely useful in mass communication. It does not matter what is said - the hearts of those affected will lean towards the user's opinion. The weak want to agree with the vampire; the strong-willed soon find themselves outnumbered.
Dread Gaze: This power engenders unbearable terror in its victims. Dread Gaze, like the legendary hypnotism of the cobra, stupefies the victim into madness, immobility or reckless flight. To use this power, the vampire merely shows the mark of Caine upon him or her - bearing claws and teeth, hissing loudly and with malice. Any vampire can do this, but students of this Discipline are more insanely terrifying than mere sight can explain.
Entrancement: The Kindred makes someone obsessively want to please them.
Summon: The Kindred compels someone to come to them immediately.
Majesty: The Kindred appears as a figure of absolute power and authority.
Aire of Elation: Make everything you do seem so hilarious it incapacitates people. Capture Reality: Project the essence of a scene through photographs or film. Force of Personality: People are forced away from you by your aura. Intensification: Create an object that instills a particular emotion in those who view it. Love: Make someone enamored with you as if in a blood bond. Melusine's Song: Command someone through song. Paralyzing Glance: Send someone into a seizure of terror. Passion: Fill a person or group with lust, greed, anger, or fear. Renew the Earthly Pleasures: Overwhelm a vampire with mortal feelings. Siren's Song: Instill particular emotions in a group through music. Spark of Rage: Provoke a group of people to frenzy. Star Magnetism: Make those who see you in pictures or films in awe of you. Two-Tiered Communication: Subliminally say different things to someone than what is heard publically.
Cooperation: Lessen hostilities and promote cooperation in a group. Fires of Conviction: Embolden a crowd to riot in the name of some cause. Mask Empathy: Cut emotional bonds between people. Mind Numb: Drain the people around you of motivation or incentive to act. Phobia: Make someone irrationally afraid of something. Scourging the Instinct: Whip a crowd into a controlled frenzy. Unholy Penance: Fill someone with guilt and the desire to beg forgiveness.
Bloodlust: Rouse your troops into an enraged horde capable of ignoring their wounds Corruption: Make someone addicted to sadistic acts or go into a frenzy when presented with pleasurable things Invoke Frenzy: Send someone into one of three types of frenzy Ironclad Command: It becomes very difficult to resist your Presence powers Perfect Paragon: Appear as the ideal person of whoever sees you
A Perfect World: Make everyone in a city work towards making it your ideal city Pulse of the City: Project an emotion into the residents of a city
Dream World: Project dreams and nightmares to everyone in the world
((ooc: I've listed the abilities for each discipline, as you can see, as an idea for people on what can be done with each. The spaces between abilities or groups is due to a change in level of skill. So the further up a list the less skill while the further down the list the more skill. ::Hopes she made sense:: ))
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Posted: Tue Sep 09, 2014 5:21 pm
Lhiannan: Embrace, appearance, haven, organization, weaknesses, and other information. As stated above the blood and power of the Lhianna weakens with every new embrace. It is because of this that the embrace is rarely given and careful consideration is given to each possible new childe. Those most often taken are those in tune with nature already or those who already share the same or similar beliefs to the Lhiannan themselves.
Many Lhiannan are female however there are a few males in the bloodline. Females tend to be perceived as having a greater connection to the Dark Mother.
Survival depends on blending in with their conquerors. They generally appear as rustics of one sort or another. Due to their Ogham Discipline, however, they often anoint themselves with bloody glyphs or runes. When at a safe haven, Lhiannan often dress in the garb of old, and adorn themselves with skulls, talismans and other paraphernalia.
Lhiannan try to occupy woods and forests, moors, and even isolated rural villages where the old ways are still practiced; they then set up a cult with themselves as the priests/priestesses. Failing this, Lhiannan try to live inconspicuously on the fringes of urban demesnes. This isn't always that easy with the aura they give off; of course. For those living in woods they tend to construct simple dwellings or find natural shelter. Sometimes find a man-made haven and kill or enslave the inhabitants, or very rarely eke out an existence on the periphery of human civilization by taking the role of a shaman or wise woman. Some of those, the few, who live within villages may even set themselves up as a counsel to a mortals and are likely to have higher social attributes and appropriate abilities.
Lhiannan are innately pagan; the mark of the Mother-Goddess flows through their dead veins. As such, all difficulties to detect their nature via Aura Sight, Faith Numina, etc., reduced. Additionally, Lhiannan increase all difficulties when resisting Faith magic — even pagan Faith. Lhiannan are easy to detect, especially by other vampires, due to the aura which they have been both cursed and perhaps blessed by. So trying to hide, especially from other vampires, is no easy or even possible task for a Lhiannan.
Lhiannan form themselves into tightly knit cults, known as sabats. Sabats tend to organize along sire-childe lines, but Lhiannan can be inducted into sabats headed by a Lhiannan unrelated to them. An interesting custom among the Lhiannan involves dueling for control of a particular magical site; the loser and her sabat are immediately inducted into the winner’s sabat, and the winner gains control of the site.
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Posted: Tue Sep 09, 2014 5:27 pm
Lhiannan: Members. Here is where a list of members shall be recorded, along with owners, for all to see.
Disciple: Narcise, the Crone Antediluvian: Methuselah: Elder: Gráinne Elder: Ancillae: Ancillae: Neonate: Neonate: Fledgling: Fledgling:
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Posted: Tue Sep 09, 2014 5:30 pm
Lhiannan: Links. Going to place all the links I used for information here. You can all look over everything. Just realize I did tweak things to fit the faekat world a little bit, so some things are worded differently and such.
Links: http://whitewolf.wikia.com/wiki/Lhiannan http://kiasyd.proboards.com/thread/40 http://www.thesubnet.com/portal/wod/vtm20/ClanLh.html http://www.thefullwiki.org/Gangrel_(World_of_Darkness)#Lhiannan
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Posted: Tue Sep 09, 2014 5:31 pm
Saving this incase I need it at some point.
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