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Posted: Thu Aug 25, 2011 10:44 am

Elegant yet predatory, the Lasombra honestly think of themselves as the apex of Cainite existence. Firm believers in Divine Right and the rule of the superior, they have little patience, though often much pity, for those Cainites who are (through no fault of their own) inferior.
The Lasombra character is a curious mix of noblesse oblige and healthy contempt. They actively seek power wherever it may be found, from the halls of the cloisters to the corridors of palaces, yet they do not seek the titles and glory that come along with rule. Instead of chasing command for its own sake, Lasombra take the reins of power out of a firm belief that no one can hold them better. The appearance of power is unimportant; what matters is that the decisions are being made by those most suited to make them. Indeed, most Lasombra prefer the role of kingmaker to the title of king.
The Lasombra are loyal to the Sabbat, but they also believe it is their right and responsibility to be the strongest leaders of the sect. Lasombra often fight over who should lead among them, but they prefer other Lasombra to the members of other clans. There is less intrigue in the Sabbat than the Camarilla, but what does exist is found among the Lasombra.
The Lasombra are just as concerned about freedom as the other clans of the Sabbat, but they view the means of holding onto that freedom a little differently. They emphasize the control of mortal political, religious and financial institutions as a way of defending the Sabbat from threats. The Lasombra maintain the largest number of retainers of any clan in the Sabbat. They maintain agents in many positions of power and have implanted spies throughout the world. These agents are loyal to the Sabbat, but they answer directly to the Lasombra. After all, the Lasombra consider what is good for their clan to be good for the sect.
Even more than the Ventrue and Tremere, the Lasombra are masters of intrigue. Rather than erect the genteel facade of the aforementioned clans, however, the Lasombra are openly competitive and warlike. Lasombra maintain their often tenuous control over their Sabbat brethren through a mixture of force, espionage and manipulation, often guiding the other clans without said clans' realization. The word "Machiavellian" aptly describes the members of the clan. Stealth and cunning are second nature to them, to the point that they have developed an affinity with and control of the forces of night and shadows.
Nickname: Keepers (as in "my brother's...")
Sect: The Lasombra are the ruling clan of the Sabbat, as much as any clan can be said to "rule" that chaotic body. A few elder Lasombra hold membership in the Camarilla or Inconnu, but such creatures lead lonely and perilous existences.
Appearance: Many Lasombra of elder generations hail from Spanish or Italian stock, and some still show their Moorish or Berber heritage. Lasombra neonates and ancillae, however, run the gamut of cultures and ethnicities. Almost all Lasombra are reasonably attractive, with well-bred, aristocratic features - blue-collar Lasombra are rare, and one hardly sees the callused hands or broken noses of the working class among the Keepers.
Haven: Many young Lasombra disdain private havens, sleeping with the pack and maintaining communal lairs "for the good of the sect." Old habits die hard among the Keepers, though; certain elders maintain ancestral manses or other ostentatious havens.
Background: Lasombra may come from any background, but are typically professionals, politically inclined or well educated. Lasombra tend to be aggressive, both physically and socially; the clan has little interest in weaklings and does not hesitate to cull unworthy vampires from its ranks. Lasombra are universally skilled at social discourse and pulling the strings of others - coarse manners are viewed poorly, for the Lasombra are refined monsters.
Weaknesses: Lasombra vampires cast no reflections. They cannot be seen in mirrors, bodies of water, reflective windows, polished metals, photographs and security cameras, etc. This curious anomaly even extends to the clothes they wear and objects they carry. Many Kindred believe that the Lasombra have been cursed in this manner for their vanity. Additionally, due to their penchant for darkness, Lasombra take an extra level of damage from sunlight.
Organization: Clan Lasombra's structure is simultaneously formal and open. Respect and homage are afforded to the elder warriors who helped found the Sabbat, but younger members operate with almost no guidance from the clan as an entity. Quarterly meetings, known as conventicles, serve to keep the Lasombra informed as to each other's status, and blood-drinking rituals are performed at these meetings. While no Lasombra is ever told "You may not do that" (at least not publicly), almost all Keepers have a profound respect for tradition. A secret Lasombra coterie known as Les Amies Noir is rumored to hand down "death sentences" on those Keepers who bring undue shame, attention or ignominy to the clan or its members.
Bloodlines: Lasombra antitribu are among the staunchest supporters of the Camarilla, though the sect largely distrusts them. Some of the eldest members of Clan Lasombra hold the Sabbat Lasombra in contempt. Naturally, the Sabbat Lasombra greatly fear these powerful Kindred who oppose them, and nothing rallies rival Lasombra like the rumor of an antitribu in their midst.
Quote: Shadows? Hah! I wield Darkness itself, not mere shadows! Tell me -could a shadow do this?
Those who betray and must be silenced as per Countess
Dante van Alexandria Violette van Alexandria Cameron
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Posted: Thu Aug 25, 2011 10:48 am
~~~The Manse Itself~~~

Secrets lie within bold walls as you advance toward the ancient Manse that towers before you. A fortress of unknown tales and wonders lies deep within only the shadows. Feel free to be seduced into the night if you are worthy enough to be manipulated. We are the manipulators, the ones that wield shadows to our will. We welcome you to our entourage of shadows. Please do come in; the Countess awaits you...
Entering the lightened hall by torchlight, you're surrounded by velvet curtains drenched in purples as they flow heavily toward the floor, mirrored by the black velvet carpet. Two grand doors face you from either side of the hall, whereas a grand staircase is directly in front of you.
If you decide to venture in the side doors to your right, you'll enter another hall with portraits of shadows and fine art that is mysterious and still rich in darkness. Each picture was of children in gothic settings looking quite eloquent and bold. Thus you've reached the clanless children's dwellings kept far away from the initial clan.
If you enter the doors to the left, you'll enter the grand dining hall, where many meetings occur. Only those enriched by the shadows may set foot within these quarters. Even the clanless are not permitted to enter this domain.
Finally, you'll step upon the black velvet stairs reaching higher quarters. Once again, there are doorways placed upon either side along with a trio of doors that face you along with a vast painting of a Gorgeous female that looks timeless, yet her eyes that watch upon you hold a heavy intuitive gaze that makes one shiver and respect all in the same. You pause, knowing that particular doors must lead to peculiar places, but you proceed no further. An air of uncertainty beseeches you to return downstairs.
Still, wondering about those higher doors? You do not wake sleeping wolves.
Continuing your search, you find a door leading down into a corridor. As you step forward, the velvet melts to pure stone. It chills your feet. Walking onward, you find three more doors at the bottom of the stairs, dimly lit by the torches seen throughout the vast manse.
Stepping to the right, you enter a vast library with those velvet royal purple drapes. Notable is the literature stacked high yet dusty and forgotten. You often wonder why they would keep such a charade and never partake of its knowledge. Yet you suspect someone has been there many nights for a few books were sitting upon a desk, one open with a purple feather placed carefully. Investigating further, you wonder who in this mightly clan was reading such forbidden tomes?
The last two doors are locked tight with no access. The strange overwhelming darkness still beseeches you to turn back. Now you stand in wonderment with inhibition and desire to learn what you can. There lie many secrets in this manse... some hidden deep away till they could be found later.
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Posted: Thu Aug 25, 2011 10:51 am
The Gathering of Shadows: Becoming Lasombra
Very few indiviuals sucessfully set out to become vampires. In general, the desire to become an undead creature of the night goes along with the psycological features that work against vampric survival, including a willingness to act with sufficent knowledge and lack of attention to details. The Lasombra choose their recruits from among those mortals who show appitude for survival whether or not targets yet know anything about vampires or would want the condition for themselves if they did.
The Beginning: The Long Hard Road
Most Lasombra recruits enter the clan more slowly, with a great deal more deliberation on the part of their sires. The Sabbat maintains no strict accounting for progeny, but a sire who creates too many unsatisfactory childer eventually comes to the attention of his superiors. Sucess justifies risk, in the Lasombra convential wisdom, so would-be sires generally prefer to take their time in creating childer.
Long experience shows the Lasombra that higher ranked individuals seldom make good vampires. Recruiting ranks of those near to power but not absolute are more potential to the future of the Lasombra clan. Ambitious failures may also make excellent recruits, depending on why they failed.
In each case, the sire looks for habits of thought and states of mind. The world is unpredictable, and success doesn't prove the presence or absence of any particular quality. Experience counts, but in the end it's the soul that endures through the Embrace, while all life's lessons become at least partly irrelevant.
Pride is not sufficent. Anyone can be too proud to get along, and pride untempered by judgement is not a survival trait for neonates. Ambition is better, partially satisfied in life.
Revenge in all its forms is a good sign, as long as the vampire-to-be shows paitience. Cold detatchment also warrants consideration. It's quite rare to find a mortal whom can actually evaluate the world dispationately, and the Lasombra snatch up as many such people as they can.
Testing to Destruction
Once the prospective sire identifies a promising canidate for the Embrace, they set about testing the desired individual. Ideally, testing happens over the course of years, though circumstances can often reduce it to months or less. The testing measures the canidate's reponse to to adversity-the sire usually attempts to break them by ruining their life.
The sire begins by striking at whatever the canidate seems to regard as most important. Whatever it may be the dedicated Lasombra can take it away, either by himself or with the assistence of the clan.
Step by step, the vampire cuts off the childe-to-be from the world. The canidate must remain in control of themselves. A canidate who breaks under the strain generally ends up in pure misery. The sire abandons the experiment but seldom bothers undoing the wounds inflicted along the way.
The tricky part is to keep the prospective childe from feeling deprived of purpose. Each loss must give rise to some new motive, whether it's simply reclaiming the lost thing or an emphasis on something that hasn't previously seemed important or desireable. A vampire whom lacks drive cannot fend off the Beast or Flourish in the Sabbat's harshly competitive environment, and the Lasombra prefer to seperate the losers from the passionately alienated before the Embrace. The ideal Lasombra canidate, for most of the clan (and this applies to antribu as well), is someone who feels distanced from their society and yearns to change or overthrow it, but isn't locked into an overly narrow sense of what must be done. Even if the mortal's current vision looks only at what's close, it must contain the seeds of grandeur, or the centuries of unlife will become a burden.
Life to the Unlife
A canidate whom remains driven and active despite adversity at least meets their sire. They probally don't learn at the time how much suffering is the sire's fault. The sire generally lies like mad, saying whatever they deem likely to make the canidate accept vamperism. The sire demonstrates their powers and offers them to the willing canidate.
Some Lasombra prefer to tell the truth to their childer. Most sires find this too risky and prefer to spin fables about how they've noticed the miseries afflicting their childer and how the powers they offer can let them redress the situation. The shock of Embrace leaves many childer a little deranged anyway.
After the childe undertakes their initial period of revenge or otherwise deals with the misery of their mortality, the sire brings them into Sabbat society, and the usual process of training and Creation Rites begins.
A few points in embracing
Ambition: Dominate and Potence make for very attractive offers to mortals whom yearn for prestige or psysical achievement otherwise denied to them.
Inquisitiveness: The driving desire to understand everything about the world and how other work.
Belligerence: Lasombra like to seek out those who show a willingness to keep up to martial efforts beyond boundries of a mortal lifetime.
Specialized Expertize: Lasombra need those that understand the modern world. An attentive elder can learn to function perfectly well in an unfamiliar culture, but it always helps to have a freshly informed perspective.
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Posted: Thu Aug 25, 2011 10:53 am
The Rythems of the Night: Feeding
What exactly do vampires do with their endless existence?
It's easy to overlook the constraints vampires experience. Only a handful with extremely high Fortitude can routinely resist the urge to slumber when daylight approaches, and low mortality forces vampires to sleep longer after the sun has set. Averaged over the course of a year, the vampires with the highest mortality get 12 waking hours per night. Nearly all Sabbat vampires get substantually less, down to as little as eight or nine hours a night.
At least an hour a night usually goes toward feeding, though in practice many packs usually don't hunt every night. They drink their fill and do without for a few nights.
Preforming the ritae, auctoritas, and ignoblis, takes time. The grand annual rites each require multiple nights of preperation and more time cleaning up afterward. Games of instinct occupy all available time in a particular night. Ritual prepartation for combat against sect enemies takes all of the night not consumed by the fight itself.
When all is said and done, Lasombra can count on only having a few hours a night for their own pursuits. Within this window of opportunity they must train themselves and each other, seek out entertainment, rest and do everything else that interests them.
Lasombra who survive their first nights often develop quite elaborate personal interests: quirks of style, particular apitudes, some environmental factor thy require in any place they inhabit for awhile. Such obsessions must compenstate for the sort of well-rounded personality and expertize that hinges on time Lasombra simply don't have. Even the eldest lack the sort of diversified mastery a comparably immortal creature would, since the vampire's endless years are still constrained every step.
Vampires are creatures of ego. The Lasombra, pushed by their heritage to show themselves worthy leaders, feel a great need to make themselves stand out from each other and from vampires around them.
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Posted: Thu Aug 25, 2011 10:54 am
The Clan and the World: Our Views
The Clan in the Sect
Elder Lasombra tend to feel possesive about the Sabbat. Its theirs in their very important ways, the fruit of their brave actions. The elders expect their childer and grandchilder to lead the clan, teach doctrine, and rise in ranks. For the elders, if Lasombra isn't at the forefront in both peace and war, then things aren't working right.
Lasombra Among Themselves
Lasombra pride themselves on doing things with style and elegance. That doesn't mean that all dress alike, act alike or furnish their havens the same way. Lasombra leaders may turn out formal occasions in clerical garb, classic evening wear of recent centuries or styles popular in their mortal days. The Lasombra taste in ritual observance and social gatherings ranges from anicient pagan through selectively medievil to agressively post modern- sometimes varying widely from one perfoarmane to the next, depending on what they hope to accomplish.
Almost anything can be elegant. One of the classic Lasombra virtues is the gift of exposistion, allowing one vampire to explain to others why this particular choice is in fact elegant. The clan favors its members who can articulate their preferences in persuasive manner. The clan frowns on efforts to shock- unless they work. Managing to introduce something so unfamiliar that it tramples on existing assumptions and yet, with explanation, manages to fit imperatives is one way to win a great deal of honor. Merely being offensive warrants loss of status, at a minimum, and may bring harsher punishment. The Lasombra seek to reassure themselves and each other that they are, despite their differences, united by superior lineage. Atleast that's how the elders see it. Many younger Sabbat could care less about lineage, but recognize that angering their creators is unwise.
The Other Clans
Assamite: Useful tools, though a bit too independent of late.
Brujah: Their fiery passion, once harvested, makes a wonderful means through which to use them toward your own ends.
Followers of Set: Hmm How best to keep them in Egypt?
Gangrel: Easily excited; terrible, monstrous foes. Agitate them and turn them loose on your enemies.
Giovanni: The tree that does not branch hides rot within.
Malkavian: Madness sometimes offers insight, but usually simply obstructs those who would glean its benefit.
Nosferatu: Useful as flies on the wall when you need them, but Nosferatu tend to draw too many flies themselves.
Ravnos: Rather than deal with them directly, it's best to goad them somewhere else and let whoever dwells there address the problem.
Toreador: They possess the most tortured of unlives, and devious minds often lurk under their flighty façades.
Tremere: Inelegant, yet effective in their own way. Their continued existence certainly keeps the Fiends' attentions constructively channeled.
Tzimisce: Valorous allies and venomous rivals, often simultaneously.
Ventrue: Their potential is dissipated by their weakness. They squander their curse by lurking among mortals.
Caitiff: I find it unimaginable that any of these survive past the initial disappointment of learning what they are.
Camarilla: Acceptable, if you're talking about a kine institution. If you're a blood-sucking devil of the night, though, why hide from those upon whom you prey?
Sabbat: If it would merely listen a little better, it would almost be worth the effort we invest in it.
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Posted: Thu Aug 25, 2011 10:56 am
The Shadows: Paths
Most Lasombra remain committed to the Path of Mortality. They're not very good individuals, but remain tied in some ways to a mortal outlook. Sabbat notions of freedom and inhumanity don't actually require practicing a Path of Enlightenment. Most Sabbat members make virtues out of things that are, in terms of Mortality, sinful. That's their perspective. No matter how good a vampire following Mortality feels about their masterful acts of violence, drop in a fairly short order and get associated problems of frenzy, sleeping late and so on.
Accept diminished Self Control: Thjis is what the Lasombra do for however many years to survive. The vetern Lasombra look after one another to some extent, saving each other from random acts that would embarass the clan as a whole.Elaborate scheming goes on at such times, with a few visable clues like increased reluctance to participate in the Valderie with the chosen victim.
Accept restrictions on self-indulgence: This is the choice for vampires who want freedom to interact tith mortal society. They must carefully balance their individual needs with demands of ritual observance, and the situations into whichVinculum bonds may call them.
Abandon Humanity: This is difficult and never happens lightly.
Shedding the Inner Self: Onto Paths
Paths aren't easy to follow. They require the vampire to surrender even more power of choice then simply trying to maintain free will in the face of low Mortality. The vampire deliberatly adopts an artificial system of beliefs to contain the Beast.
The Path of Night
Lasombra claim this Path as their own. The Path of Night's ancient legacy gives it an organic flexibility that more recently invented packs lack.
Cold Path of Night: The Cold Path relies on Conviction and Self-Control rather then Conviction and Instict. The Heirarchy of sins remains intact with somewhat different interpetations. A Cold Path follower for instance, rejects impassioned and predetermined attacking because mortal pain merely distracts him from contemplating the deeper mysteries of their existence.
Allied Path of Night: The allied Path teaches that in the end, all Lasombra become one with the Abyss, and individuals matter only until that grand dissolution.
The Lightness Path of Night: The Lightness Path focuses on darkness as the quintessential lasombra condition.A lightless Path Lasombra sins by hurting or wreaking havoc while illuminated. The Lightless Path uses Self-Control.
The Rightous Path of Night: This is one of the oldest surviving variants, more popular in times when Lasombra believed themselves as agents of a divine will. Just as the Allied Path replaces the individual with the clan, the Righteous Path replaces the individual with all the vampires who believe in their divine purpose.
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Posted: Thu Aug 25, 2011 10:58 am
Clan Disciplines
LEVEL 1
*Shadow Play Lasombra can exert a limited degree of control over existing shadows and darkness. At your mental command, darkness can be made to deepen or retreat, lengthen, move, flicker or undulate disturbingly. Though you can only affect a limited area of shadow, the stuff takes on a hellish quality and bends to your supernatural will.
LEVEL 2
*Shroud of Night Evoking a cloud of inky blackness, a blob that absorbs all light and distorts sound. Hovering preternaturally in the air, this globe feels like a heavy morass to all those engulfed within.
LEVEL 3
*Arms of The Abyss (also known as the Arms of Ahriman) From the shadowy corners of a room or the blackness of night itself, Lasombracan summon forth tentacle limbs that flail about, ensnaring or attacking as you desire. These black shadow tentacles animate as you direct, even while you take other actions. You can pull many tentacles from a single source, or generate shades from several locations at once.
The tentacles can grab, whip, hold items and perform other tasks with precision. The tentacles take damage normally from attacks and they suffer from fire and sunlight just like a Vampire, though they are considered to have any Fortitude that you possess. You can add your Potence to the might of the tentacles as well, though not at the same time you are adding your Fortitude…One or the other. You may not combine the effects of Obtenebration with the powers of any other disciplines.
LEVEL 4
*Black Metamorphosis Spewing forth a Lasombra's stained inner spirit, you meld your corpselike body with the very stuff of tangible darkness. Your head and limbs seem to fade into shadow, while bands of blackness encircle your body and shadowy limbs sprout from your torso.
LEVEL 5 *Tenebrous Form At this level you no longer summon forth the darkness within yourself - you become it. Your form collapses into a shadowy outline, a pseudo-liquid humanoid shape of utter blackness. While in this form, you can slither about through tiny holes and cracks, and you may see through any normal darkness.
Lasomba can even use mental Disciplines while in this state though within the limitations of your form - you have no eyes and thus cannot use Dominate, but you could hide your shadowy form with Obfuscate. While in this shadowy form, fire and sunlight are still exceedingly painful to you. While in Tenebrous Form, your blood traits are the same sort of inky darkness, and thus, they are unaffected by the powers of blood-based Thaumaturgy disciplines.
LEVEL 6
Call the Lamprey The vampire may summon from within herself a large shadowy monster. If it attacks mortals, it may draw blood at one point per turn, and if drawn back into the vampire, she gains half the blood it drew.
The Darkness Within The Cainite may call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits forth from the Cainite's mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burnign it with a soul-scarring chill and siphoning its blood away in torrents.
This power imparts no physical damage to the target, but it may strike him with terror. Any who observe this shadow-cloud, either as targets or onlookers, may suffer the shadow Rotschreck unless they are familiar with this Discipline and its power over darkness.
All of the caster's attention must be devoted towards maintaining the cloud. If the vampire is attacked while using this power, the darkness immediately returns to her, through whatever orifice it originated. The Cainite may summon the blackness again at any time, gaining a number of blood points/traits equal to one-half the number the shadow siphoned from its victims, rounded up. Taking blood from another in this fashion is similar to drinking from that vampire -- blood bonds can result if it happens enough. Additionally, The Darkness Within may take blood from only one individual per turn, though it may be in contact with many.
Eyes of the Night The vampire can see in absolute darkness -- even darkness created by Obtenebration. She gains Gleam of Red Eyes if she did not already have it, and if in a poorly lit area, may close her eyes and concentrate to see anything in a fifty-foot radius.
Shadowstep The vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps "into" a shadow and re-emerges from another shadow a short distance away.
The Cainite can Shadowstep up to a distance of not more than 50 feet. If the vampire fails to cast this power properly, he simply cannot step through the shadow realm, while a terminal failure means he has become trapped between shadows. Pulling another individual through the shadows can be done, but requires even more concetration and similar consequences for failure as those of the vampire alone.
LEVEL 7
Oubilette (also called Entombment) By creating a "chamber" of pure darkness, the vampire may entrap or smother her enemies. No air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires have little recourse once trapped -- they may only leave at their captor's whim. The Oubilette appears as a dense patch of shadow, unaffected by ambient light around it.
This costs the Cainite a blood point/trait, although the victim can attempt to dodge the formation of the Oubilette. The chamber need not completely encase their victim, allowing the head, or other body parts to be left accessible to the outside world. Though a vampire, unlike a mortal, does not suffocate within as they do not breathe, they are however suspended impotently in darkness and may not use Disciplines, or other actions. The Oubilette vanishes instantly when touched by sunlight -- which has left more than one vampire under the sun's unforgiving rays -- or when the Cainite chooses to relax it. A vampire may only maintain one of these chambers at a time, which leads some Cainite philosophers to argue that it is a prison created from the caster's very soul, and thus limited to a single incarnation.
LEVEL 8
Ahriman's Demense This power allows the vampire to summon a darkness so obliviating that it extinguishes the light of life -- or unlife -- of any victim trapped within it. ahriman's Demense creates a 50-foot radius of void that issues from the Cainite's hand and takes away the bodies of those it claims when it vanishes. The overwhelming darkness destroys friend and foe alike, claiming anyone unfortunate enough to be within its circumference.
Summon the Abyss The Lasombra may summon a sentient darkness. The number of successes is the amount of damage this darkness does to anyone within fifty feet of the vampire. This darkness remains for one turn, and cleans up after itself; all corpses are removed.
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Posted: Thu Aug 25, 2011 10:59 am
Members of the Shadows
Fledglings Name: Jest (Icy Serenade) Status: Active Rank:Name: Maeve (Songstress Kitsune) Status: Active Rank:Name: Minerva (Naru_Uchiha007) Status: Active Rank:
Residents Name:Lucius Van Alexandria (Rein_Carnation) Status: Active Rank:Name:Sabina Van Alexandria (Rein Carnation) Status: Active Rank:
Inactive Members Name: Cameron Rank: Antedeluvian Name: Lorelai Rank: Methuselah Name: Taz Rank: Ancilae Name: Faereth Rank: Elder Name: Taz Rank: Ancilae Name: Uriel Le Boursier Rank: Neonate Name: Selene Beau Pre Rank: Fledgling Name: Alefric Le Boursier Rank: Resident
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Posted: Thu Aug 25, 2011 11:03 am
Credits where they are due
Faekats- Meeki VtM Concept- Whitewolf Publishing
Resources
2001 White Wolf Publishing ~ Clanbook: Lasombra http://www.patman.org/wod/clans/lasombra.asp http://www.white-wolf.com/Games/Pages/VampireRevised/pages/p84-85.html http://www.geocities.com/gaurdians_path/obtenebration.html
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Posted: Thu Aug 25, 2011 11:03 am
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Posted: Thu Aug 25, 2011 11:05 am
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Posted: Thu Aug 25, 2011 11:06 am
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Posted: Thu Aug 25, 2011 11:07 am
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