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Ancient Rites, Ancient Bloodlines.

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  • Ancient Rites, Ancient Bloodlines.

    These two Bloodlines have a history steeped in old rituals in our New Oskana Chronicle. One is distinctly North American; they use Merges Sorcery as an out-of-clan because, well, no point reinventing the wheel at times, and they're venomous and insidious in origin and ways. They're subtle, hidden puppet-masters using fear of black magic, venom and nature itself to guide things where they want from behind the scenes.

    The latter hold strong ties to the middle east; Lamashtu, Lilitu, a commonality between the Daeva and Gangrel of the region and and strong ties to ancient myths and rites. They're proud, vicious and dangerous; their origins are cloudy, but they may well be a bridge between the two clans, at least of the strain that rose up in that region.

    So, without further adieu here are the Poisoners of Words

    The Rattlesnake Kings
    Sîsîkwêw Okimâw

    Many of the vampire lineages endemic to ancient North and South America are considered extinct; killed off with the whittling of the native stock they came from, or by tacturin extermination by invading European Kindred and an inability to adapt. Many Kindred are blithely ignorant in their assumptions as well.

    The Rattlesnake Kings persist. Venomous practitioners of dark magics, shamans and witches of fearsome reputation, said to twist your mind as they twist your body in agony. Insidious, but more so when they move unseen like deadly snakes striking the unwary. If you’re lucky, you’ll hear them before they strike; if you cross them, you’ll only hear your own cries of suffering.

    They’re still lords; they bear enough commonalities with the Ventrue to be considered such, though to hear them speak on the matter when they’re in power, you’d hear them say otherwise. Something greater, of course. Something with a place on the continent and born of it. One rarely hears this however; they’re subtle, quiet, insidious. They’re the kingmakers, not the kings, yet still the ones pulling the strings, unseen in the darkness. They’re the poisoners of words; the distillers of black thoughts. They’re the snake in your midst, already working it’s venom into you in a figurative sense. Later, it’ll be literal.


    The Rattlesnake Kings are a distinctly American bloodline; they developed in the New World, and as they insist, have no relation to the vampire stock of Europe beyond some surface commonalities. There is anecdotal evidence of them existing within South America; however they’re considered to be a line that haunted the great plains, prairies of the American West in the greatest numbers, with some more isolated presences in desert stretches where the First Nations lived.

    They’ve as a whole seen little reason to leave; they’re a long standing and proud line of vampires who see little value in what the newcomers brought beyond a larger larder. They appreciate that much of their European cousins at least; when disease and later oppression decimated their traditional prey among the First Nations peoples, they were all too willing to exploit the new blood to fill their bellies. There is ample food, so why travel so far to gain so little?

    They’ve been around as long as the endemic vampires of the Americas can remember; while never an overt lineage, their true numbers always hidden with their deceptions, individuals who bared their traits go far, far back. That is, assuming these tales aren’t revisions and fabrications by the Rattlesnake Kings meant to make them seem to have more pedigree than they truly do; few who know of them trust them enough to put that past them.

    They were purveyors of bad medicine; witches, dark shamans and other disreputable types by their common stock; taking the choicest picks of those mortals who could influence with words and fear but were they themselves not the leaders or chieftains. Resentment and spite twinned with a hunger for power and control made these feared individuals the prime picks; those who had the stamina to deal with distrust, even hatred and the patience to nonetheless entrap others. Their reputation was dark, but their effectiveness in influencing the mortal populations and animals around them nonetheless often garnered them strong places among the Covenants of the original Americas.

    It is said the first among them was one of these very same people whose name is now lost beyond being called Rattlesnake. Some dark shaman who trucked with dark spirits, a poisoner who nonetheless was feared by his community; nobody dared move against him despite his reputation, and he was nonetheless called upon to deal with the villages enemies regardless of the people’s resentment to him. He was cursed many said; his truck with dark things would give him no peace when he finally died.

    He had power, fearsome magics it was said, but in the end he was struck low, hobbled. Some say by a rival village whose hatred overcame their fear of them, some same members of his own family. Others say it was the spirits themselves, growing tired of his abuses. Whatever the circumstances, he was crafty and not about to be left crippled and weak, a laughing stock; he made a deal with rattlesnake itself as he crawled out into the plains; tell him the secrets of his venom, and he in turn would strike low those who considered themselves higher and better than rattler, gifting them with his bite in one grand trick. He’d be the snake in their midst that walked as man, his scales on the inside, his rattle sounding like human words.

    Rattlesnake struck, imparting the venoms onto the first King and in turn he died from the secrets imparted. To make sure the bargain was kept true, the rattler climbed down the dying man’s gullet and nested inside his body. Perhaps he was cursed, for his spite denied death itself as he arose as a vampire. Some say it was the bad magic he used that twisted him so; that he cursed himself to in turn be a curse upon the people that brought him low. Others say that the rattlesnake puppeteered his corpse while his ghost whispered great plots to it. Nobody knows for sure, as the first Rattlesnake King had long since passed into legend.


    Among their customs is maintaining collections of quite an odd sort. They often take and keep mementos of those they influenced or outright controlled for times, especially if the individuals were prominent figures. These are often worn in meetings between Rattlesnake Kings; no few wear the more portable trinkets among others as a hidden sign of their power. In turn, jewelry, head dresses and garments taken from others are cherished, though anything of their victims will do. If asked, it’s common for Rattlesnake Kings to tell outsiders that they were ‘gifted them’ by who the patroned, hiding the fact they’re more like macabre trophies of their victims.

    These trophies also have a more pragmatic reason; the Rattlers have a more difficult time influencing others without a tangible connection with many of their powers. Having the item helps allay this deficiency; it’s something of an unspoken or taboo subject to speak of among the Rattlers as a result who are often paranoid someone may overhear and exploit this peculiar bane of theirs. This curse is believed to be levied on them for their old reputation as disreputable witches and dark shamans by those few outside of the Bloodline aware of it; among their own, they just consider it part and parcel of their dread magics rather than anything so haughty as a curse or some contrived means to keep them humble.

    They are the kingmakers, the shadows behind the throne that moved among the mortal herds and either took advantage or cultivated them towards specific ends. They'd trump up a pliant prospect, and put things in their favour, good hunting, people listening to them, and set the world against those who stood in opposition. They're subtle, and indirect; their hand in affairs is almost never directly seen in part due to their bloodline weakness. When they compete, it’s not showy; it’s who can wreak the most damage upon the other with the most hidden of efforts, create the greatest ripples while being noticed the least. To the victor often goes the spoils when it’s a territorial conflict involving the living; while not readily enforced it’s fairly common for the losing Rattlesnake King to give up at least a portion of what they had in the form of human chattel.

    They commonly move through agents or activities attributable to other forces; game going thin or absent via judicious Animalism, forcing a group to move on, or being besieged as if cursed (creating societal taboos or claiming more sorcery than they had via intimidation); cultivated food being destroyed from vermin and similar tactics. Prominent members falling ill were also employed via their venomous Sorcery, poisoning them and offering a cure only they could provide. They would make people seeming as if possessed via evil spirits via Dominate commands, taking on the appearance of others for warnings or disseminating their agendas via Obfuscate. They’re rarely at the forefront; when they are, what they’re doing is likely something far grander in scale than most would readily realize than simple leadership and control. They’re never quite what they seem after all.

    In the end, they latch onto important family lines, villages and individuals; they did not have had the ease of mobility in pre-settler times like Gangrel of the region did, so with many of the more nomadic groups on the plains they’d have to move, or suffer common torpor cycles, setting up situations that the mortal stock could come to -them- at certain times. As a result, childer are often embraced to be custodes for the lean times; they establish cyclical dynasties not too unlike those of the Invictus in a more informal fashion, though the modern era and increased population densities have seen these fall somewhat more to the wayside.

    The Rattlesnake Kings normally refuse to be an Avus to ‘proper’ Ventrue derived of Old World lineages; most assume that the venom coursing in their undead bodies won’t properly find a home within them to begin with, even if they tried. The truth of the matter is that it can take root even in those newcomer Ventrue; the Rattlesnake Kings aren’t impossible to dupe regarding pedigree after all, but most vastly prefer to make their own childer rather than induct others; they’re not a trusting lot given their practices, and childer are much easier to control or otherwise monitor in most circumstances.

    They do occasionally take Ventrue who have proven to be from an New World line; when they do, a venomous snake, preferably a rattler is commonly employed to envenom the prospect, usually over the course of nights. This is normally quite painful; the hemotoxic nature of rattlers breaks down Vitae; it’s as much a test of stamina as it a will to power, and also serves to show the new inductee the painful nature of sacrifice necessary for great magics. It also serves as a light reminder of what they can expect if they cross their Avus. Such Ventrue are expected to show subtlety if not stealth; they rarely bother to spend the effort save in the most dire of circumstances on a more blatant and brash type that’s too obvious in it’s control; they rarely have the necessary desire to remain hidden and unseen that helps foster the development of Obfuscate. Obvious leaders, especially ones plying dark magics and growing fearsome reputations end up being turned upon eventually; the Rattlesnake Kings expect this to be the exception, not the rule. One can do much more as the kingmaker; kings come and go, but the one who makes them remains.

    Cursed villages and similar disreputable areas are a trait that comes naturally with their presence. They often made it difficult or dangerous for the people to leave an area until it was convenient for them. No few outsiders finding groups of people acting strange or doing unseemly things were due to the control of the Rattlesnake Kings, their sly venoms coursing along with hidden commands through the affected populace. They still do this in the modern era among more isolated towns and communities, on reservations if they can keep well hidden.

    In the larger cities where Kindred are more numerous and their presence more likely to be noticed by others of their ilk, they often pose as Lords; Ventrue, despite finding distaste in the assumption that they are as common as some foulness from across the ocean. Distant relatives, perhaps, but when able they prefer to distinguish themselves from the foreign blooded commoners they do with all pomp and circumstance they can. When not, they simply move among them and purvey whatever agendas they wish, clan be damned, acting more openly and freely with ample feeding stock and the modern glitz of cities even as they remain occulted and subtle among the mortals. They're by no means so proud that they won’t lie if it suits their purposes to be seen as the would be Lords from overseas.

    They still keep their venomous sorcery hidden; they know that some of the indigenous vampires also practice it outside of their ranks, but like much of the European Covenant’s assumption of the indigenous Kindred’s extinction, they prefer to keep it an unknown advantage, a legend at best to strike unseen and unnoticed. It is rarely taught to outsiders; they do not spread knowledge of it, though there is the rare Kindred they tutor once a strong level of trust (if not vinculum) is established, particularly if they’re one of the indigenous vampires seeking some edge against the newcomer lineages, something to remind them that they are still visitors regardless of how long they've’ve been squatting in their territories.

    They integrate, the venomous snake in the midst of the newcomers. In areas where they are more numerous with larger broods, they may strip away the mystery and pretense and move more overtly, at least among the Kindred when they are found out. Why hide then? Better to be feared, and that is when they generally become much more vicious, resuming their place like dark mystics of their history, rattling their figurative tails in warning should they be crossed. When they gather, they make no pretense of being harmless; whatever Covenant they throw their lot in others can expect to tread lightly around them lest they strike.

    Parent Clan: Ventrue

    Bloodline Disciplines: Animalism, Dominate, Obfuscate, Resilience with access to Piscipowin (A modified Merges Sorcery) as an Out-of-Clan.

    Bloodline Weakness: Ventrue Clan Bane of first Touchstone at Humanity 7; they're adept manipulators but also callous and prone to detachment from the mortal herds. In addition, Rattlesnake Kings find their powers of mental control and influence on others more tenuous without a tangible connection to the victim; Dominate, Obfuscate, Majesty and similar powers reliant on overt mental or emotional influencing suffer a penalty to their rolls equal to half their Blood Potency (rounding up) if the Rattlesnake King doesn’t possess an item of the victim; it could be a lock of hair, blood, even a ring or a gift offered to the Rattler, creating a bond through the exchange.

    Nickname: Rattlers; The Poisoners of Words

    Werewolf: the Forsaken Overhaul: A W:tF Shard and House Rules, Pre-Idigam Chronicles and taking different route. Constantly being Updated.
    New Bloodlines and Blood and Smoke Updates: Homebrew Bloodlines and updates to prior ones.
    Belial's Brood Blood and Smoke: An updated take on the Forsworn.

  • #2
    And with them, the Middle Eastern Wild Ones, Succubi and Incubi:

    The Lamashtu

    Parent Clan: Daeva or Gangrel

    Lilith. Succubi and Incubi, demons of the desert winds, Lamashtu herself, the infant killing deity. Many of these names and more have had associations with predators in the night, seducing and luring humankind to their dooms. Like demonic forces of nature, they were feared among ancient cultures, a monster that cut life short before it could even begin. The Lamashtu live up to these legends, as unpredictable as a desert storm and just as dangerous to the unwary. Their magnetic appearance and beguiling charms hiding the talons of the owl or fangs of the serpent ready to rip free the life of those who would succumb to their temptations, a reminder of the sham that Kindred society truly is among such ancient creatures.

    Among the Circle of the Crone, the Lamashtu are less ancient myth and more a modern reality. Having a presence among the Covenant seemingly since time immemorial, they have a rather prestigious reputation, their line fundamentally extolling the Crone philosophy by their very nature and Requiems. They're the unpredictable tooth and claw of the Crone, the devouring maw that draws all life in like the inevitable pull of a whirlpool. They're a frightening reminder that as much as Kindred pretend at their Humanity, at their root, they're primeval monsters, wolves among the human sheep feasting, using and abusing the flock at their whim. The Lamashtu would have it no other way.

    Outside of the Acolytes, the Lamashtu fail to garner much respect rather than hesitant fear. The Lancea et Sanctum consider them "throwbacks", nearly the mindless, feral fractious undead that the Camarilla and Longinus sought to unify and give purpose. To the Invictus, their impulsive and brutal natures are not easily controlled or pacified, and their disdain for many social customs and expectations makes in-the-know members of the First Estate occasionally bristle at their mention. Too much the wild cards, an issue that bleeds over with the Ordo Dracul with their regimented secret society. These occasionally disdainful outlooks are often reflected back by the Lamashtu, who've little use to those who'd dodge vampirism without fully indulging it, or who would domesticate Kindred to suit their own empty agendas. While exceptions exist, in the end if the Lamashtu aren't Acolytes, they are Unaligned hedonists or the rare Carthian supporter, caught up in the whirlwind of conflicting social chaos they occasionally bring, if only for a time. Even among the Carthians, and other outsiders, they get the nickname of "Tempters", not only for the ease they lure others to their side, but how infectious their in-the-now Requiems can be.


    For a line that supposedly traces it's roots as far back as Babylonia if not further, the history of the Lamashtu is rather spotty and vague at best. No doubt the fog of ages through Torpor is responsible for much of this, human history itself being subject to much debate, never mind that of a race of occulted beings. What is known with some veracity, if only through certain artifacts and human legends is that they haunted the deserts of the middle east in some form for millenia. Indeed, individuals that hail from bloodlines from the regions ancient nights offer some confirmation of this, that there was indeed a line, supposedly of Gangrel that matched the proclivities of the Lamashtu, though little is offered in regards to their Daeva brothers and sisters as if they were always an unspoken part of the line. More likely this was due to a time in ancient history were many ancient Daeva members were winnowed from line, too used to being in the throngs of humanity when some great calamity affected the bloodline and left the more rural and distant Gangrel members more populous. Among many of their older and prouder members the idea of "Gangrel" and "Daeva" is a more recent phenomenon; they present that -both- clans split off and were derived from the original Lamashtu in their region, the ones who fell out of favor with the goddess and lost many of her horrible gifts. Whether true or not, most outsiders scoff at the claim.

    Supposedly they were fringe dwellers, inhabiting the less populated areas of the empires and shirking much of the conflicts of their more "civilized" brethren, they made a name for themselves as unholy predators, true monsters that only briefly encountered the living long enough to be remembered, and then generally only when feeding.

    The Lamashtu themselves are of little help in regard to their history. They don't keep detailed records and historical recitations, such things being meaningless to their Requiems and their beliefs. While they do keep ancient rites of Lamashtu close to their unbeating heart as well as various legends passed down from Tempter to Tempter to keep the old ways pure, the rest is little more than refuse to be discarded. What use is which mortal King was active when? What the Mekhet were doing in 540 BCE? For them, it has little relevance. Where many fell, their line survived the purported destruction at the hand of some strange nemesis that washed through the Kindred of Babylon. While the name "Edimmu" is occasionally mentioned, the Tempters have little reason to enter into discussions of history with outsiders.

    Strangely, their Daeva element offers some of the more concrete hints regarding their activities. Among their own, they acknowledge their Daeva members as being a more recent addition, something that occurred after the fall of Babylon or in its final nights when some great scourge was present. At least one, if not more elders and younger members of the Daeva who fled from the Edimmu purportedly fell in under the "wings" of the Lamashtu, using strange rites preserved from the city to change their blood by the blessings Lamashtu herself, perhaps intended to preserve The Blood and Lamashtu herself from the city's fall.

    The blessing wasn't uniform, however, of the Daeva who petitioned the Lamashtu, many perished during the rites, being found unworthy, though some present that it may have been repeated diablerie of Gangrel Lamashtu during the time of madness and blood that occurred that bestowed Lamashtu's blessings upon them. If this were true, it would change little; obviously Lamashtu condoned or at least allowed for this, for the goddess could surely purge the Daeva element if she saw fit. If anything, it presents the Daeva as special, favored chosen ones that took up a mantle that was beginning to falter under Gangrel claws, but you won't hear those who hold by this speaking it aloud.

    Only those with the faith, the zeal for unlife and capacity to practice their ties would be transfigured. Those that could not, that would use the rites they saved from the city only as barter or would not accept what was expected of them, were slain, their knowledge tossed to the desert sand along with their ashes. It is said that after the fall of Babylon was when the Lamashtu Diaspora occurred, as individuals sought out other human habitations, and traveled behind caravans and traders to beyond the reaches of the near east. In these nights, they have spread far indeed, though it is thought that elders and ancients of the line may still survive in the cradle of their homeland, either in Torpor or awake, reassuming their old ways despite the passage of time.

    Tracking down an ancient, never mind a confirmed elder of the Lamashtu is a trial in of itself to get such, and not likely to end well if prodded about details. At best, they will say their ways were pure enough to keep their line strong, their rites, their way of unlife a method to survive the ages where others are forgotten to the dust. How two clans bear the Blood of Lamashtu is of not something for discussion as an important detail, it's simply an accepted fact with no further discussion accepted on the matter by their majority.

    Still, any scholar worth their weight will notice one other potentially disturbing possibility; Lamashtu bears certain distinct traits in common with Lilith, something they do not themselves deny especially among their Daeva membership. The birdlike feet and blood drinking in of itself has certain connotations, but Lamashtu was also a bad omen, a thing of disease, pestilence and death to children and adults alike. To those versed in the stories of the Strix, many wonder if one of their lot had some hand in the line coming into being.

    Nicknames: Among themselves, the Ardat-Lili (female) or Irdu-Lili (male), to outsiders, Tempters

    Disciplines: Celerity, Majesty, Protean, Resilience


    The Lamashtu are relatively cosmopolitan in their customs, no doubt from the fog of Torpor skewing their purportedly ancient practices, as well as their distaste for rigid social expectations. Yet a few remain seemingly intact, thought to have survived both their diaspora and the mists of time.

    The first set of customs are referred to as "inheriting the deity" and effectively are the Bloodline's creation rites. The Lamashtu do not induct those into their line that fail to meet up with their expectations and outlooks. Gangrel or Daeva, be they childer of a Lamashtu or seeking induction through an Avus are generally watched distantly after their creation for a period of time by one of the bloodline. The would-be Lamashtu are generally referred to simply as "exiles" in formal conversation ( reference to those lost in the desert, and cast out of their previous society), with the individual administering the rites are referred to as "gate keepers" (as they hold the promise of a new existence and purpose beyond the empty wastes of their previous unlife).

    The specifics of the custom change depending on the gender of the would-be supplicant, but all involve in luring mortals that could pose a direct danger to the supplicant, in hopes that they'll show the killer-instinct to kill or conquer the human as the first of the tests. Individuals too weak for this are considered liabilities, stains upon their divine heritage. Obviously, many fail in this regard, requiring the Lamashtu observer to clean up the resulting mess, though given the many chances and potential conflicts they can create over time, usually there are more chances for the supplicant to succeed. This test obviously helps progress the affinity for the physical disciplines of Resilience, Celerity and Protean of the line, even if not all are manifested.

    The second relies on the Lamashtu watcher frightening off, or otherwise luring away feeding prospects. This is meant to either hone the supplicants hunting and seduction skills, giving a stronger familiarity with their Beast to outwit the Lamashtu or find better approaches to gain sustenance. The Lamashtu do not tolerate the weak, anymore than they tolerate those unwilling to accede to the Beast, the blood of Lamashtu and act as a predator, as such is an affront to their founders. If the "exile" manages to actually find and confront the Lamashtu, all the better. If the supplicant is sent into torpor due to starvation, it's obvious the choice of supplicant to be Lamashtu was a mistaken one. These generally are used to help actualize Majesty within the supplicants Vitae, if not Protean to find additional solutions to their predicament. Again, manifested or not, it's something of a way to mold the supplicant more in Lamashtu's image.

    The third, if they manage to push through the previous tests, involves the outright seduction or abduction of the supplicant. One way or another, they're placed in a situation of near-helplessness, be it through use of the Avus/Sire's Disciplines, restraints or left in a secured room, placed in a scenario not unlike taking the place of their victims and offered a final, terrible choice. They may become an Ardat or Irdu-Lilli, a full fledged scion of their line, provided they take the life of a child through feeding. By enacting the legend of Lamashtu as child-killer, they show their dedication. Indeed, the Lamashtu believe a proper prospect transmutes their Vitae to something more divine and terrible in the process, being marked with Lamashtu or Lilith's favor and taking up the mantle of the desert demon. Should a direct childer commit the act, they're acknowledged as one of the line.

    Should an outside supplicant do so, they're fed the Vitae of their Avus and expected to commit their vitae to the proper change. Those who refuse are often destroyed outright (being cast out from the desert of simply undeath and into the unformed void), though occasionally simply exiled after being used by the local Lamasthu as a plaything (cast back into the desert they came from). Obviously, few Kindred go through their tests with their humanity or sanity entirely intact, never mind survive them, contributing to the relative rarity and deservedly unwholesome reputation of the Bloodline.

    Beyond their creation rites one finds one other custom still commonly in practice and seemingly not directly tied into any sort of Covenant or personal outlooks. Referenced as "Honoring the God", occasionally god is replaced with a direct reference, such as Lillu by Irdu-Lili or Lilitu by Ardat-Lili if not using the title Lamashtu. The oldest of the bloodline in the area are expected to be venerated as the image, if not an avatar of their founders, actualizing the legends of their kind from simple tale to flesh and blood. Such elders are directly referred to as Lamashtu, Lillu, Lilitu, Litith, Dimme or similar names of deities espousing the aspects of their line. While the amount of actual faith involved by the participants, if any, can vary wildly from member to member, honoring their eldest is expected through gifts and pleasant treatment. If the elder has become so old that they can only sup the Vitae of the undead, the younger are expected to make certain their time in Torpor is well guarded, and that while awake they have ample sustenance, even if it comes from their own veins.

    What's stranger, though, is that diablerie among their own isn't quite the crime it is with others lineages. Certainly, they don't encourage such to happen wantonly, and it's still quite a harshly punished crime if done purely for personal gain, but if an -elder- of their line in betrays or blasphemes their lineage, it -is- expected for the next eldest to consume them utterly.

    Rumors of such put forth the Lamashtu practice such on other Kindred occasionally, but the truth is that it's more likely to occur among their own, to make sure their divine origins are not debased or abused by the unworthy. Indeed, elders of their broods who gain a taste for diablerie and attack their own are condemned to final exile, consumed in turn by one their own. It's truly frightening to witness the break-down of a Lamashtu brood, or a hunt of one of their own.

    In regards to the consumption of outsiders, it's actually frowned upon. Not always punished, but too risky, especially for "exiles" and would-be supplicants to dilute and dirty their Vitae, making them unworthy for their line. Even the eldest aren't encouraged to do such, remaining taboo. Their lot -is- expected to in one specific instance. Should a member of their line be consumed through Diablerie by an outsider, it is expected for the Lamashtu to hunt down the Diableriest and consume them utterly in turn. It's considered the worst blasphemy for their divine power to be stolen by another, and the hunt is just as horrific as that of one directed to their own, if not more so. The victim can expect nights, if not weeks or far longer of torment before finally being torn apart by the assembled Lamashtu, soul then consumed and dragging them screaming into oblivion.

    Weakness: As per Gangrel and Daeva Clan Banes; they're prone to taking worshippers and cultists as favored feeding stock, while ignoring or outright killing others they would become attached to via the Daeva Clan Bane with alarming frequency; they're also exceedingly savage, prone to frenzies more and more akin to Gangrel as their Humanity withers.

    Nickhames: Succubi, Incubi, The Wild Ones

    Werewolf: the Forsaken Overhaul: A W:tF Shard and House Rules, Pre-Idigam Chronicles and taking different route. Constantly being Updated.
    New Bloodlines and Blood and Smoke Updates: Homebrew Bloodlines and updates to prior ones.
    Belial's Brood Blood and Smoke: An updated take on the Forsworn.