{{The Caste of Khepri was less known than other Castes as their numbers remained small and their home remained a mystery. One would need a Supernatural Lore of 5 to know of this family or have had direct contact with them at one point in their history to know anything about them.}} {{Note: If you have little understanding of this type of Roleplay, start out with a beginning character in one of the three aforementioned clans. Once you have grasped the concepts, then seek those like this one to be ushered in.ST Approval MUST be gained to play a character of this Bloodline.}} The Background Story The First Lifetime Abu's half brother Tau Sefu passed in The First Baali war which ravaged through the lands, while defending the Ahad half of the Caste, torn literally to pieces by the divided family's shared enemy. As the Baali saw the Khepri caste as a threat, they sought out these Assamite infiltrators and began to eliminate them one by one: and though Tau fell in a battle with the Baali infiltrator, destiny saw to it that it would be millennia when he, as many other members of the family would -- emerge again.... Up To The Apocalypse, 2004... Born more than eight hundred years ago during the crusades, and into a family of noted standing not only publicly in the Christian countries pursuing the holy lands, but quietly by their mortal and etheral supernatural peers: Drax Gamble the Third was an intelligent and meek giant with an unwanted title, who did not share his male kin's bloodlust and fervor for the wars that would span yet centuries ahead of his normal mortal lifetime.. and avoided his turn in the ranks of his brothers, uncles, cousins and his father through the thoughfulness and attention of his Welsh mother. Though more outwardly aggressive, his Celtic grandfather's court and peoples had no such interests as conquest of Israel; a fact he took solace in, and advantage of to learn as a young man and grow as a smithy. So he wasted his days away in his grandfather's hall, contently: with the hopes of a happy future: rather than the one soaked in blood his father would have had for him. However fate --as they say-- had other plans for him; though he didn't know it right away. Kidnapped from his great uncle's smithy too quickly to make his supposed misdeed right by the angered father of his first love ad sold into slavery for the price of a single silver, Drax suffered numerous personal agonies at the hands of his Roman merchant keeper and master, Nikola. Barely keeping patience and will, his salvation arrived in the form of a coterie of Assassins and hunters seeking a stolen heirloom which had been delivered into the kindred merchant family's possession. Among these, was Drax's second mentor beyond the trials of pain, humiliation and anguish Nikola had visited on him over the years of his ownership: and first true friend in all that time. For some time, Drax served the purpose of the Hand: and bears mark to prove it in a hidden place meant to keep him safe from uncertain hands in mortal days long since passed. Eventually made over by his sire in a frenzy of hunger, he was as quickly abandoned --likely out of fear-- and made his own way through his neonate years with the silence Asrim had taught him, and his own observations of the cursed and mistrust as a guide. With time, his bitterness and lust for the Roman family's blood --especially Nikola's-- brought him across the paths of not only Asrim, but several of his eldest allies and employers: whom as a group called themselves Astillans. This too, he would later discover: was the guiding hand of fate. Among the number both of those whom claimed to have been born there, and those whom they found and were on their first pilgrimage to this 'Under House', Drax found loyal friends that to this day he counts more as brothers than anything else. Being a smith, Gamble took up easy place as an apprentice of the Forge Guild, which served not only to arm the provincials, but as a term of guard for the ruling houses: their central priority after the past Age of Ash (a local common term for the recurring and bloody internal conflicts between the houses) being the dwindling numbers of House Astilles itself. It was here, that Drax began to find purpose to living for more than steel; and remembered that it could be used as more than a tool for revenge. Under the urgings of his best friend Vahn, Drax was able to confirm through the Lenonsk Sher the honesty of his kindred blood as a Time Walker: and after the disgrace of the Follencampe name, quickly became House Niobli's Kenmaster though it was against his own wishes and desires.. perhaps, in preparation for his soul's awakening some five hundred plus years later. Astilles however, like his family as Drax Gamble three hundred years prior, and that of Tau's original soul in the battle more than five thousand years ago: was however fated to know yet another Age of Ash through the ambitions of the Lune, and the resilient defiance of the heart of the Astillan Widow Queen. Lost to betrayal and dwindling numbers of their most trusted allied Houses, the Blood of Arn and it's allies marched into the safety of obscurity; and the Forge Guild followed with it, keeping it's smallest and most precious secret -- the youngest heir -- safe within the winding catacombs of the Vault of the Wyrm. When she escaped the safety of their protection to seek out the familiar concept of revenge --self-sought justice-- Drax was among the only opposed to going after her and her embittered and disappeared uncle: until his Shadow revealed where Vahn's lingering bitterness and blame for the death and destruction of that Age of Ash rested, and that he intended to end it along with the Astillan line. Scattering to the winds, the Guild and Brigade searched for Soshinkyu.. though they would inevitably find each other, and her.. in time... And Now it is Judgement. Nearly thirty years have passed since the heir to Arn's blood has been found, and the fount renewed. Though Tau's soul stirred on first hearing Jaycen's new name: it wasn't until he was confronted with the facts of the death of his brother's decendant Edgar Havington, Lustaen Luminitsivar and the Sanguine Magus and intermittant prince Lillianna Masters that his soul woke. A former lover and the first to stir his heart after the supposed death of his wife and children: Lillianna's death paired with that of his brother's family and the only mortal left to the Luminitsivar line as well was a crushing blow to him he has yet to actually face again. Initially, Tau retreated into the rubble of his home in Britain and stayed there for nearly the whole of the Apocalypse in a state of dangerous depression with the intention of not having his weakened will tested to the breaking point; however: upon finally emerging and discovering the continued destruction and loss that had happened in his absence, he was eventually driven to use his ability as a Time walker -- and travelled back to the night of his waking time and time again in an attempt to single-handedly set things to a better track. However, the movements of time --and its keepers-- are fickle things: and interfering with the One's attempts to keep things on track doesn't come without its punishments. Knowing last rest would seem a reward, Drax was punished with survival: as he unknowingly unraveled her current works in ways he didn't realize in his stubborness were harmful.. she unraveled his past ones.. laying several lives he himself had saved over the years to rest as punishment, and warning not to continue. Four revolutions of Judgement's passing behind him, Tau Sefu --the Lion Sword of Egypt-- must now make this last, this fifth; as livable as he can without overstepping his bounds again.. causing others to pay the price for his mis-steps. This time, there will be no going back. Though uncertain if he should embrace again, Tau does however realize the necessity and responsibilty to provide the Caste with heirs, and prevent the past near eradication of their family from repeating itself yet again. Though never Guardian of the Ahad line, his ability and knowledge has weighted him with a dual stress on his conscience that has been upheld by the only thing that has also kept him sane through his trials and keeps his emotional shield strong: the necessity for survival, the whole reunion of their blood, and his need to do what he couldn't for Lillianna as he believes he should have. Protect those he cares for, at all and any personal cost. Nickname: Clock Wise Sect: Independent. Appearance: Permanent fangs. Havens: Havens of the Iskinder tend to be at least moderately clean and organized, and containing at least three time pieces of one kind or another throughout the premises, whether that is inside or out. Usually either very dry or very humid climates --allocated near either great amounts of sand or water-- are typical as per the bloodline's pursuits in developing their skills and honing their sense of 'movement through time'. Havens generally have at least four distinct areas, with at least one area kept seperate from the rest -- which is generally an interrogation space -- though this space is not always immediately connected to the Kin's actual dwelling space. One space for rest, one space for physical training, one for general study, and; the last --a controlled environment seperated usually either by soundproofing etc or removed from the immediate area but in a protected if not remote section of the Kin's territtory such as a shed, garage, barn and even a vehicle-- usually for interrogation and or medical study of some kind. Background: The Kindred of this Bloodline tend to be loners at heart and ferocious survivors when it comes to combat. Stoicly observational, geerally reactive and; very opinionated and firm in their ways; especially in the defense of their haven and immediate childer: sometimes being classified as territorial in nature. They are true to what they believe, though rarely to the detriment of others and they have a strong inner will to enforce it within them. They have their own Code of Honor, though few find it honorable at times: and they do not break their word once given, unless the word is broken by the other party. Their code makes them fulfill their obligations fully and without remorse for the things they do to achieve what is necessary, at least not openly anyway, and rarely give Character Creation: These Kin generally favor Attributes in the following: Physical, Mental, then Social. Skills are dominant, while Talents and Knowledges tend to be favored equally. Skills usually include crafting of some kind.. generally pertaining to weapons or time consuming literary arts such as heraldry. Normally they seek knowledge in the areas of clan and area/city knowledges as well as detrimental medical sciences the most (torture, biomechanics, degeneration etc). Commonly, Iskinder seek out like souls for embrace: hardened, shielded and introverted intellectual individuals with little interest in chit-chat outside of their downtime -- which is best left uninhibited without a damn good reason. Labelled often labeled as 'moody', 'tempermental' and 'blunt' their nature is usually Judgmental and their demeanor will near unbreakable, though due to their preferences in embrace, this is no longer restricted to the males. Commonly, Nature and or Demeanor are Bravo, Loner, and Martyr: dual Nature and or Demeanors are less common but possible for Iskinder as a starting option, and should be discussed with the Game Operations Directors before being put into play. Generally, these are emotionally complicated and introverted individuals of strong will when not threatened: and their stats should in most cases reflect this. Clan Primary Disciplines: Temporis, Quietus, Blood Sorcery** . Other Common Discplines: Gangrel Runic Sorcery***, Potence, Presence. {{**Blood Sorcery includes all Tremere Thaumaturgy and all Assamite Sorcery, since they are virtually the same. *** Very few Iskinder possess this ability, as it is usually sparingly taught by Tau Sefu himself.}} Weaknesses: Social: Stoicism is very common (75%) and is usually paired with Short Fuse (65%). Mental: They have the Assamite weakness of Easily addicted to vitae, are Addicted to Caliph. Physical: Permanent Fangs. Strengths: These Bloodlines all have the merits "Indomitable Soul" and "Blessed". They also have the Discipline "Blood Sorcery" since the progenitor's soul was reborn and has regained or retained the knowledge. Organization: Loners, Iskinder tend to keep organization just lax enough for others to think they don't have any serious way of keeping track: but the fact is that they are perhaps among the most organized. Having a system relative to the gypsy way, Iskinder keep constant tabs on one another from afar through correspondence and other means. When one takes up a mantle, at least three others are required to be notified of the task: and requested secrecy may only be broken by the demands of Tau himself or his immediate emissary. Other than that, only one gathering a year is required for all those embraced into Iskinder blood attend, five days prior to Astillan Summer Commune -- the Summer Solstice; all are answerable to the Lion Sword: and given general reign of their own unlives after their newblood status has been passed. Embrace is into the blood is watched closely by the progenitor due to the preferences of the Blood and seriousness with which it's approached, and as such: it's very rare for Iskinder to embrace anyone who hasn't been 'approved' by Tau himself. Gaining Clan Prestige: Seeking out both less and more dangerous ways to manipulate time to their advantage without massive loss or complication calculated into an outsider's (not a mark) life or general situation successfully and supplying it to the blood is one way to gain prestige among the Iskinder. However, the best way to impress the rest is seperation. Iskinder pride is in extracting information, protecting those in need, and especially in getting the 'dirtier' businesses done as quickly and as thoroughly as one possibly can. A proper, thorough and detailed interrogation in the eyes of the Iskinder is more valuable than just the corpse of a perpetrator: though in pair with the proper company --such as a Necromancer-- the death of the subject can mean an even more thorough interrogation. Iskinder often see interrogation as a precaution nearly to the point of neccessity, for the purpose of prevention. For instance: an opposing Kin trespasses into the Iskinder's territory looking for his charge and attacks. Simply disposed of, the Iskinder would not be able to ask the question of how that individual knew where to look, who else knew, or whom --if anyone-- had sent them: possibly preventing or avoiding future difficulties of this nature. While Iskinder are encouraged to learn to perfect interrogation on as many aspects as possible: they also strive to keep the less offensive, and those with potential to be useful in the future alive and in general good health throughout questioning unless an extreme situation calls for other measures. That said; the better and more effectively the Iskinder uses these skills to prevent loss and or complication in others lives --and the Iskinder's willingness to self-sacrifice in one form or another-- can most effect their Prestige within the Bloodline. Bloodlines: There are no other bloodlines that this line has sired. As this is a new bloodline, it is small and well grouped together. Quote: " Now that you're awake, I'm not going to beat around the bush; I'm a busy man, and I'd like to get back to my book, so: this is going to hurt. A lot. If I don't hear what I want to from you, I mean. By the way.. I forgot to ask.. which hand do you write with? " Tau Sefu/Drax Gamble III; Jyhad and Blue Jeans, chapter 3 "Play a vampire, a unique character, not a " clan clone. " Note: This is a work in progress. © Elizabeth Koernke aka BlindTaleTeller 2004; December, 2006; January 1st, 2008. (last edited) |