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 The Covens..., Information about the five Covens
Marcus
Posted: Jun 26 2003, 01:30 PM


Baby got Bach.
*

Group: Amman Leader (Admin)
Posts: 1,003
Member No.: 1
Joined: 24-June 03



Coven Rules

1. It is not nessecary that your character meet all of the common features of his or her particular coven. For example, if you do not wish your Tarepha character to have the ability to climb walls, they don't have to. Covens are similar to motorcycle gangs; every member is different, but they share many of the same personality qualities, and have similar appearences as well as abilities. If you have questions about which coven to put your character in, feel free to IM me or post the question on the Help Board.

2. Respect your Leaders. You do not have to like the Leader of your coven, however it is likely the wisest course on your character's behalf to at least follow orders. Uprising in covens are frowned upon by not only the Leaders, but the other members, and striking out against a Leader is a good way to get your character killed.

3. It is up to each Coven Leader to make rules for their coven. I'd prefer it if each Coven Leader draw up some basic rules for the members of their coven to follow. They don't have to include the obvious (eg. Don't go out in sunlight), but rather things particular to their coven. For example, the Enashe leader might wish to make a rule about never Turning a mortal without her consent first. These rules should all be posted by now, and pinned to the top of the coven forum.

4. Coven Leaders have the right to punish/remove your character for violating coven law. If your character does something against the wishes of the leader, then they have every right to kick them out, or punish them. In the more civil covens, it might be wise on the leader's behalf to hold a trial of some sort, or at least inform the character of the reason they are being punished or exiled. Be warned, however, that in the covens of the Ishak and Tarepha, death is more likely to result out of rule-breaking than a tamer punishment.

5. You have to be a vampire to be in a coven. I really did not think I would have to make this an actual rule, as it seemed common sense to me that to be in a vampire coven, you had to be a vampire. However, recent circumstances have persuaded me to add it. There are to be no mortal members in a coven. Mortals may 'belong' to a coven, given that the coven leader gives permission for it, but they may not be a member of the coven. IM me if you need any further clarification of the subject.


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Amman Coven-The Guardians

Leader: Marcus Felsen (Username: Marcus)

The vampires of the Amman are almost always ancients so far as vampire terms go. It is seldom seen that any immortal under a thousand years of age will be found in this coven. They are a discreet clan, whose main goal is to protect vampires and humans from destroying each other in mass volumes. Their wisdom and power is great, and as the guardians of the immortals they like to maintain a mysterious air about them. They are hardly ever seen together as a group unless special occasion calls, and prefer to live mostly solitary lives. Marcus, their Leader, is the only vampire to make his home in the coven on a nightly basis. They are vulnerable to attacks of flame, and will smolder to cinder in sunlight. They are easily marked as unnatural by humans if they happen to pass by a mirror, for they have no reflection. Their sleep habits during the day is that of a comatos state, and they cannot be awakened until after the sun has set. With age comes great power, and for the Amman this is no exception. Most posess some form of teleknesis (with which they may use to enable themselves to float or fly), as well as the ability to read minds, command, mezmerize, and blend with shadow. They cannot change their outward appearence, and appear as they were when changed so many centuries past. Their feeding habits are unfortunately limited; they must drink live blood, though most prefer not to kill their victims. Drinking dead blood may cause death, and most certainly extreme weakness and paralysis. They can, however, survive for a full week without drinking, and only experience discomfort on the sixth or seventh day. After drinking, their pale skin will become warmer and flesh-toned, allowing them to mingle a little more easily among humans, should they so desire. They are few in number, but together they wield enough power to settle disputes among the other covens, and to hide the existance of vampires from an entire city.

Enashe Coven-The Divided

Leader: Lilla Colwyn (Username: Jill)

The Enashe are the most human of all the covens. Their lifestyles seem to be as human as possible, and they invite humans into their very coven. There are two different types of Enashe, a division based on personality. Adjusted vampires, as they are called, are quite happy in their immortal lives, but still prefer to live with or as humans, to varying degrees. They enjoy the luxury it affords them, and the wealth and influence they can amass. Unadjusted vampires try to deny their immortal selves, and long to return to the life of daylight lost to them. Some may admire the mortals for their seemingly delicate lives; the fast-paced way they live them, how easily they can be ended. Those who join the Enashe Coven are usually lucky enough to be able to make themselves appear entirely human outwardly. They possess retractable fangs, and can drink dead blood, however they must feed on a nightly basis. After drinking, their skin warms to flesh tones, and will remain as such until the daylight. Unfortunately, the Enashe are still vulnerable to daylight and fire, as well as a stake through the heart. They sleep much like a normal human, and if they wished to for some unknown reason, they could rise during daylight hours with little difficulty. The Enashe also have the ability to move faster than the human eye can detect, and are much stronger than most mortals. Some Enashe have telekinesis, though it isn't common within the coven. The unadjusted Enashe choose not to acknowledge the other covens as often as possible, for they are disgusted by the demonic ways that they might have. They are more liable to accept vampires of the Amman and Nephim into their coven for a visit than any other, for the aforementioned immortals appear at least somewhat civil in their eyes. Adjusted Enashe have little concern for other vampires, as long as they are left alone.

Ishak Coven-The Classical

Leader: Kie-Linque Callaiffe (Username: Tsuka Nitta)

The Ishak are the vampires who are most like the old European myths and legends regarding the term 'vampire'. They are proud demons, who think themselves superior to mortals, and most other vampires as well. They take great pleasure out of invoking terror into mortals, and are not afraid to be seen in the public eye. The Amman do what they can to keep them under control and clean up after them, but the Ishak have been growing bolder of late and disregarding the warnings set by the Amman. Their weaknesses are to direct sunlight, though fire does not trouble them. They recoil from the sight of crosses, and have been known to burn if touched by the holy symbol. The final way to kill the Ishak is with a stake through the heart. The Ishak always have frigid and pale flesh, and lack reflections in mirrors. Their outward appearence cannot change. They can, however, walk in diffuse sunlight, become a tide of rolling mist, and fly freely. They sleep through-out the day as apposed to falling into a coma-like state. They cannot drink dead blood for it weakens or possibly kills them, and nearly always violently attack their victims to feed. It is not nessecary for them to kill their victims, but more often than not, they do. It is nessecary for them to feed every two days, though most make a habit of doing so nightly.

Nephim Coven-The Shadow Walkers

Leader: Colton Holstein (Username: Coleslaw)

The Nephim hide deeper in shadow than other vampires, constantly walking the line between their old and new natures-- between the human and the vampire. They co-exist with both humans and vampires, but do neither with a great amount of success.
The Nephim will burn in even diffuse sunlight, and fall into a coma-like sleep during the day, which they must, of necessity, do somewhere quite dark and safe. They are well-adapted to this life in shadows, though the bright lights in the modern night can hurt their light-sensitive eyes. They do not show in mirrors, which makes shaving a bit of a pain.
The Nephim have the power to blend into the shadows, and can see quite acutely in the dark. They are strong, like all vampires, and have the ability to move faster than the mortal eye-- or even, occasionally, the immortal eye-- can see. This is the power that is unique to their coven. They grow and change, without aging, after becoming vampires-- they are not stuck in a state of stasis-- though they are always cold and pale, even directly after a meal. They have the power of mesmerism-- controlling with their eyes-- and command-- controlling with their voice.
The Nephim prefer to drink in intimate situations enjoyed by all. They can induce fear and use violence while feeding, and occasionally do, but more often than not they give pleasure to those they feed from. It's a more effective method to feed without risking discovery, and more enjoyable. Nephim vampires may go five days, possibly a week, without needing to feed-- a meal schedule kept by a number of large predators. Though the Nephim will not die from drinking dead blood, it has no call for them, no appeal.

Tarepha Coven-The Demonic

Leader: Euthalia Akakios (Username: Nafretiri)

The Tarepha have been marked by the other covens as the most demonic and savage of all the variations of vampires out there. They seem to hold no appreciation for the living, and take life from their victims with brutal force and generally speaking, as much gore as possible. They keep to the sewers of the great city, for this provides them with ease of travel without the possibility of being discovered and killed rather easily by other vampires, or suspicious humans. Stakes will cause complete paralysis if not death, and dismembering their bodies or leaving them to sunlight is another effective way to rid oneself of irritating Tarepha. They can jump great distances with little effort, and move at speeds beyond the normal track of a mortal eye. They can crawl up straight walls without difficulty. They posess double fangs; that is, one pair of elongated fangs in the place of canine teeth, and another pair of slightly smaller sharpened teeth just behind those. They may drink either living or dead blood, but the preference is usually living. They are required to feed every three or four days, but usually do so whenever they please. They can alter their outward appearence the same as any mortal can. They are an unruly bunch who prefer to live by their own rules, and are not likely to follow the command of any but their leader.


Remember that your character does not have to join a coven; they may be Independent if you feel they do not fit into one of the established covens.





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