The Venha Clan

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In the aftermath of the Great Flood of the Sixth Umbral era, a Miqo'te woman named Venha descended with her kin into the foothills of Gyr Abania. There she, and those who followed her, sought to live and to learn from the mistakes of those who came before. With blood tracing back to those of the three great Magi nations that fled into the mountains for safety, the clan was full of those with potential to harness aether.

The small clan grew, and they roamed in secret along the East End of the Shroud to the swamps of Dimwold in the fringes of Gyr Abania. They devoted themselves to their magicks, developing their own devotion to both the old ways and the unique blend of forces from both Black Magic and White Magic. They were Keepers that respected the land and lived mysteriously content to stay far from outsiders.

After the death of the woman who led them from the mountains, the clan adopted the name Venha in honor of their first matriarch, and those of her blood would take the mantle after. The Venha became well-versed in the study, containment and destruction of the darker powers of Eorzea. Using their unique occult and ritualistic magicks, as well as enchanted weapons, these Keepers excelled in hunting and killing denizens of the Void, exorcising the dead, and combating those who would use these dark magicks for twisted purpose.

As years passed into the current, the Venha remained a steadfast, clandestine force that roamed their lands and often into others in search of their purpose. When the Garlean Empire seized the lands of Ala Mhigo and formed the Wall, the Venha remained a neutral and in the shadows. Some more skilled of their kin found ways over the Wall in search of darkness to eliminate. Others took their spellcraft against the Garleans in small skirmishes.

With the Wall breached, and the lands of Ala Mhigo returned, the clan remains as it always has: a silent watcher...

OOC Information

The Venha are an entirely fan-made/non-canon Keeper of the Moon clan located primarily on the Balmung server. Currently, the clan is open for others to create members or contacts with. For more information, contact Hithren. There is a Discord server available to those interested in forming contacts or being a part of the clan itself!

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Physical Characteristics

Like all Keeper of the Moon, the Venha retain the traits of others of their kin: ashen-colored skin, reflective eyes, longer tails, and sharp canines. But listed below are the physical appearance traits of the three main bloodlines of the Venha. Keep in mind, while other non-canon clans are permitted within the group in small number (this excludes canon tribes such as Jakkya, Nbolo, Epocan, etc.), the majority of clan members carry the Venha name and therefore at least some of these traits. It is also possible an outside male's genes became dominant which leads to differences.

Those of Oruh's bloodline...
Children or those tied to the eldest matriarch's line are as follows:

  • Warmer skin tones, lightly tanned but still retaining the ashen color of their kin.
  • Pale blonde to dirty blonde hair and fur colors.
  • Light eyes are the most common, usually blue or green.
  • Males are usually on the taller side, females of average height.

Those of Ihzu's bloodline...
Children or those tied to the middle matriarch's line are as follows:

  • Darker skin tones, still warm but usually more grey than others.
  • Silver to pale blue hues in hair and fur.
  • Dark eyes are more common, usually deep blues, or brown.
  • Males tend to be smaller, while females are taller than average.

Those of Sihn's bloodline...
Children or those tied to the youngest matriarch's line are as follows:

  • Lighter and more pale skin, with a hint of warmth still remaining.
  • Dark hair, such as browns, blacks or ash-blue hues.
  • Pale eyes usually in the grey family or blue.
  • Both male and females tend to be smaller than average height.

Aetheric Characteristics

The majority of the Venha clan are gifted aetherically in some way. Most have a natural-born talent for the arcane and have higher sensitivity to the world's surrounding aether than most. In rare cases, it is possible that a child born of the Venha lacks magical talent, though is taught other ways to be useful to the clan such as enchanting weapons, or herbal medicine and healing.

  • Those tied to the bloodline of Oruh have exceptional talents in conjury and healing magic as well as communing with spirits.
  • Those tied to the bloodline of Ihzu have the most balanced aetheric signatures, making them extremely gifted in red magic.
  • Those tied to the bloodline of Sihn have strong gifts with the elements and arcane, wielding old forms of thaumaturgy and ritualistic magicks.
  • It has been known that some of the clan are born too sensitive to aether and are taught meditation techniques, or to have their aether bound to let them live normal lives.
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Venha have lived a relatively clandestine existence for many, many years. They are a reclusive people that do not stray far from their ancestral home. While the nomadic nature of most Keepers remain with the Venha, the clan has a few select, secret places deep in Dimwold and along the eastern end of the Shroud where they make camp during certain times each cycle. Those of the clan, or who know of the clan can easily find their way home, but outsiders are not often welcome.
Clan Politics

One of the more unique aspects of the Venha, is that while it is still a strict matriarchal clan, as other Keeper clans, it is overseen by three matriarchs. It is said these three sisters can trace their line back to Venha herself, though it is a rumor no one has ever questioned. Each coming from a different father, but sharing the blood of the former matriarch, the sisters agreed to lead their clan together out of mutual respect. Children and kin of their own lines are often the most respected members of the clan, but each must prove themselves worthy of such a name. The Venha value little but skill in the arcane and talents in furthering the clan's goals. There is no privilege given even to the sons and daughters of these women.

Those Who Leave

The Venha remain steadfast protectors of the magical arts, as well as a force tasked on eliminating those that would use those arts for the wrong reasons. Their first matriarch, being a survivor of the Great Flood, taught this principle to her people. If one cannot use magic responsibly, then one should not use magic at all. The Venha who leave the clan are often leaving for this purpose. They seek out, and destroy if necessary, all things relating to the Void, dark magic, and dangerous relics. Selectively bred as they are, they are extremely talented at what they do.

Those that leave the clan and earn their way through this purpose are given the highest forms of respect within the clan upon each of their returns. Low-born Venha or those who do not carry the name can become powerful forces within the clan's hierarchy. These people are often given the best breeding rights, the best weaponry, and the best treatment. Everything the Venha have, must be first earned. Men and women both are expected to use their magical talents and travel the lands. And both are free to come and go from the clan to do so.

Those Who Stay

A clan cannot function on hunters who stray from their lands, however. And those that chose to remain in the clan's camps are no less valued if they serve a purpose. Hunters of game to stock the food stores, healers and those who practice the art of herbal medicine, nurse maids and caregivers, as well as weapon smiths and enchanters are all also people the clan see as valuable. Without these people, the clan cannot exist, nor could they continue to pursue their purpose. If one is to stay in the clan, one is expected to offer themselves in such a way.

Outsiders

The Venha have always been distant with outsiders. It is the one thing that served them well over the ages and protected their way of life. When the original matriarch founded the clan, it was of many people and of many names. While most can trace their name back to the Venha, the clan also allowed smaller clans to join with them, or took them in for breeding purposes. These family units remain under the Venha clan, but do not carry the name. Wandering males are also allowed to breed with a female of the clan if the matriarchs deem them worthy. And if they chose to stay and provide, or follow the way of the Venha, they are not often turned away. Most of the females in the clan, however, put value in magical talents as well as fighting capabilities.

Non-Keepers are seldom welcome around the clan. In the past some clan members have deemed it suitable to meddle themselves in the affairs of occupied Ala Mhigo, or even the neighboring Seeker tribes, but it was rare. If Venha feel their clan may be threatened, they have little issue in dealing with a stranger by lethal force. However, most will be simply turned away, or led away from the camp through carefully laid illusionary wards that keep the unwanted out.

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The Venha clan practice a unique scarification ritual that is directly tied to what the clan holds in the highest of honor. It is both a mark that separates Venha from others, and a mark of the individual's accomplishments in the tribe. Once a clan member reaches about thirteen summers, they are deemed old enough to provide for the clan and carry out their purpose. At this point in their life, the transition is brought by one of the elders performing the scarification ritual. The Venha have long associated themselves with the symbol of a red lotus flower, and so the initial scarring is done in this shape. It is customarily given near the base of the neck on the back.

As the clan member ages and performs various deeds that the Venha deem worthy, additional petals are added along the back. The scarred petals are symbols of personal triumphs. Perhaps the bearer defeated a powerful Voidsent, developed a new technique in spellcraft or enchantment, or returned a relic of power to the clan. The ways the Venha earn such marks are varied, but it is very clear that those who carry a large number of petals upon their back are held in the highest regards.

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Matriarchs (NPCs)

Oruh Venha
Age: Late 50s
Eldest of the three sister-matriarchs, Oruh is a woman that little argue with. She is often consulted for many tribe matters, as she is deemed the wisest of the three sisters. Her age does not belay her skill in conjury though, and old forms of shamanism adapted to suit the needs of the Venha. It is said she can commune with the spirits of the clan's ancestors and has prophetic visions. It is also her wards that protect the camps from outsiders. She has a sharp wit, and a sharp tongue, but cares for her people. Behind aging eyes, one can see a hint of what remains of her more jovial nature. She has been known to tease her children relentlessly, and is seen as a grandmother figure to many of the younger kits in the clan.

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Ihzu Venha
Age: Early 50s
The middle sister, Ihzu, is often known for her stature and her silent nature. Ihzu does not put a lot of value into words or conversation, and prefers one's deeds to do the speaking. She is often regarded as one of the most skilled fighters of the clan, even now. She is a simple person, down-to-earth and collected even in the most dire of circumstances. She is tall, imposing, but does not lack the compassion of a mother or a leader. While content to let her other two sisters handle the more diplomatic decisions within the clan, Ihzu makes it her mission to see the clan is safe and its people trained to fight.

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Sihn Venha
Age: Late 40s
As the youngest matriarch, Sihn often offers new perspectives to her two elder sisters. With the defeat of the Empire, and the lands of Gyr Abania once more back in the hands of the natives, she has begun to believe it may be time to move out of the shadows. Sihn is diminutive but spirited. She is one of the most talented wielders of the arcane the Venha have seen. While normally caring and good-natured, Sihn is known for a wicked temper that can shift in almost an instant. She also takes pride in the fact she is one of the most sought after breeding females in the clan thanks to her beauty, but also her raw power.

Of Oruh's Line
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This second son of Oruh has a hair-trigger temper and a rebellious streak, and he knows full well of it. Referred to as a "bully" by a few of his clanmates, Oruh'to has no qualms with picking on his cousins, speaking his mind, or starting a fight. However, his fluid transition and unity between martial arts and explosive thaumaturgy could be quite genius in its own right, perhaps showing that he's not as thick-skulled as first impressions make him out to be.



Of Ihzu's Line
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Ihzu'to is a young Keeper that has been coming and going from the clan since he was about fifteen. He is remarkably bright, though it is not often the most apparent. He takes his clan's purpose very seriously, and is quite the hunter of Voidsent. He's a talented mage, specializing in enchantments to his sword and red magic techiniques. Often described as rather apathetic, Ihzu'to can come off as rude more often than not, but he honestly probably just wants to take a nap.



Of Sihn's Line
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An elder daughter of Sihn's, Tsimh has been working most of her life to balance her mother's fresh perspective with the older teachings of the clans. She's a blunt girl with a competitive streak a malm wide with a temper just as quick and volatile as her mother's. Tsimh strives for perfection in her combat skills, marrying her swordwork to magic that leans toward thaumaturgy. She is one of the more eager hunters and will roam far from home if the mark seems worth the effort, the more dangerous, the better. She truly believes that the Clan's purpose is a worthy one.



Other Venha Kin
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Cocksure and charming, Dhak'a is one of the newest members of the Venha clan. Although his father had been born of the clan, Dhak'a himself had been raised within the Shroud, born of both Keeper and Seeker blood. It was not until his father was on his deathbed that Dhak'a was told of his father's origins. It was shortly thereafter, he left the Naab behind and made his way to Gyr Abania to find the Venha, however, what he found was not at all what he had pictured. As he fights against the clan's prejudice of him not being magically inclined and not being born of pure blood, Dhak'a instead uses his proficiency with a bow and knack for strategy as his strengths.



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✦ Skeleton code was created by Bancroft Gairn
✦ Adapted by Xheja Rajhera (now Jaliqai Qulaan)
✦ Adjustments by Ruran Vas
✦ Tabs by Suen Shyu