Banu Haqim

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The Banu Haqim have only been full members of the sect for the past two decades, and as newcomers, the Schismatics know they must make themselves useful, acquire allies and boons, and build their clan network from the ground up. It will be an upward climb with foes pushing back against them the whole way, but the alternative was worse. Their fearsome reputation precedes them, and often leads to them receiving a cool welcome in the Ivory Tower’s domains. Many of the Kindred expect bloodthirsty, murderous killers; they are surprised when most of the new arrivals are erudite, inquisitive scholars. All Kindred expect deception though, and they still watch for the knife when dealing with the Banu Haqim.

On Modern Nights, you can play an Assamite as part of any sect: the Sabbat, the Anarchs, or the Camarilla. We encourage Assamites in the Camarilla specifically, and so have expanded on them further to cultivate more creativity and give prospective players more meat to chew on with the interesting inclusion of them in the Ivory Tower.

Unlife In The Camarilla

In a Camarilla domain, a Banu Haqim Sorcerer or Vizier will be designated the eldest and have leadership of the clan in the region. The eldest also often sits as Banu Haqim primogen, if the Domain follows the Camarilla’s traditional model. Beneath them, rank will be designated based on seniority and title. Warriors are generally expected to defer to viziers and sorcerers, though a low-ranking member of those castes has no authority to give orders to a seasoned warrior.

The Banu Haqim prepare safehouses in domains that are similar to Tremere chantries and are protected with a mixture of mundane security and sorcery. Banu Haqim of Master rank or higher and Warriors of roughly Status 3 or greater are also allowed to maintain their own private havens.

As part of the Banu Haqim’s bid to join the Camarilla, Tegyrius laid bare the true nature of the warriors’ curse. As a result, most Princes will extend what Harpies call the “un-vitation” to warriors excusing them from all summonses to Elysia and other gatherings. While many warriors are glad of it, some warriors make a point of showing up anyway, just to soak up the fear on the faces of other Kindred or to test their own discipline.

The Laws Of Haqim

Members of the clan approach Haqim’s laws individually. An Anarch Banu Haqim may have renounced obedience to the elders but still labor intensely to protect the kine from vampiric excess. Another may have renounced all their clan’s traditions, and consider themselves Banu Haqim in name only. That said, among the close-knit and organized ideological network of the Viziers and Sorcerers of the Schismatics, there still is a party line.

The Law Of Leadership

Honor the Eldest among you, for he is to rule my House when I am absent.

The simplest interpretation of the Law of Leadership is that leadership of the clan as a whole goes to the eldest Banu Haqim not currently in torpor. The Schismatics are currently disputing the Law of Leadership as they feel ur-Shulgi is unfit to rule. In individual domains, this law expresses itself through rule by seniority - the eldest and most accomplished Banu Haqim in a domain leads, and authority beneath them is determined the same way. This isn’t uniform, of course; a Banu Haqim elder who doesn’t know how the Camarilla works is expected to acknowledge the expertise of a younger Kindred who does, and a Schismatic warrior is expected to defer to a Vizier or Sorcerer of comparable rank.

The Law Of Protection

Ward the mortals from Caine’s descendants and treat them with honor in all things.

Though they keep the Law of Protection quiet, the Banu Haqim consider it a sacred charge to intervene when a Kindred engages in gratuitous abuse of the Kine, excessively violent or sloppy hunting, or threatens the Masquerade, which the Banu Haqim traditionally consider part of the Law of Protection. The Banu Haqim acknowledge that Kindred must hunt and kill humans, but there is a difference between the hunt and the kill and acts of sadism and grotesquerie.

The Law Of Destruction

Slay not those of the Blood, for that judgement is for the Eldest alone.

The Law of Destruction nominally aligns with the Second Tradition, but the Banu Haqim consider “of the Blood” to mean “Haqim’s Blood,” not “Caine’s Blood.” Schismatics follow both the Law of Destruction and the Second Tradition out of necessity. Schismatics and Loyalists alike feel the Law of Destruction no longer applies to the other side and the Assamite Antitribu. The traditional punishment for violation of this law is beheading of the offender. The Camarilla adds an additional wrinkle to this law, as even the eldest of a domain must cede authority to the Prince under the Sixth Tradition.

The Law Of The Word

Deceive not those of the Blood, for my House is founded on Truth.

The Law of the Word covers internal conduct within the clan, with proscriptions on criminal action against other Banu Haqim such as slander and theft. The clan must be a refuge from vampiric intrigues - especially now that the Schismatics are immersed in them as part of the Camarilla. Punishment for infractions is typically harsh, including amputated tongues and limbs.

The Law Of Judgement

Judge those of Caine’s Blood and punish them should they be found wanting.

The Law of Judgment is the most sacred charge of the Banu Haqim, and the clan’s most contentious law. The Loyalists believe that the Children of Caine have been weighed in the balance and found wanting, that the claim of all vampires other than the Banu Haqim to the blood was forfeited long ago. The Schismatics believe that the Banu Haqim exist within the society of the Kindred, not above it. They argue that each Kindred must be judged as an individual, and if need be punished as an individual. Enforcement of this law is complicated for the Banu Haqim of the Camarilla, as its most direct interpretation would infringe on numerous Traditions and the powers reserved for Princes; however, nothing says the Banu Haqim cannot use the Camarilla’s mechanisms to engineer the downfall of a Kindred whose doom is ordained by Assamite elders. Let the Ivory Tower be a silver noose and golden scaffold from which to hang the unfit, then.

Hierarchy And Status

The Assamites are one of the most disciplined clans of the Jyhad, and they have developed a rigorous schema for evaluating members of each of the three castes. Among the Schismatics, this system provides a metric by which the capabilities of a Banu Haqim might be known and designates the tasks allotted to them.

Status is available to Anarch and Camarilla characters. Both the Schismatics and the Loyalists believe Assamite Antitribu to be in egregious violation of the Laws of Haqim. As such, their gaining status through the clan is largely out of the question. This binds them even more tightly to the Sabbat.

Gaining Status

  • Uphold and, if necessary, enforce Haqim’s Laws both openly within the clan, and covertly within your Sect.
  • Carry out the duties of your caste.
  • Successfully complete assignments given to you by the clan Elders.
  • Increase the standing of the Banu Haqim within your sect.
  • Sorcerers and Viziers: Essay the degrees of advancement for your caste.
  • Warriors: Engage in acts of martial skill and discipline

Losing Status

  • Ignore or violate Haqim’s Laws.
  • Ignore the responsibilities of your caste.
  • Engage in behavior that causes the Banu Haqim to lose face in your sect.
  • Ignore or egregiously fail at tasks given to you by the Elders.
  • Warriors: Display cowardice or undisciplined behavior.
  • Viziers: Display boorish or unintelligent behavior.
  • Sorcerers: Behave in an unenlightened or cowardly manner.

Vizier Ranks

An Aspirant (Status 0) is a Neonate who is either still undergoing training or one who has yet to cultivate their skills enough to graduate into the status of Associate.

An Associate (Status 1) has a rating of 4 in their primary field of study ability with an appropriate specialty (such as Politics: Camarilla). Two abilities that compliment the primary ability (such as Law and Academics for the aforementioned political animal) at 3 or better.

A Master (Status 2) has achieved a rating of 5 in their primary field of study (5 dots). In addition, the Vizier must be able to present tangible evidence of achievement in their field such as a published book, a superlative work of art, or other evidence of success to Elders of the clan for evaluation and judgment (can be reflected through a dot of Fame or taking the Prestigious Academic merit).

A Distinguished Master (Status 3) additionally has two abilities related to the vizier’s primary field of study at 5 dots, numerous (3 or more) other supporting abilities at 3 dots or better.

A 'Full Master (Status 4) has 5 dots in at least 3 abilities related to but separate from the Vizier’s primary field of study.

The Vizier sits as the leader of the Vizier caste and chief intellectual and political adviser to the Eldest. The current Vizier is Tegyrius. While most Banu Haqim know him by the subtle intonation of the Vizier, the title Grand Vizier has also come into vogue when talking about Tegyrius, so as not to confuse members of the Camarilla. The Loyalists have appointed no new Vizier and now openly disdain the position.

Sorcerer Ranks

An Aspirant (Status 0) is a Neonate who is either still undergoing training or one who has yet to cultivate their skills enough to graduate into the status of Associate.

An Associate (Status 1) has a rating of 4 in the Sorcerer’s primary path, and demonstrated mastery of two level 4 Assamite Sorcery rituals.

A Master (Status 2) has demonstrated mastery of Assamite Sorcery (Level 5 in the Sorcerer’s primary path plus command of a Level 5 ritual) in addition to the creation of a new ritual or the rediscovery or revitalization of old knowledge of the Mastery of Heaven and Earth.

A Distinguished Master (Status 3) has mastered a second magical path in addition to their primary path.

A Full Master (Status 4) has mastered three paths in addition to the Sorcerer’s primary path. Demonstrated knowledge of a large number of Dur-An-Ki rituals (at least two rituals in all 5 levels).

The Amr sits as the leader of the Sorcerer caste. For much of recent history, the unquestioned Amr was Al-Ashrad. After the Schism, al-Ashrad ascended to the role of the Eldest but is still seen as Amr; to the Banu Haqim of the Camarilla, the title could not be held by another. Among the Loyalists, al-Ashrad’s childe Amaravati sits as Amr.

Warrior Accomplishments

The Warrior caste does not prescribe as regimented of a hierarchy as placed on the Viziers and Sorcerers (there is no Status background to buy), but that is not to say they lack it.

A Fidai’i/Devotee is a Neonate who is still undergoing training.

A Rafiq/Companion is a Warrior who has demonstrated their ability to function in a domain and carry out assigned tasks.

A D’ai/Missionary is a Warrior who serves as a moral paragon and teacher of Humanity or a Path of Enlightenment (such as Honorable Accord for Schismatics).

An Ace is a title for a warrior who has killed five or more non-Assamite Kindred of equal or greater strength than themselves.

The Caliph is the traditional leader of the Warrior caste, and for over a millennium held an amount of sway against the other two castes one might politely call “disproportionate.” After the Schism and ur-Shulgi’s purges, the Loyalist Caliph is Thetmes. al-Ashrad has not officially appointed a new Caliph among the Schismatics, though most consider Fatima al-Faqadi the de facto holder of the office.

Bloodlines

Warriors Available in all 3 sects
Sorcerers Available in all 3 sects
Viziers Available in all 3 sects

Disciplines

Blood Magic Assamite Sorcery
Warriors Celerity, Obfuscate, Quietus
Sorcerers Assamite Sorcery, Obfuscate, Quietus
Viziers Auspex, Celerity, Quietus

Relevant House Rules

Worldbuilding content by H.A.R.D.A.C. (treeOfWoe)

The Schismatics (Camarilla Faction)

The Castes

Viziers

The majority of the Banu Haqim in the Camarilla are Viziers, the portion of the clan responsible for its scholarly and influential endeavors. These Viziers broke ties with Alamut for various reasons. Even before the rise of ur-Shulgi, the domineering arrogance of the Warrior caste was growing unbearable. With each passing year, factions of hardcore killers like the Web of Knives were treating the Viziers more and more like servants, and growing more and more dismissive of the essential services the Viziers provided for the clan. This discontent simmered with no outlet, for while a Vizier can be quite fierce, making war is not their ordained task.

Immersed in the culture of the Kine as they are, many of the Viziers had retained or adopted mortal religions. When the ancient ur-Shulgi arose and seized control of the clan, one of its strictures was the cessation of all faith practices except veneration of the clan’s Antediluvian founder. In response, most of the Viziers slipped the noose and decamped en masse for the Camarilla, forging a faction known as the Preservationist Conspiracy. Their departure was poetic in how it exposed the pricelessness of the very qualities that the Warriors of Alamut saw so fit to mock and abuse. Without the Schismatics, the Loyalists had no grip on mortal society, and Alamut’s intelligence network crumbled into disarray, leaving the Warriors unfit and unprepared to prevent their exodus.

The Viziers paid their way into the Camarilla with knowledge of the domains of the Middle East and West Asia, caches of lore and artifacts long thought lost. One Toreador Prince who was adamant that he would never accept a “blood-drinking Assamite savage” in his city was moved to bloody tears when the Viziers petitioning to settle in his domain presented him with cherished personal belongings he had thought lost when the Mamluks destroyed the city of Acre in 1281.

In Camarilla domains Viziers often gravitate to scholarly and investigatory roles - their affinities and disciplines make them superlative Sheriffs and possibly the best interrogators in the Jyhad. Their Weakness is also the Viziers’ strength: whatever the focus of their intellectual obsession, they will be without peer in their field, whether that be politics, computers, technology, ancient lore, music, art, writing… and the Camarilla is showing itself to be a more appreciative master than the Warriors ever were.

Sorcerers

Where the majority of the Banu Haqim Viziers joined the Camarilla, a slightly smaller fraction of the clan’s Sorcerers defected with them. Already the smallest caste, approximately one third of the Sorcerers joined the Camarilla. Another third stayed loyal to Alamut, and the last scattered to the winds, choosing to become dispossessed rather than submit to the Camarilla or ur-Shulgi. Like the Viziers, many sorcerers defected in the name of sincerely-held religious belief, or out of fear of the Warriors or of ur-Shulgi itself.

The Sorcerers arrived in the Camarilla at an opportune time. The hated Tremere were scrambling to make up ground after a costly war with a sect of mortal Magi; the Warlocks’ disadvantaged position led their many enemies in the sect to flex against them, calling in boons and undercutting their power in domains where they had been a dominant force for centuries. That meant that when a new cabal of sorcerers hung out their shingle in the Camarilla, they had no shortage of customers tired of being raked over the coals by the Tremere and their unchallenged monopoly on sorcery. The Sorcerers aren’t fools, and avoid overtly inciting the Tremere. Even after all their setbacks the Warlocks still have the advantage. For now.

In the Camarilla the Sorcerers continue to fill their traditional role; they provide firepower, occult support and coordination for clan operations and maintain the rituals that give the Banu Haqim clan its structure, in addition to providing occult services to Camarilla courts. The Amr and Grand Vizier have instituted a careful but rigorous program of seeking out worthy candidates to embrace as Sorcerers and training candidates from the ground up for embrace. While they are still a minority, the plan is to place the Sorcerers on an equal footing with the Viziers by the middle of the 21st century. They do this with full knowledge that it binds them more and more tightly to the Camarilla. Unlike the Gangrel, the Banu Haqim do not have the option of fleeing into the wilderness.

Warriors

The Warrior caste makes up a distant minority of the Banu Haqim of the Camarilla, and existence in the Ivory Tower is more difficult for them. But when asked, most Warriors of the Camarilla are adamant they made the right choice. As one put it, “I know it is right, because it is difficult. Staying at Alamut would have been easy; easy to kneel, easy to kill, easy to glut myself on vitae. Easy to throw away discipline, morality, honor, and faith. So I am in the Camarilla… where my life is difficult.” Schismatic Warriors tend to isolate themselves from the main body of the Camarilla’s Kindred, serving as the enforcers and bodyguards for sorcerers and viziers. They are, as a rule, deferential to members of the other castes.

Schismatic Embraces

Before the Anarch Revolt, it was Law that neonate Banu Haqim were to be presented at the Fortress of Alamut, where they would be tested by the Keepers of the Clan’s Heart’s Blood and receive the mystic rituals ordaining their caste. Although the Loyalists have revived the old form and strengthened their ties to the mountain and the Black Shepherd, the Schismatics have reconciled themselves to the idea that they might never see Alamut again. They have adapted a new tradition of the Becoming, where the eldest of a domain (after obtaining permission from the Prince, of course) sanctions the embrace of one or more candidates.

As the Banu Haqim are the shepherds of Mankind and the ordained judges of the Kindred, these candidates have their circumstances explained to them, the truth of the Jyhad laid out to them along with the Banu Haqim’s role in the great game, and they are given a choice - damnation or ignorance. If the candidate chooses ignorance, their memories are purged using Dominate and they are returned from whence they came.

If they choose damnation, then they are embraced and a sample of their vitae is drawn to be taken to the Amr to become one with the Heart’s Blood, and a presiding Sorcerer (who may or may not be the Eldest) divines their proper role in the clan (usually the bloodline into which they were embraced, but not always) and performs the Dur-An-Ki rituals that confirm the neonate’s caste. After that, their training begins.

Of course, that’s if everything goes the way it’s supposed to. Banu Haqim are as prone to impulsive embraces and embraces of urgent necessity as any other Kindred. When that happens, unless the childe is grossly unfit the elders will deal with whatever strife the embrace stirs up in the Camarilla, perform the necessary divinations and mystical ordinations (which are now arguably more important) and then train the childe as best as they are able.

Joinable Sub-Factions

The Leopards of Zion

“I survived Bergen-Belsen, and devoted the rest of my mortal life to hunting down the monsters who sent my people there and killed my family. My sire slit Roman throats in the dead of night. Her sire crept down from the mountains to knife Philistines asleep in their tents. Go back to your demonic master on its mountain, and tell it ‘Judges 6:31.’ We’ll be waiting.”

The Leopards of Zion are Jewish Banu Haqim who have dedicated themselves to the protection of the Jewish people and the preservation of the nation of Israel. Almost a sub-sect in and of themselves, they effectively rule the Kindred domains of Israel, where they have aligned themselves with the Ashirra and accept non-Banu Haqim whose views align with theirs as full members of their faction. Outside of Israel, the Leopards have joined their clanmates in the Camarilla. When ur-Shulgi and the Web of Knives sent seasoned killers to purge the Leopards, the bags of ash sent back to Alamut were each tagged with a note in Hebrew containing the text of Judges book 6 verse 31:

“And Joash said unto all that stood against him, Will ye plead for Baal? will ye save him? he that will plead for him, let him be put to death whilst it is yet morning: if he be a god, let him plead for himself, because one hath cast down his altar.”

The Shango

The Shango are a lineage of the Banu Haqim who journeyed into Sub-Saharan Africa millennia ago via the clan’s presence in Egypt (before the Followers of Set came to dominate there) and the Kingdom of Kush. As time passed these vampires grew more distant from the Mountain and eventually their ties to it atrophied completely. Now the Shango see themselves as wholly Laibon and not part of the struggle between the Schismatics and Loyalists, though they have welcomed the Dispossessed seeking refuge in their domains as long-lost cousins, especially the sorcerers.

The Shango practice a version of Dur-An-Ki heavily influenced by the animistic beliefs of the Yoruba peoples of West Africa, where their domains are strongest. Dispossessed who have renewed ties with the Shango find it curious that the entire bloodline has been infected with the Curse of Hunger, when most of the Sorcerer Caste avoided it. The lack of strong lineages of Banu Haqim warriors and viziers in West Africa indicates the three bloodlines may have at some point co-mingled back into what are now the Shango. The Schismatics and the Loyalists have both sent emissaries to these powerful sorcerers asking for their allegiance, but all such emissaries have thus far been politely dismissed. Some Shango have begun to journey abroad in order to gain knowledge of the Schism and the Jyhad for themselves.

Note: If you want to play a ‘Shango’, pick the Sorcerer bloodline, hail from West Africa in your backstory. You are effectively Dispossessed now that you have journeyed to America. Take the 3 point ‘Multiple Curses’ flaw to reflect the bloodline’s infection with the Curse of Hunger. Remember: the Disposessed are neither Camarilla nor Sabbat, and so you will want to choose Anarch as your Sect.

The Thousand-Meter Club

A sort of informal society among Banu Haqim warriors who practice the arts of modern soldiery, the Thousand-Meter Club is a mutual recognition society of Assamite snipers. Both the Schismatics and Loyalists have chapters of the club, and Assamites of any bloodline can join - all you have to do is take down another vampire at a distance of 1,000 meters or more without using blood magic or an offensive discipline power (enhanced senses from Auspex are legitimate).

Note: To play a member of the Thousand Meter Club, take the Thousand-Meter Killer merit.


Loyalists (NPC Faction)

The Loyalist faction of the Banu Haqim are the hard-liners who follow the methuselah ur-Shulgi, based out of the hidden fortress of Alamut. These Loyalists believe the blood of all vampires who will not recant their sins and embrace the worship of Haqim is forfeit. Loyalists function much as the clan traditionally has, by selling their services as mercenaries and assassins. While the Schism has bit into the clan’s bottom line, there are always Kindred looking for hired blades.

The Warrior bloodline dominates among the Loyalists, and in turn the Warriors are dominated by the ultra-hardline assassins of the Web of Knives. A sizeable number of Sorcerers have also remained with the Loyalists, and ur-Shulgi has rewarded their loyalty with a return to prominence and increasing emphasis on the importance of Sorcerers to the success of the clan’s endeavors.

Only a very few viziers have remained among the Loyalists, and they face a challenging road, one where they must prove their loyalty every night under suspicion of being schismatic spies, along with attempting to rebuild the intelligence and influence networks that were gutted when the rest of the viziers left, while teaching Loyalist warriors who lack the skill and patience for such intricate work how to carry out the necessary tasks once delegated to the viziers.

The Dispossessed (Anarch Faction)

In the wake of the Schism a large number of Banu Haqim chose no side. While they could not bear bending the knee to ur-Shulgi, neither could they stomach joining the conniving Camarilla or the monstrous Sabbat. They chose to strike out on their own. The Dispossessed come from all three castes in a roughly equal mix. They seek shelter where they can, and patronage where they can find it - among the Ashirra, in the Red Courts of India, the Ebony Courts of the African Laibon, and in the places where it is strong, among the Anarchs.

Dispossessed Banu Haqim will often hide their light under a bushel, downplaying their abilities and pretending to be Caitiff or another clan (young viziers can easily pass for Toreador and will often do so). Both the Schismatics and the Loyalists have a vested interest in finding their dispossessed clanmates and convincing them to come in from the cold. Most simply want their freedom, if the Jyhad can be said to have such a thing.

Modern Nights Game Lore

The Heart's Blood

Though they do not speak of it to outsiders, one of the secrets of the Assamites was that at the heart of the fortress of Alamut the Banu Haqim maintained a massive pool of vitae, including the blood of countless Banu Haqim all the way back to the Eldest himself. This vitae unified the clan, enabled the elders to maintain control over it, and provided mystical insight to the Sorcerers charged with tending it. In theory ur-Shulgi could use this pool to strike at every Schismatic who contributed blood to it, and that is most of them. So why hasn’t it?

Al-Ashrad stole a large amount of the Heart’s Blood before his departure from Alamut and used it to incept a second pool; between al-Ashrad and Tegyrius, any attempt to strike at the clan through the Heart’s Blood would result in mutually assured destruction. No one except the Amr and the Grand Vizier know where the second pool is: speculation runs rampant, from a secret temple in the Amazon rainforest to a hidden lair beneath an ordinary Midwestern town to a compound in the Appalachian Mountains.

This new Eagle’s Nest is in many ways more of a secret than Alamut itself. Some of the Assamites’ most important Dur-An-Ki rituals depend on this blood, and tiny vials of it are provided to the eldest of a domain by agents of the Amr to dole out as needed. Needless to say, they are not to be used lightly or cavalierly by sorcerers.

The Goddess of War and Love

“In place of the Dark Lord you will set up a Queen. And I shall not be dark, but beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love me and despair!”
-Galadriel, The Lord of the Rings: The Fellowship of the Ring

The Canaanites called her “Anath”, and they worshipped her as a goddess. Clan lore says she may have been Haqim’s first childe, an outspoken scholar and star-gazer who he saved from being stoned to death during the time of the Second City. The historical texts describe her as a dervish of death like Mother Kali incarnate when roused to battle, but also passionate and deeply intellectual, prized by Haqim for her inquisitiveness and commitment to reason.

She is Tegyrius’ sire, and it is said that she is the blood-mother of both the Vizier and Warrior Castes. She departed the Mountain for the last time more than two thousand years ago when Tegyrius was still a neonate, and vanished into history. If Anath were found and awakened, she would be able to easily challenge ur-Shulgi’s personal and political power, as the clan records state she is more than two thousand years the Herald’s elder. As the Mother of Warriors and the Eldest Childe of Haqim, the Caliph of Alamut would be honor-bound to surrender his sword to her should she demand it.

Some say that one of the motivations driving Tegyrius and al-Ashrad to join the Camarilla is to use its greater global reach as a means to search for Anath’s resting place. Perhaps they’ve already found her, and the fear that they will awaken her is another factor staying the hand of ur-Shulgi. If they find her, or have found her, that leaves the Banu Haqim with the ramifications of awakening a seven thousand year-old Methuselah, one remembered for being as deadly as she was brilliant - with no guarantee of what she might do should she assume leadership of the Clan of Killers.

Clan Lore

Lore 1

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Lore 2

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Lore 3

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Lore 4

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Lore 5

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