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	<title>Perser Kin&#039;toni Clan - Revision history</title>
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		<title>Stevie Lambert: (via JWB)</title>
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		<updated>2026-05-10T12:40:53Z</updated>

		<summary type="html">&lt;p&gt;(via JWB)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox:TwilightAgeGroup &lt;br /&gt;
|Type = Kin&amp;#039;toni clan&lt;br /&gt;
|Name = Perser Kin&amp;#039;toni Clan&lt;br /&gt;
|Parent Groups = Unknown &lt;br /&gt;
|Descended Groups = Unknown &lt;br /&gt;
|Government Type = Gerontocracy&lt;br /&gt;
|Areas Controlled = [[Iruck Cold Desert]]&lt;br /&gt;
|Date Founded = 4E 256&lt;br /&gt;
|Date Disbanded = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Perser kin&amp;#039;toni Clan is a kin&amp;#039;toni vampiric group with a variant of the Plague that only turns the elderly. They are unable to turn younglings or even middle aged people into members of their group. They become stronger the older they were turned. As a consequence, they have developed a gerontocracy - that is, a government of the eldest.  They live in the mountains near the city-state of Nuro and are ruled by an Elder who is also its head priest. The clan has been around for centuries, but it was not until recently that they began turning ever older people into kin&amp;#039;toni. &lt;br /&gt;
&lt;br /&gt;
This practice is called &amp;quot;Elder Blooding&amp;quot;. In fact, this process actually increases their longevity because they can keep themselves from aging further at all. Some other kin&amp;#039;toni pclans practice &amp;quot;respect of the elders&amp;quot;, and so they regard members of the Perser kin&amp;#039;toni Clan with awe. Others believe they are just old coots and they have no special regard for them. Their leader is the Grand Elder, who is believed to be the last living member of his family. He lives in a small hut on top of a mountain and leads from there. His wife and children do not live here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were never turned into kin&amp;#039;toni and died long ago, but they have living descendants amongst the zu&amp;#039;aan. There is no one else like the Grand Elder anywhere in the world. The Elders&amp;#039; power comes from their ability to control the oldest kin&amp;#039;toni in the clan, which they do through rituals known as &amp;quot;Elder Broodfeasts&amp;quot; (the elder&amp;#039;s name for these encounters). By doing this, they increase their own lifespan. They don&amp;#039;t age physically, but mentally and spiritually they slowly fade away over time. They are able to keep themselves from becoming &amp;quot;Gatherers&amp;quot;, as they call passive members.&lt;br /&gt;
&lt;br /&gt;
By performing Elder Broodfeasts regularly, in which they drink the blood of others, thus rejuvenating their physiology, if not their appearance. The Grand Elder is believed to be the last one who actually wants to remain actively involved in the religious politics of the clan, but he&amp;#039;s also said to be going senile. Many of the Clan Elders believe him to be a relic of the past and not relevant to the future of the clan. The Grand Elder is the only surviving Elder with ties to the beggining of the kin&amp;#039;toni, as far as anyone knows. This gives him an influence on some of the younger Elders who respect his age and experience. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Elder Broodfeasts are all based on the rites he learned from his own Elder when he was turned into a kin&amp;#039;toni. However, it is believed that he keeps himself alive through these rituals instead of actually contributing to the well-being and future of the clan. The Grand Elder is also responsible for keeping all the other Elders from each other&amp;#039;s throats, at least so they don&amp;#039;t begin killing each other over petty rivalries. The role of the Grand Elder has not been challenged in decades. It&amp;#039;s a very demanding role, and commands respect, but also asks for great dedication. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The regular position of Elder is that of a warrior who has proven themselves worthy of leading others. They have to keep in mind that they are to lead by example, not by force.  They also have to keep their own urges in check, but with the threat of the Grand Elder&amp;#039;s wrath behind them, they are able to maintain order. The role of Elder isn&amp;#039;t necessarily one that can only be held by a kin&amp;#039;toni with a great deal of combat experience. Elder mystics also gain this role by leading the clanners in worship rites.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
The Perser kin&amp;#039;toni Clan members have dark pink irises with white sclera and crescent pupils. Their joints are known to crack and cackle when moved, but this doesn&amp;#039;t stop them from displaying an uncanny degree of agility (for people their age) during combat. They do not seem to run the risk of starving for lack of blood. Instead, they are all capable of drinking the blood of other kin&amp;#039;toni, which keeps them from starving to death. This is achieved by draining the blood of their kin through a ritual known as an Elder&amp;#039;s Broodfeast, which has been mentioned before. &lt;br /&gt;
&lt;br /&gt;
In the bloodfest, Elders exchange blood, which is assimilated by their organisms and provides more variety and physiological defenses to their body. Their body assimilates the lymphocites of both other kin&amp;#039;toni and their zu&amp;#039;aan victims. This defense mechanism is unique to this kin&amp;#039;toni clan. The kin&amp;#039;toni of the kin&amp;#039;toni might be considered as an individual species with a rich and varied history. They share many features in common with the rest of the vampiric races, but also have several notable differences. kin&amp;#039;toni can easily be identified by the large, black gills that protrude from their necks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These gills allow them a limited degree of underwater breathing, but also have to be covered if members desire to masquerade as zu&amp;#039;aan. Indeed, the white sclera means this is one of the most &amp;quot;Normal-passing&amp;quot; clans and their members enjoy pretending to be just old zu&amp;#039;aan people, if the situation calls for it. Their blood also has a mild euphoric effect, allowing them minimal control over others. The most well-known ability of the kin&amp;#039;toni is their capacity to regenerate from near death, and still continue to act normally, unless their heads are removed. &lt;br /&gt;
&lt;br /&gt;
Indeed, these kin&amp;#039;toni will only die if beheaded, and even then they can remain alive for several minutes. How clansmen achieve this regeneration is uncertain, but it is known that they use a slimy substance from their bodies to block off the bleeding and begin the healing process. This substance is similar to that of the eel, hence the regenerative properties. Indeed, the kin&amp;#039;toni of this clan can extract bacteria in their bodies in order to ferment several substances to produce alcohol, which many poorer members have been known to do in exchange for favors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Perser kin&amp;#039;toni are one of the most unique clans, especially due to their ability to masquerade as normal zu&amp;#039;aan, but their most distinctive trait is still the inability to turn people below their golden years. It is unknown what triggers the possibility of transformation specifically, but it is believed to be related to hair discoloration and the deterioration of telomerase. Ultimately, the lack of advanced science means of course both kin&amp;#039;toni and zu&amp;#039;aan ignore the finer points of the conversion process, seeing only the final result.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
Respect for the Elders is the cornerstone of the Perser kin&amp;#039;toni Clan&amp;#039;s cultural practices. Indeed, it is only thanks to the long lifespans and regenerative capabilities of the Elders that allow the clan as a whole to survive and thrive. This being the case, respect is encouraged through various rituals and traditions. One of these is the ritualistic exchange of blood between members, which serves both as an act of trust and an act of thanksgiving for the longevity of their lives. The most well-known aspect of the kin&amp;#039;toni culture, however, is its masquerade in zu&amp;#039;aan fishing villages. &lt;br /&gt;
&lt;br /&gt;
Indeed, the kin&amp;#039;toni managed to maintain their clan and culture for centuries without discovery by hiding in plain sight. Furthermore, their blood exchange ritual not only acts as a form of identification but an act of trust, further strengthening the bond within the small community. Due to their isolated nature, few members of the kin&amp;#039;toni have any real grasp on modern or even recent history, and as such the masquerade is not only necessary but helps to keep the kin&amp;#039;toni grounded and level-headed. However, this also means that Perser kin&amp;#039;toni are largely ignorant and oblivious to the world outside of their fishing villages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, they are blissfully ignorant of the potential danger of certain other rising clans or even the world at large. Due to their age, their knowledge is limited by old grudges, old covenants, obsolete treaties, and ancient geopolitics which no longer apply in this shifting world. Also, thanks to their masquerade and relatively small population, they have not the numbers or powers to defend themselves from external threats. Their relationship with other kin&amp;#039;toni clans are not without their own worries and problems, among the most pressing of which is the issue of trust. &lt;br /&gt;
&lt;br /&gt;
Indeed, due to the isolated nature of the kin&amp;#039;toni as a whole, they have had very little contact over the years with other clans or covenants, even less so since the masquerade began. As such, they do not know of the possible dangers of other clans such as the Quom kin&amp;#039;toni Clan or the Suir kin&amp;#039;toni Clan, or have any real knowledge of their culture, practices, or history. This lack of information has bred a certain amount of paranoia in the Perser kin&amp;#039;toni community, with many believing that secrets are being kept from them by their brethren for reasons unknown. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A worrying thought, given that the kin&amp;#039;toni are a naturally trusting lot, but one that persists all the same. The other major concern is that of their own mortality. Thanks to their masquerade and stringent conditions for turning, the Perser kin&amp;#039;toni are slowly dying out as a people. Even with their regenerative capabilities and long lives, it&amp;#039;s unlikely they&amp;#039;ll be able to keep up with the losses sustained by their community, specially when any of the Elders are hunted by specialist zu&amp;#039;aan. The future of the Perser kin&amp;#039;toni as a people is uncertain at best.&lt;br /&gt;
&lt;br /&gt;
And it would seem that only through large and sweeping changes will they be able to survive in this new world. For better or worse, the nature of those changes is currently being debated by their least-Elderly members, with the Elders seemingly content on waiting for whatever happens to occur, so long as they don&amp;#039;t have to reform their beliefs. Thanks to the masquerade, the Perser kin&amp;#039;toni are one of the few ancient clans who managed to keep their culture and society relatively intact, however, only time will tell if they can survive the strife and change of this shifting world.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
As mentioned, the clan is ruled by its Elders, old amongst the old - old when turned as zu&amp;#039;aan, and then old again as kin&amp;#039;toni. Elders, however, aren&amp;#039;t a monolithic group, and factions and divisions exist amongst them. Their high esteem of themselves leads them to split from the mainstream and found their own factions, even consisting occassionally of just one Elder, with a few followers in tow. Such smaller factions are either eventually absorbed back into the mainstream Elders proper (as happens to most), or they succeed in their goals and remain unique entities.&lt;br /&gt;
&lt;br /&gt;
Engaging in clan politics from their own ideology. The number of Elders proper is unknown, but it wouldn&amp;#039;t be unthinkable if there were only seventeen of them left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of the main factions, two are known: &lt;br /&gt;
&lt;br /&gt;
The House of Swords is the more bellicose faction of Elders, mostly made up of younger Elders who want to ensure the Perser kin&amp;#039;toni&amp;#039;s survival through conquest and warfare. They are a minority faction, but their popularity seems to be rising amongst the base, some of which desire to go back to a pre-masquerade &amp;quot;golden era of bloodlust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As their name suggests, the House of Scrolls is a faction of more contemplative Elders, who hold the view that knowledge is a better weapon than any blade, and should be sought and developed. They mostly reside in the vast libraries of the zu&amp;#039;aan cities, masquerading as librarians - the largest being Gixix, the City of Papyri, which can be found in the forests near the City States of Jicol. They&amp;#039;re the most likely to follow new or fringe philosophies (like the teachings of Ozzok), though they&amp;#039;re not adverse to war and battle if it calls for it, just like their more warlike brethren.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Elders themselves are ruled by an Eldest Council, which consists of five of the mightiest of their kind, who debate all matters related to the survival and future of their kin&amp;#039;toni. When a matter is to be voted on which doesn&amp;#039;t have an obvious answer, they each cast a white (for), black (against) or red (abstain) vote - issues with at least three black votes and no more than two white votes are thrown out. The Council is led by the Head Elder, who is almost always the Grand Elder himself, unless he coudn&amp;#039;t attend the council meeting, in which case the rest will decide a suitable pro tempore replacement. &lt;br /&gt;
&lt;br /&gt;
The Elders and the Council are served by the Perser kin&amp;#039;toni themselves, conforming the powerful upper class. Common Persers can rise to serve them as well - elderly who show potential or display promise are &amp;quot;donated&amp;quot; to serve the Elder Council as scribes or heralds, though whether this means they&amp;#039;re fed to them or fed by them depends on how well they serve.&lt;br /&gt;
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&lt;br /&gt;
The third, more fringe faction of Elders is the Grandmothers of the Storm.  Their roots are unknown and shrouded in mystery, even to other Elders. Nothing is known about their numbers or hierarchy, but occasionally, seemingly at random, they will approach an Elder or a small zu&amp;#039;aan and without word, snatch them away. They may be the ones who manipulate the Elder Council&amp;#039;s votes. They claim to serve the Stormlord, &amp;quot;the immortal ruler of the sea and sky&amp;quot;, a deity-type figure which allegedly divines their goals. They&amp;#039;re a highly secretive group, and very, very reclusive. &lt;br /&gt;
&lt;br /&gt;
They believe that the masquerade is a blasphemous affront to the Stormlord (though given that they willingly serve him, they must do so for a reason), and will seek to destroy it. The Grandmothers of the Storm most likely are the ones behind the assassination attempts on both Rerog Rivas and Jacobus Symcho themselves, two other Elders that recently barely escaped with their lives from strange kin&amp;#039;toni assassins. They had both recently oppossed the Grandmothers of the Storm in a Eldest Council gathering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
The Perser kin&amp;#039;toni Clan doesn&amp;#039;t keep a large military force in the open, but rather, are organized into a series of specialized, small, secret squads. These squads are hidden in the cities of the world, working undercover as (typically) merchants, officials or otherwise blending in with society. These agents are highly trained in not only combat, but also manipulation and deception, and are a very real threat to anybody who resists them. They typically answer to their Elders or the Elder Council directly. The nature of their work means that they&amp;#039;re usually highly isolated.&lt;br /&gt;
&lt;br /&gt;
And do not participate in the day-to-day management of the masquerade, rather it is done by more public figures, such as Gabela and Rerog. The Grandmothers of the Storm have their own units. Their military force is known as the Stormriders, whose ranks are filled almost exclusively with mounted elderly women, trained in the use of arbalests or bows. They also are rather unique in keeping zu&amp;#039;aan as auxiliaries. The Stormriders have no permanent barracks or fort, and instead travel the countryside in convoys of wagons. They keep to the backroads and the wilderness.&lt;br /&gt;
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Avoiding major roads and population centers, only to appear suddenly, strike with their mounted archers and then vanish once more before reinforcements can be called up. The Council doesn&amp;#039;t maintain a standing army of any kind, and as such must rely on mercenaries or the rare allied clans that will keep their vows in case of emergencies (The Council&amp;#039;s allies are few in number, and of questionable loyalty in any case). Perser kin&amp;#039;toni elders are no pushover in combat, and many of them gained notoriety as operatives in previous years, but their current practice may be questionable at best.&lt;br /&gt;
&lt;br /&gt;
As a whole, the Perser have grown arrogant over the years, believing themselves to be practically unbeatable. They have forgottent the time before the masquerade, when they were known for their ruthlessness and adaptability. They still excel in guerilla fighting and hit-and-run tactics while on horseback, but they have forgotten that there is always a bigger fish. The true question is if they will ever have to face that possibility. There are rumors of a great war brewing, one which will involve all of the continent. Even those who would start it aren&amp;#039;t clear on all the details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But it is certain that many will die over the course of it. The Council has made overtures to many of the other remaining clans on the continent to unite, but so far these have been ignored or rejected. The Council has also made overtures to the High King of Kishak, but these were rejected as well. (The Kishakites have a historical hatred for the Council, which dates back to just after their arrival on the continent). While there are no current overtures being publicly made between the zu&amp;#039;aan great kingdoms, it is assumed that if the war does happen, they&amp;#039;ll be drawn into it eventually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The religion of the Perser kin&amp;#039;toni Clan is rather hard to understand for outsiders. They do not worship any gods in the normal sense, believing instead that the spirits of their ancestors linger in a sort of limbo and can be called upon for assistance. Even then, they do not have complete control over these spirits, which is where the faith of the Elder Council comes in. The Council serves as a conduit of sorts, able to direct the attention of these ancestral spirits. Due to being consiudered conduits, all members of the council are required to serve lifetime terms until they die, which isn&amp;#039;t very often.&lt;br /&gt;
&lt;br /&gt;
The religion of the Perser Clan, while hard to understand, still has a major impact on their culture and ethics. The most important tenet being respect for one&amp;#039;s ancestors. To not do this would bring great dishonor upon the entire family. Other tenets include &amp;quot;respect&amp;quot; for all life (including animals and zu&amp;#039;aan; though they still eat them, they “pay respect” to them to do so) and the belief that great acts can propel one&amp;#039;s spirit further up the ranks of greatness after death. Despite not having gods in the traditional sense, there are several Elder Spirits which are worshipped almost as deities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are  greater spirits of historical importance, such as Ghunz, the patron spirit of warriors. The religion puts a heavy emphasis on ancestor worship, with proper burials being a high priority for the people. A dead warrior without a proper burial is doomed to wander in agony for all eternity, which is seen as a horrid fate indeed. Specialists and Seers will often be sown to rest in special areas reserved for them. Another important thing to note is that there is no devil figure in the religion, just as there is no deity guiding it. &lt;br /&gt;
&lt;br /&gt;
Those who do bad are simply stricken from the annals of history and those who do good to the tenets of the clan are remembered with honor.  There was once a rebel religious faction called the Kenthuites. Ken&amp;#039;thu and his faction ultimately attempted to overthrow the Council with the intent of making him a Warlord-King, possibly with the goal of starting a war. He was narrowly defeated by the Council. The complete history of this is known to only a few, but it&amp;#039;s a major source of shame. The only consolation is that Ken&amp;#039;thu and his followers are also disgraced ancestors in the eyes of their &amp;quot;families&amp;quot; (people turned by their blood).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The religion of the clan as a whole is known as the Path of the Ancestor and thus places emphasis in &amp;quot;Being a good ancestor&amp;quot;. Even the Gramdmothers of the Storm pay lip service to this tenet, though it is dubious if thy actually believe in it, and how would they interpret it in any case. Another splinter cult, which are no longer recognized as part of the Perser kin&amp;#039;toni clan, is the Oalkwardners. Also known as the Olkwards or just Olks, they live in hiding in a large, absurd ruined zu’aan city with no name. Their society is religious and tribalistic, with various tribes competing for control of the city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each tribe worships a different type of animal and dresses in their hides. The consensus in the Clan is to act as though they don’t exist, as they are seen as backwards and shameful, but the fact of the matter is that their members share the same variant of the Plague and the same age restrictions as the Perser kin&amp;#039;toni.&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
The Perser kin&amp;#039;toni members have developed a series of informal cabbalistic rituals for &amp;quot;luck&amp;quot;, &amp;quot;fortune&amp;quot;, &amp;quot;tempting fate&amp;quot; and other ideosyncratic purposes. These are used in social gatherings and to express their hopes for competitions in which they do not take part. Some of these are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flip the copper rule:  Before a large or important competition, members of the public may give a copper coin to an Elder. This adds their &amp;quot;good luck&amp;quot; to the coin, which is then flipped. If it lands on heads, they win; otherwise they lose. This is used for large competitions in which the whole community or multiple communities take part (such as the Tabollas games). If the flip comes up tails, there&amp;#039;s still the chance that an Elder may risk their own luck and flip again. If they win, it means the Elder&amp;#039;s luck has overcome that of the coin, and the community wins. &lt;br /&gt;
&lt;br /&gt;
For smaller competitions in which only a few people can take part (such as who can catch the most fish), the person who loses the flip has to flip again. If it lands on heads, they win; if it lands on tails and they lose, and they&amp;#039;re out of the competition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wash the food with sacred water: The sacred water is collected from springs dedicated to the Elder spirits. It is used in competitions where people roll dice to catch rings on their fingers. The winner has to wash their hands in this water.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;give bad luck to your opponent&amp;quot; cabbalistic rituals are not well-known and rarely used, as they&amp;#039;re considered mildly unlucky to use, at best. The most common of these is the &amp;quot;curse&amp;quot; ritual, which involves cursing your enemy. More powerful curse rituals involve blood, but these are only used in the direst of circumstances (as they can backfire horribly, or so is told). If the cursed person defeats their foe or completes their task, then the curse is lifted - or at least, this is what is claimed by those who use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other common ritual is the &amp;quot;boon&amp;quot; ritual, which involves giving your enemy a boon. As with curses, more powerful boon rituals involve blood, but these are rarer as they&amp;#039;re seen as somewhat pathetic. If the person you&amp;#039;ve given a boon to loses their task or battle, then you gain their curse. This is a measure of last resort only, as the Perser kin&amp;#039;toni see no honor in these tactics, and it taints your own reputation.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a contest known as a death-edge knife-duel.  This is a ritualized combat fought with knifes and the like. The two opponents fight until one hits the floor or concedes defeat. This can either be a fight to first blood or to the death. The winner gains great honor, while the loser&amp;#039;s family typically mourns them with a funeral feast. The winning family then owns the knifes used in the duel, which are often prized heirlooms or gifts.&lt;br /&gt;
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[[Category:3rd-century Twilight Age kin&amp;#039;toni clans]]&lt;br /&gt;
[[Category:Anima_U&amp;#039;s contributions]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
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