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Chapter One:
A World of Darkness


"So we are agreed that one of us is to assume Fathers name and titles?"

Seven heads bowed in assent. There were seven men in the room, all remarkably similar in build and appearance. Each had a strong chin and an aristocratic face; each was dressed in finery far too warm for the Castilian night. Outside, voices cried out in Spanish and Portuguese - merchants hawking their wares, their wines, their women. The voices floated in through a single window, as did the light of the sliver of moon to the west.

"If it becomes common knowledge that our sire has been destroyed, the consequences will be... unpfeasant. It will give hope to the anarchs and their puppetmasters. It will cause some of our younger brethren to defect to their cause for fear of our weakening. And it will cause division in the councils of our father's peers, delaying the unification of the clans. I find all of these to be undesirable results." The speaker was, perhaps, the eldest of the seven gathered. He sat in a tall chair cushioned in red, its legs carved like lions' claws and gilded. The others sat in smaller, lower seats. One of those, seated closest to the window, spoke.

"But which? And what steps to ensure the secrecy of the matter? Should the charade be exposed, the damage will be worse than if we just admit to Father's destruction."

The eldest shrugged slightly. "I had thought that, being closest to Father in age and power..." - there were some murmurings at this - " ...that I would become him, so to speak. And that I would rely on our bond of shared lineage to ensure your silence."

The others looked around, eyes meeting as each silently tested his brothers' resolve to mount a challenge. Then came the babble of reassurances that yes, of course, they would be a part of this plan.

"Your show of solidarity is touching, Brothers. If you will excuse me for a moment?" And the eldest childe of Hardestadt rose and walked to the door of the library, which a ghoul servant once in the service of the Knights Templar held open for him. Behind him, he heard the clatter of metal goblets against the wooden tableetop as his brethren reached for the refreshments he'd had set out hours past. Each cup contained a mix of the vitae of various powerful and ancient Cainites, all long since destroyed by Hardestadt the Younger. Each also contained some of Hardestadt's own vitae, masked by the headier flavors of elder blood. This was not the first time Hardestadt had assayed such, a subterfuge; bending a wine steward's will was an easy matter for one of Hardestadt's power.

Silence would be assured, yes.

The world of Vampire: The Masquerade is not our own, though it is close enough for fearsome discomfort. Rather, the world inhabited by vampires is like ours, but through a looking glass darkly. Evil is palpable and ubiquitous in this world; the final nights are upon us, and the whole planet teeters on a razor's edge of tension. It is a world of darkness.

Superficially, the World of Darkness is like the "real" world we all inhabit. The same bands are popular, violence still plagues the inner city, graft and corruption infest the same governments, and society still looks to the same cities for its culture. The World of Darkness has a Statue of Liberty, an Eiffel Tower and a CBGB's. More present than in our world, though, is the undercurrent of horror - our world's ills are all the more pronounced in the World of Darkness. Our fears are more real. Our governments are more degenerate. Our ecosystem dies a bit more each night. And vampires exist.

Many of the differences between our world and the World of Darkness stem from these vampires. Ancient and inscrutable, the Kindred toy with humanity as a cat does with a trapped mouse. The immortal Kindred manipulate society to stave off the ennui and malaise that threaten them nightly, or to guard against the machinations of centuries-old rivals. Immortality is a curse to vampires, for they are locked in stagnant existences and dead bodies.

This chapter examines the vampires' world. The World of Darkness reflects the passion and horror of its secret masters, and the hope of redemption is the only thing that lets most denizens of this cursed place go on living - or unliving.

The World of Darkness

The greatest difference between our world and that of Vampire: The Masquerade is the presence of immortal monsters pulling the strings of humanity. Violence and despair are more common here, because they need to be in order for the Kindred to continue their existences. The world is bleak, but escape is an ever-present commodity - perhaps too present. The setting of Vampire is a composite of its populace and their despair.

Gothic-Punk, and Portents of the Future

"Gothic-Punk" is perhaps the best way to describe the physical nature of the World of Darkness. The environment is a clashing mixture of styles and influences, and the tension caused by the juxtaposition of ethnicities, social classes and subcultures makes the world a vibrant, albeit dangerous, place.

The Gothic aspect describes the ambience of the World of Darkness. Buttressed buildings loom overhead, bedecked with classical columns and grimacing gargoyles. Residents are dwarfed by the sheer scale of architecture, lost amid the spires that seem to grope toward Heaven in an effort to escape the physical world. The ranks of the Church swell, as mortals flock to any banner that offers them a hope of something better in the hereafter. Likewise, cults flourish in the underground, promising power and redemption. The institutions that control society are even more staid and conservative than they are in our world, for many in power prefer the evil of the world they know to the chaos engendered by change. It is a divisive world of have and have-not, rich and poor, excess and squalor.

The Punk aspect is the lifestyle that many denizens of the World of Darkness have adopted. In order to give their lives meaning, they rebel, crashing themselves against the crags of power. Gangs prowl the streets and organized crime breeds in the underworld, reactions to the pointlessness of living "by the book." Music is louder, faster, more violent or hypnotically monotonous, and supported by masses who find salvation in its escape. Speech is coarser, fashion is bolder, art is more shocking, and technology brings it all to everyone at the click of a button. The world is more corrupt, the people are spiritually bankrupt, and escapism often replaces hope.

As if this weren't fearful enough, the last few years have seen a quiet but pervasive dread grip the Kindred community. Many Kindred whisper of the Jyhad, the eternal war or game said to consume the most ancient vampires. This struggle has been waged since the dawn of time, but many vampires fear that, as one millennium passes to the next and the curse of undeath grows weaker, an apocalyptic endgame is at hand. Signs and portents, many recorded in the prophetic Book of Nod, trouble vampires of all clans and lineages, even those who profess not to believe. Whispers in Sabbat covens and Camarilla salons alike speak of turmoil in the East, of armies of Clanless rabble, of vampires whose blood is so thin that they cannot Embrace, of meetings with mysterious elders whose vast power betrays no discernible lineage, of black crescent moons and full moons red as blood. All, say the believers, are omens that the Final Nights are approaching, and that the end of all things is nigh.

Some Kindred believe that a Reckoning is at hand, that the powers of Heaven are preparing at last to judge the vampires and what they have made of the world. Others speak of the Winnowing, or Gehenna, the night when the most ancient vampires will rise to consume their progeny, taking their lessers' cursed blood to sate their own hunger. Few admit to such superstitions, but most feel a palpable tension in these nights. Elder vampires play their hands in one fell swoop, negating centuries-long schemes in a single mad flurry of action. The warpacks of the dread Sabbat hurl themselves at the fortresses of their enemies, for they fear they might not get another opportunity. Cells of Assamite cannibals, formerly held in check by a great curse, hunt other vampires and ravenously drink their blood. Vampires of uncertain lineage are hunted down and destroyed by paranoid elders, who fear them as harbingers of Gehenna. Though patience is a special virtue among the immortals, it is practiced less and less, and the whole Kindred world teeters on the verge of a great collective frenzy.

Gothic-Punk is a mood and setting conveyed during the course of the game. The greatest share of creating this ambience falls upon the Storyteller, but players should consider their characters' stake in it as well. The ambience is also a matter of taste. Some troupes may prefer more Gothic than Punk, while others may want equal amounts of both elements, or little of either. In the end, it's your game, and you are free to make of it what you will. Simply bear in mind that experiencing the world is a shared endeavor, and everything the players and Storyteller do helps make that world more believable. Actions, settings, characters and descriptions all convey the Gothic-Punk aesthetic.

Cities

Vampires are inherently creatures of the city, though some claim this is a matter of decision rather than nature. Urban landscapes offer everything a Kindred could want: near-infinite supplies of blood, enough contact to satisfy the most social of vampires (and enough seclusion to satisfy the most isolationist), and refuge from the werewolves who linger in the mral lands beyond the city lights.

Unfortunately for the Kindred, cities are breeding grounds for the events of the Jyhad, the great cannibalistic war that has raged among the undead for longer than the eldest vampires remember. The night is as capricious as the Kindred themselves are, and long periods of relative peace can erupt into bloodshed with little or no warning. As vampires cling to the cities for protection and sustenance, juxtaposition with other Kindred is inevitable.

In the nights of old, when humans were fewer and cities not so congested, Kindred often stalked their hunting grounds alone, never seeing another of their kind. In the modern era, contact with other predators is nearly unavoidable, and so some balance of power usually exists within a city. Elder vampires control their own territories, the princes of the undead govern with iron talons, lawless anarchs clash on the streets of the slums, and wild vampiric fetes take place far from the eyes of mortals. Even the gravest Kindred conflicts occur behind the veil of the Masquerade, the code of silence that prevents the Kindred from revealing themselves to the humans around them.

Ironically, the cities are both prisons and paradises to the Kindred. By leaving, they risk losing their unlives to starvation or the claws of werewolves. By staying, they may indulge their passions, but inevitably clash with others of their kind. It is a tense, tenuous existence, and one devoted to staving off the myriad curses of immortality: depression, futility and maddening boredom.

A rough ratio of vampires to mortals has evolved in the last century. Many vampire princes enforce a limit of one vampire per 100,000 mortals, in the interests of keeping the existence of the Kindred a secret. Nonetheless - and particularly in the last few years - some cities exceed this ratio, and the ever-growing population of Kindred is becoming a very dire concern. In cities that do not slavishly heed the Masquerade, such as those under Sabbat control, the ratio may soar to two or three times the acceptable level. Overpopulation is not an easy problem to address; arbitrarily deciding which vampires may stay and which must suffer the Final Death is a matter of policy no prince wishes to decide, except in the most critical of circumstances.

Some vampires, though, feel that the situation will be addressed forcibly. Young vampires of weak blood appear with increasing frequency in the elders' cities, and many Kindred whisper that the time of the "grazing," when the hidden masters of the Jyhad will arise and devour the rest, is nigh.

The Kindred

Vampires have long been feared as rapacious monsters of the night - terrible black forms sweeping out of the darkness to steal infants from their cribs and ravish the blood of innocents. Vampires are also creatures of deadly beauty, immense passion and predatory sensuality.

Each vampire is unique, and each has her own fascinating story to tell. The most important characteristic all vampires share, though, is their damnation. More important than any lineage, clan, sect or cause is the fact that all vampires are undead predators. Fealties and duties fall second to the inescapable urge of hunger. Without exception, vampires are parasites, cursed by fate to prey upon those from whom they originated.

Vampire emphasizes this theme over all others. Vampires are monsters. How does it feel to leave a dead, bloodless child in a dumpster? To manipulate mortals like pawns on a chessboard? To suspect that the elders wield you as an unwitting weapon against their ancient foes? To eke out an unlife of secrecy and bloodshed? To succumb to the wiles of the Beast and tear innocent victims to shreds?

In response to their environment, the Kindred have evolved a complex society that exists just out of sight of the mortals who surround them. Age, clan, sect, sire, power, influence and many other aspects of unlife make the Kindred who they are. Part of any Kindred's being is membership in a number of social castes that grace vampire society. By creating and enforcing divisions and roles for themselves, no matter how artificial, the Kindred seek to escape the Beast that roils within them. Vampire: The Masquerade is, in fact, a double entendre. Not only do vampires hide from mortals, they hide from themselves as well, pretending they are not the horrors they have truly become.

One way the Damned distinguish themselves is through a combination of age and generation, or how far removed a Kindred is from the progenitor vampire, Caine. Young vampires must prove themselves to their elders to be afforded any bit of status, and Kindred society is often as stagnant and stultifying as the immortal Damned themselves. There is a small degree of mobility, however, as elder Kindred are always looking for assets and allies who may aid them against their rivals in the Jyhad.

The greatest status is accorded to the Antediluvians, vampires of the Third Generation. Most vampires consider these Kindred to be legendary - certainly, none has been verifiably seen in the modern nights. The lowest rung of status is held by rank neonates and the clanless Caitiff, those claimed by no clan or with blood too weak to trace a proper lineage.

- Antediluvians: These ancient vampires, if they exist at all, are likely the most powerful creatures in the world. Members of the Third Generation, the Antediluvians are only two steps removed from the First Vampire, Caine. Antediluvians, when they choose to rise from their long sleep, affect all with whom they come in contact; according to the few fractured accounts of their doings, they possess virtually godlike power. According to Kindred legend, there were 13 original Antediluvians, though some have allegedly been destroyed. Their eternal struggle, the Jyhad, touches all Kindred, and innumerable layers of manipulation and deception make the plots of these Ancients almost imperceptible.

- Methuselahs: If the Antediluvians are the Kindred's gods, the terrible Methuselahs are demigods and avatars. At a point between a vampire's thousandth and two thousandth year, a grave change overtakes the Kindred. Sometimes the change is physical, while at other times it is mental or emotional. Whatever the nature of the change, the end result is that the vampire no longer bears any semblance of humanity. Having truly moved from the earthly into the realm of the supernatural, the Methuselahs often retire into the earth, where they may slumber away from the thirsty fangs of younger vampires. Their powers are so great, however, that they continue to direct their inscru- tableplans mentally, communicating magically or telepathically (and almost always invisibly) with their minions.

Kindred greatly fear the Methuselahs, who are accorded any number of horrifying characteristics. Rumors speak of Methuselahs whose skin has become stone, of everything from hideous disfigurements to unearthly beauty that cannot be looked upon. Some are believed to drink only vampire blood, while others control the fates of entire nations from their cold tombs.

- Elders: Elders are Kindred who have existed for hundreds of years, and typically range from sixth to eighth generation. With centuries of accumulated cunning and a terrible thirst for power, elder Kindred are the most physically active participants in the Jyhad - they do not suffer the long fits of torpor that hamper the Methuselahs and Antediluvians, but they are not so powerless or easily manipulated as the younger Kindred are. The term "elder" itself is a bit subjective; a Kindred who qualifies as an elder in the New World might be just another ancilla in Europe or older corners of the Earth. Elders keep a stranglehold on the Kindred power structure, preventing younger vampires from attaining positions of influence by exercising control they have maintained for decades, if not centuries.

- Ancillae: Ancillae are relatively young vampires (between one and two hundred years of unlife) who have proved themselves as valuable members of Kindred society. Ancillae are the lackeys to greater Kindred, and - if they're clever or lucky - tomorrow's elders. Ancilla is the rank between neonate and elder, signifying that the Kindred has cut her teeth (so to speak), but lacks the age and experience to become a true master of the Jyhad. Because the world's population has grown so in the last two centuries, the vast majority of vampires are ancillae or neonates (see below).

- Neonates: Neonates vary from newly released fledglings to indolent Kindred of a hundred years or more. Marked by the stigma of not yet having proved themselves to the elders, neonates are inexperienced vampires who might one night make something of themselves - but, more likely, will fall as pawns in the schemes of the other undead.

- Fledglings: Also known more loosely as "childer" (although every vampire except Caine is someone's childe), fledglings are newly reborn vampires still under the tutelage and protection of their sires, the vampires who created them. Fledglings are not considered full members of Kindred society and are often treated disrespectfully or as the sire's property. When her sire decides her childe is ready, the fledgling may become a neonate, subject to the prince's approval.

Other Distinctions

- Anarchs: Anarchs are vampires who reject the Traditions of Caine and the dictates of the elders who enforce them. Ironically, elders grudgingly afford anarchs some degree of status, due to the anarchs' ability to obtain power in spite of the elders' opposition. Anarchs are also respected for their passion and drive, which few elder Kindred, mired as they are in their age and dissatisfaction, can muster. Ultimately, however, most Kindred see anarchs as jackals, scavenging their unlives from what slips through the elders' fingers.

- Caitiff: The Caitiff are the clanless vampires, outcast by other Kindred and despised by those who bother to notice them at all. Vampires may become clanless either by having no idea of their sires' identities (and thus having no sense of lineage) or by being of such a weak generation that no identifying clan characteristics are discernible. Caitiff are almost universally regarded as bastard children and orphans, though some rise to a degree of prominence among the anarchs. Once there were few Caitiff, but the post-WWII period has seen a sharp increase in their numbers. Some elders whisper direfully of the "Time of Thin Blood" that signifies the imminence of Gehenna.

The Embrace

Not every victim of the vampire's Kiss rises to become Kindred herself - making a new vampire requires a conscious effort, and often permission. The Embrace is the term for the act of turning a mortal into a vampire. When a vampire wishes to sire progeny, her hunts take on a new characteristic. No longer does the Kindred simply search for sustenance; instead, she becomes more aware and cunning, looking for the perfect combination of personal behaviors that warrant immortality.

The reasons for Embracing new Kindred vary from vampire to vampire. Some sires feel great remorse over their undying curse of vampirism, and select mortals who might "give something back" to the depraved race of Kindred. A few vampires look for great artists, thinkers, creators or just compassionate souls whose talents should be preserved forever. These Kindred often suffer greatly when they see what their selfishness wreaks upon those brought into the fold, for the Embrace often destroys the spark of creativity. Kindred lack the ability to truly innovate - they ride human trends rather than set them, and even their most inspired works are nothing more than pale imitations of mortal work that has gone before. It is an irony that those Kindred who would preserve a childe's gift forever actually do more damage to their progeny's talent than simply allowing it to age naturally ever would.

Other Kindred are vindictive and spiteful with the Embrace, choosing mortals whom they wish to see suffer. Some particularly cruel Malkavians delight in bringing the truly and pitiably insane into their ranks, hoping to glean some new insight from a fledgling's madness as she sinks into despair. The hideous Nosferatu also delight in Embracing the vain or beautiful into their clan, enjoying the anguished shrieks of the childe as she becomes a malformed horror. Even the Toreador, in their degeneracy, sometimes select childer for the purpose of asserting their superiority over those who had been spoiled in life.

Most Kindred, however, Embrace out of loneliness or desire. These vampires are invariably the worst off as, after the culmination of their lust or anguish, they are left not with soulmates, but with monsters every bit as callous and predatory as they are.

Kindred rarely Embrace capriciously - the right to create a childe is seldom granted, and those who observe the Traditions are loath to squander an opportunity that they may not receive again for a thousand years. Some vampires, though, are flighty, negligent or simply heedless of a prince's right to destroy them and their progeny. The ranks of the Caitiff swell with Kindred who do not know their lineage, accidentally rose after being left for dead by careless vampires, or otherwise left sires who cared little for them.

The physical act of creating a Kindred is not complex, though many sires refuse to instruct their childer in the process. The vampire first drains his victim's blood to the point of death - which is not difficult, for once the Kiss is administered, the victim is usually too lost in the agonizing rapture to resist her attacker. After removing all of her prospective childe's mortal blood, the sire places a quantity of her own blood in the childe's mouth. This amount varies, as some vampires literally suckle their childer at their own wrists while other Kindred place the tiniest drop on their childer's lips and watch as the Beast takes over thereafter. Vampires of the Sabbat reputedly Embrace their childer and then bury them, forcing the progeny literally to dig themselves out of their own graves.

Whatever course is taken, the childe then dies a mortal and spiritual death, only to rise unnaturally afterward. Most of the time, dying is a period of great pain and anguish; the childe suffers spasms and shock as her body sloughs off the mortal coil.

The instant of rebirth, by comparison, is perhaps the greatest pleasure a Kindred may ever feel, and is likely the last true ecstasy the vampire will ever know. As the mystical process transforms the now-dead corpse of the childe, it evens out imperfections and often makes the body beautiful, albeit in a surreal manner. Such beauty is frightening to behold, a predatory grace like that of a shark or venomous snake. The childe's senses also hone to an uncanny level, revealing sounds she has never before heard or heeded, tactile stimuli never appreciated with touch, panoplies of color imperceptible to the human eye, and myriad individually distinguishable smells.

The vampire's sense of taste heightens as well, though toward a single, terrible flavor. Only one substance satisfies the vampire: human blood. From the moment she rises, the vampire is a slave to the passion of her Hunger, and every night from her Embrace to eternity she will experience a starvation that can be sated only by preying upon members of her former species.

After the Embrace, the childe is known as a fledgling, under the protection and guidance of her sire until that sire deems her ready to face the night alone. It is the sire's responsibility to educate the childe in the ways of the Kindred, though such education is rarely formal, often spotty, and always tainted by the sire's jealousies and prejudices. Many sires, desiring conspirators, sycophants or outright dupes, poison the minds of their childer against their enemies or intentionally leave out important bits of information, the better to rein in the childe later.

First Nights

As the childe slowly enters the world of the Damned, she learns about the society of the undead through her sire's tutelage and accumulated experience. Should the sire introduce her to other Kindred, the fledgling may gain a firsthand knowledge of the pomp and ritual associated with the vampires' society. Most sires, however, sequester their childer from other Kindred, fearing that exposure to other vampires may sway their younglings' knowledge away from what the sires wish them to learn.

Many of these first nights are spent learning what it means to be undead. The childe inevitably meets her Beast, and either falls to frenzy or learns early on how to subjugate its wild call. The sire may offer aid and guidance in thwarting the Beast, or he may watch as it overtakes his childe, then admonish her for weakness afterward. It is now that the childe learns that undeath is indeed a curse - despite the power brought by the Embrace, she is no longer entirely herself, and must forever be wary of the Hunger that burns inside her.

Also at this time, the childe lean-is - too late! - to appreciate the emotional capacity possessed by mortals. As a vampire, the childe's heart has died, leaving her a cold corpse incapable of truly feeling anything. Most vampires compensate by making themselves feel, conjuring up memories of emotions long dead. Desperation is all that remains in the hearts of many vampires, as they realize what they have lost as their mortal selves died.

The first nights are a time of bleak revelations. Many fledglings cannot cope with the terrible new world of night into which they have been reborn, and choose to meet the obliterating rays of the sun rather than continue their existences.

Hunting

The most important lesson a newly Embraced Kindred learns is how to hunt for human prey. The sire inevitably takes an important role in this process, either instructing the childe in the art of feeding or leaving her to her own devices and offering criticism afterward.

The malice in a Kindred's personality tends to come to the fore when instructing a childe how to hunt. Many vampires offer no "weaning period" to their childer, whereby the vampire may subsist on the blood of animals. In fact, many sires fail to inform their childer that animal blood may sustain a vampire. They turn the childer upon humankind immediately, forcing them to prey upon what they once were.

A childe soon learns that the hunt is the cmx of a vampire's existence. Of all the practices to which the sire introduces his childe, feeding is the only one absolutely mandatory to the existence of a vampire. Thus, many sires guide their childer into savoring the hunt, stoking their passions on their prey's ten-or or basking in the anticipation of a draught of blood even before it courses over their lips. The vampire's feeding, known as the Kiss, engenders great ecstasy in the vessel, the person upon whom the vampire feeds. Needless to say, the Kindred feels physical bliss as well, as nourishing vitae rushes in to fill the void in the vampire's soul.

Kindred feed in numerous manners, as best befits their personalities. Some Kindred prefer the brutality of feeding from whomever they choose, roughly handling their vessels and leaving them broken afterward. Others go to great lengths to increase the sensuality of the Kiss, concocting elaborate seductions and gathering veritable harems of mortal lovers from whom they can feed. Still other Kindred steal their vessels' vitae without their knowledge, feeding from the sleeping or the oblivious. Kindred also experience the aftereffects of drinking from vessels who have peculiarities of blood - the vitae of an ill individual tastes poorly and may have an adverse effect on the vampire, while a Kindred who feeds from a drunken or drugged vessel will feel as if she herself is drunk or high. A few Kindred enjoy this vicarious debauchery, and select their vessels specifically for such intoxication.

In the end, each vampire cultivates her own particular style and preferences when feeding. Learning to feed gives the vampire an opportunity to find these preferences, and the sire often enjoys watching his childe take the first few fumbling steps toward becoming a true predator. Kindred must remember, though, to observe the Masquerade when feeding. To this end, they typically lick the puncture wounds made by their fangs, magically sealing them shut and leaving no traces of their presence.

Havens

As a fledgling grows more and more knowledgeable in the ways of the Kindred, she must establish her own haven. Although her early nights are likely spent in the company of her sire and the safety of his haven, the time inevitably comes to leave the nest.

Selecting a haven is a very personal process, much as selecting a mortal dwelling is. A vampire must consider certain requirements when deciding upon her haven, however, that most mortals need not pay heed to.

Obviously, the haven must be secure from the rays of the sun. Even the slightest lick of sunlight can cause a Kindred to burst into flame. A haven must also offer reasonable isolation - curious neighbors who observe the nocturnal comings and goings of the person in the apartment next door may prove bothersome. Finally, the haven should offer physical security; during the daylight hours, vampires slumber unstirringly, and even should they manage to rouse themselves, they act sluggishly and with great lethargy. Foes who find a vampire's lair have a great advantage on that Kindred, for she is at their mercy.

For these reasons, many Kindred prefer inaccessible or highly guarded havens. The Nosferatu prefer the secrecy offered by the sewers, while no self-respecting Ventrue would think of keeping anything less than lavishly appointed apartments. Some

Kindred keep their mortal homes as havens, while others choose locations where no one would even consider to look, to discourage unwelcome visitors.

Domain

Although only the most powerful vampires claim regions of domain, most vampires tacitly claim small areas of personal influence. Of course, many princes allow vampires to claim only their havens and immediate surroundings as domains.

A vampire's domain is the area in which she is the authority - king of the castle, as it were. This does not necessarily mean that she has any "control" or vested interest in the domain, merely that it is nominally her "turf." Other Kindred who wish to visit must ask permission of the Kindred who claims it as domain.

Few young vampires claim domain other than their havens; elders have already taken the city's prime areas under their own aegis. This is a great bone of contention among many cities' Kindred, as the increasing numbers of undead must make do with the dwindling resources offered by the finite area in which they find themselves. Sometimes, open revolt or subtle usurpation is the only way to acquire new domain.

Kindred Society

Vampires are first and foremost solitary predators. A Kindred might go years or even decades without seeing another vampire, preferring to hunt in solitude or walk among a select group of mortals. Nonetheless, most Kindred choose or are forced to interact with their fellows at some point in their unlives; the movements of the Jyhad rarely leave even the most detached Kindred entirely untouched.

The society of the Damned is as structured as any mortal institution, if not more so. Numerous offices, titles and responsibilities circulate among the upper echelons of a city's Kindred, and these positions confer great power - albeit with an accompanying peril, as those who would shake the foundations of a Kindred power structure often come looking for obvious title-holders.

The following societal tableaux apply primarily to Kindred of the sect known as the Camarilla. As the upholder of the Masquerade and preserver of the ancient traditions of power, the Camarilla sets the standard of vampiric interaction. Vampires may adhere to the Camarilla's model or defiantly deviate from it, but they cannot simply ignore it. Kindred entirely outside the Camarilla's aegis often follow very different customs and mores, but we will speak of these things later.

The Prince

For time out of mind, vampires followed Darwin's law: Only the strong survive. Those who had the mettle to seize power and the strength to hold it would rule, and so it was. Vampires styled themselves as warlords and nobles, controlling whatever territory they could hold, living in uneasy truce with their mortal and Cainite neighbors, and ever seeking to expand their holdings and herds. In the cities of the ancient world, this often proved disastrous, as vampires battled for trade and feeding grounds.

In the elder nights, the strongest vampire in each city or region claimed domain over it and used whatever means necessary to keep his control over it. As time went on, traditions sprang up around this claiming and controlling, and certain responsibilities were either tacitly assumed or forcibly taken by the one in power. The Camarilla set down and enforced these ideals over the centuries following the Renaissance. In 1743, a London anarch published a pamphlet decrying the elder society of Kindred, breaking the Masquerade in a most flamboyant manner. The Camarilla responded quickly, first by covering up the incident ("A most remarkable work of fantastical fiction!") and destroying the anarch, and then by formally acknowledging the position of prince. The office is still held by many vampires in these nights.

The prince is, to put it simply, the vampire who has enough power to hold domain over a city, codify the laws for that city and keep the peace. Such a position is typically held by an elder, for who but an elder has the necessary personal charisma and power to take and hold domain in a metropolis? In some small towns, younger vampires may be able to claim domain in the same way, but their claims are rarely respected by the coteries of the cities. On occasion, strange circumstances have placed younger vampires in a position to rule cities, but few such upstarts manage to hold their titles when the elders appear.

The title "prince" is simply that - a title given to formalize a role, whether that role is held by a man or a woman. There are no dynasties of vampires holding their cities for centuries on end, no hereditary ascensions. Sometimes a prince may be called by a title native to the land he rules, such as "baron," "sultan," "count" or a less formal title such as "boss." Kindred scholars tracing the origins of the term believe that it had its roots in the Dark Ages, in reference to the lord of the manor, becoming a solid term of address after the publishing of Machiavelli's The Prince.

A prince does not "reign" over a city. His role is more like that of an overseer or magistrate than that of a monarch. He is the judge who settles disputes between Kindred, the ultimate authority on the Traditions as they relate to his city, and the keeper of the peace. Above all, his concern is the Masquerade and its preservation. Whether this means he regularly scours his city for Sabbat or keeps a stranglehold on the wilder elements is up to him. Not every prince realizes or cares that his power is meant to be so informal; indeed, some demand that they be treated like the kings of old, holding "court" and requiring that their "subjects" within the domain attend them as they pass royal pronouncements. Such arrogance can rankle the populace, both disenfranchised youth and irritated elders.

The vampire denizens of a city owe their prince no oaths of loyalty or vassalage. Their obedience depends on their cowardice, and most princes make certain to have some means of reinforcing that cowardice. If a prince's rule is questioned or thwarted, he may call in force to maintain control. However, if there is not enough force for the problem, or he finds himself without allies, his reign ends.

Having followed the protocol demanded by the Traditions, most vampires ignore their prince, or give him half an ear at best to make sure they don't miss anything that might pertain to them. On the whole, Kindred have plenty of diversions to occupy themselves with besides listening to their "leader." Some elders, Inconnu and those in a position not to care (such as justicars) find princely announcements alternately amusing and arrogant, the blustering of a youngster still impressed with the gaudy trappings of power.

When all is said and done, however, the prince is nothing to brush off. A prince wields vast amounts of temporal power to achieve and maintain her position. Not only does she manage the Kindred affairs of a city, she usually has quite a bit of sway over mortal business. The police, the fire department, construction companies, hospitals, the mayor's office - all are extremely useful for putting down one's enemies or securing one's hold on a particular sphere of influence. If the prince wishes to squash a gang of particularly troublesome anarchs, she can have a construction company bulldoze their haven in the middle of the day. A Church-sponsored hunter operating out of a local cathedral may find the mayor's office calling to inquire about his church's tax-exempt status. Such influences usually capture the attention of those who might otherwise be inclined to thumb their noses at a prince. It is unwise to anger the one who could have your haven condemned by the zoning board or your phone line "accidentally" cut while a gas main is being dug.

Becoming Prince

As was mentioned earlier, there are no dynasties or royal families from which princes are selected (though some clans would argue that point). Traditionally, the eldest vampire of a city rules, although this is no longer true in every city. It is one thing to say that the eldest traditionally rules the city, but any vampire may challenge for domain and princedom. A prince reigns freely only when her claim is unchallenged. If she finds herself squaring off with one or more other claimants, then things get messy. There is a mad scramble for the crown, and whoever is left standing will rule. "Coronation," if it can be truly called that, can be anything from a bloodless, elder-backed coup to a violent usurpation led by a bloodthirsty coterie. Normally, the current regime is overthrown brutally and mercilessly, serving the dual purpose of dealing with the old prince and providing a graphic demonstration of the new prince's power. Whoever the new prince and however she takes the throne, though, she needs the support of the elders if she wishes to hold the crown for more than a night. Most importantly, the council of elders known as the primogen must sanction the reign of a prince; without this acknowledgment, the reign will be a remarkably short one.

Combat for the princedom is not simply a matter of pistols at midnight on a deserted street, or for that matter any kind of direct combat. Like everything about the Children of Caine, subtlety in all things counts, and the war for the crown takes place entirely in the shadows. The city's vampires - elders, coteries, individuals - choose their sides as the rivals cultivate allies and determine enemies. Many things can drive a Kindred to choose a particular claimant - promise of reward, loyalties to the vampire or her clan, concessions guaranteed upon ascension, personal beliefs, or threats - but once she has chosen, changing loyalties can be extremely dangerous, particularly if she has backed the wrong claimant when the fighting is done. Mortal institutions under vampiric influence - banks, industry, high society, education, police, the underworld - are brought to bear on the rival. Anything that can be done to give an added edge can, will, and has been tried. When the smoke clears, there is usually one claimant left standing, and the prize is in her grasp. Rarely is a new prince generous enough to leave her rival alive; even if she were, the primogen would never allow it to happen. Revenge, particularly that of fallen rivals, is a dish best not served at all.

Cleaning House

Sometimes a group of anarchs or ancillae decides to bring down a prince once and for all. Coups are dangerous to attempt unless one is very secure in one's allies. Princes rarely get their seats on charm alone, and most have broods of childer for protection. Taking on the prince can also mean taking on the primogen, who can readily crush any potential insurrection in the name of the city's stability.

A coup usually results in a political vacuum, and in the Kindred world, vacuums can have far-reaching consequences. A city in turmoil means instability; coteries battle for a place in the new order, elders war to ensure their survival, and sometimes the turmoil attracts the unwelcome presence of Sabbat, werewolves or witch-hunters. The resulting threat to the Masquerade can occasionally mean setting up any likely vampire to temporarily stabilize the city, but such solutions are rarely effective and often result in further chaos.

Most elders, and indeed the majority of vampires in a city, will support a prince in the name of a stable city. War is never pleasant and, for elders concerned with their survival, war means the potential for Final Death. Unless a prince has become completely unmanageable - through insanity, supernatural corruption or excessive tyranny - the Cainites of her city can count on being stuck with her for a good while.

Abdication can, and occasionally does, happen. Indeed, in recent nights, a number of strange, sudden abdications and uncanny disappearances of ruling figures have rocked the ancient power structures. If one or more primogen choose to make unlife miserable for their prince for whatever reason, she may be driven from office. A vote of no confidence is also possible, but rare in the extreme, owing to the potential chaos that can arise when a prince is forced out of office or leaves under bitter circumstances.

Advantages of Princedom

Some vampires believe that only the insane or vain seek out the position of prince. After all, as the symbol of Cainite power in a city, the prince is the likeliest target for anarchs, Sabbat and other perils. Add to this the political squabbling and jockeying for position within a prince's "court," and perhaps the critics are right. However, princedom must come with advantages to entice even the lowest to dream, and it does in spades.

- Right to progeny - Only the prince may freely create progeny. Other vampires who wish to sire must first obtain his permission or risk the destruction of themselves and their new childer. The prince may deny a Kindred who has offended him permission to sire a childe; conversely, he may sire as he chooses, in order to have more loyal followers. Most princes are reluctant to allow their subjects to sire. This stems partly from paranoia, partly from simple space considerations; after all, an overcrowded city risks the Masquerade.

- Protection of the elders - The primogen generally support their prince so long as he maintains order, preserves the Masquerade, and protects the city during times of trouble, such as werewolf incursions or Sabbat attacks.

- Political power - Among the Camarilla, a prince can expect to be heard by most elders and enjoys greater status than the ruck and run of Kindred. In almost any gathering, he is typically accorded great respect.

- Control over domain and those who enter - Under the Fifth Tradition, the prince may extend his reign to those who enter his domain, which is the entire city or region. New vampire arrivals, whether travelers or hopeful residents, are expected by the same Tradition to present themselves to him. The prince may punish Kindred who fail to introduce themselves.

- Feeding - The prince may restrict or limit the feeding grounds of other vampires for any number of reasons, chief among them the preservation of the Masquerade. This most often affects where Kindred may feed (e.g., "Not in the red-light district" or "Avoid the Clermont Hotel") and from whom (e.g., "Clergy and children are forbidden"). Disobeying orders regarding feeding can be very dangerous, as the prince may punish violators on grounds of breaking the Masquerade.

- Domain over enemies - By the Sixth Tradition, the prince may call a blood hunt against those who cross her too many times. She may not destroy at will (the elders' protection can run out inconveniently if she oversteps her bounds), but if she determines her enemies to have broken one or more Traditions, she is perfectly within her rights to punish them. Naturally, what constitutes a violation of the Traditions can be stretched quite far in the name of power.

The Nightly Game

The powerplays and intrigues that swarm around any prince are rarely dull. When several elders jostle for greater position and access to the prince, unlife can get downright exciting. Each Cainite has her own way to attempt to sway her ruler to her side, whether through cajolery, flattery, trickery or even threats if the stakes are high enough. Through it all, the players practice studied disinterest in the whole messy business, but only a fool would believe it. Pushing matters to the point of a coup d'etat or abdication is ill advised - power vacuums can mean blood in the streets - but the elders play more than one game in the corridors of power.

Most princes are "advised" by a group of elders called the primogen. Collectively, the primogen can be considered among the most powerful vampires in a city, and can rival the prince for influence of the city's Kindred. Individually, however, they are either not as powerful as the prince himself or do not care to devote themselves to the duties of maintaining a city (beware these last, for if they become discontented, they can influence a coup by merely stretching). The primogen usually serve as check and balance against the power of the prince, while seeking to advance their own or their clan's agendas. The bickering of the primogen can bog down the simplest of decisions and cause as much or more trouble than a prince's high-handed pronouncements.

The struggle between and among prince and primogen is by no means the sole component of the Kindred's political game. The prince versus the elders, clan versus clan, elder versus neonate, traditionalist versus anarch - add in personal vendettas, revenge, greed, alliances and powermongering, and one has a very unsettled mix that can change from night to night.

Other Kindred of Importance

Over the centuries, certain positions have sprung up in the cities. Some assist the prince in keeping order; others began more as "vanity" positions, but became more solidified and codified as time went on.

- The Primogen - The primogen are the assembled elders of each clan in a city. Most often, each clan has a representative primogen, but in some cities a prince refuses to allow a given clan to place a member on this council of elders. In theory, primogen represent their clans among the political body of elders, but in practice the primogen are more often an "old vampires' club" and an incestuous nest of treachery and favor-currying. Primogen - the term refers to individual members as well as the collected body - convene at the prince's discretion. In cities with powerful or despotic princes, the primogen may he nothing more than a figurehead, while in other cities princes govern solely at the whim of the elder council.

It is worth noting that the prince is often not the primogen for his clan. Although some Kindred claim that having duplicate clans involved in the political structure weighs matters in favor of that clan, no one is really in a position to change it.

- The Sheriff- Most sheriffs are appointed by the prince and approved by the primogen. While the job description may vary from city to city, the sheriffs prime job is to be the prince's "enforcer," the vampire who hauls offenders into court, keeps order on the streets, and generally stands ready to assist with the "muscle" aspects of ruling. Sheriffs may select deputies, who occasionally require the prince's approval.

- The Harpies - These Kindred pride themselves on being the social managers of Elysium. They traffic in gossip and social maneuvering, and status is their coin. With the right or wrong word to a prince, they can make or break a vampire's place in the city. This position is rarely appointed outright; over time, those with the skills to be harpies tend to rise to the top. Most are unimpressed with displays of bluster and demonstrate remarkable insight into vampire nature. Bucking a harpy will assure one a place at the bottommost rung of the ladder of power for years to come.

- The Whip - Primogen occasionally keep whips as assistants. Not much different from the whips in mortal government, the whip's job is to goad and encourage discussion and decision-making during clan meetings, and to keep the clan updated on their primogen members' doings. Whips are selected by the primogen.

- The Seneschal - This is one position that many princes would like to do without, but which occasionally is necessary. One prince described the filling of this position to be akin to choosing which knife to put at her throat. A seneschal is meant to be a chamberlain, a second-in-command and an advisor to the prince. At any time, he may be asked to step into the prince's place if she leaves town on business, abdicates or is slain. Naturally, a prince wishes to have final authority on such an important position, and many have fought endlessly with their primogen over the subject. This is a dangerous position in more ways than one - familiarity with the subject can give one ideas...

- The Keeper of Elysium - The keeper is in charge of what goes on in Elysium. A Toreador wishing to display her latest work, a Tremere wanting to give a lecture, or a Brujah scheduling an open debate on princely policies - all must clear things with the keeper, who can cancel or approve an event on the grounds of preserving the Masquerade. The keeper is responsible for ensuring that mortals do not enter the area during Elysium and that events run smoothly. Most keepers are appointed by the prince, often with the stipulation that their appointment is conditional until their qualifications are assured.

- The Scourge -As the nights grow more and more violent and the cities fill with unknown Kindred, some princes have resurrected this ancient position. Essentially, the scourge patrols the borders of a princedom, seeking out and often destroying newcomers who have failed to present themselves. Caitiff, as well as the fledglings of the 13th, 14th and 15th generations, have much to fear from the scourge. In some cases, even vampires who have followed protocol fall victim to the scourge, as princes reflexively react to fears of overpopulation and espionage. A few scourges are Assamite assassins under contract to a prince.

The Traditions

A vampire living in a prince-ruled city must accept certain responsibilities for the privileges of security and stability. This stability is maintained only when the Kindred within behave in a proper manner, one dictated by a near-universal set of rules. These rules are known by the gentle-sounding name of the Six Traditions, although they are hardly polite suggestions. For Camarilla Kindred, and the princes who enforce them, they are the law. A vampire may be assured that wherever she travels, the Traditions will be in force. They may be interpreted differently, but they remain. It is through the enforcement of these laws, and through the laws themselves, that princes receive much of their power. Obviously, then, princes are among the most zealous of the Traditions' enforcers.

The Six Traditions that form the laws of vampire society are believed to have been passed down since the wars that slew the Second Generation. They are rarely written down, but they have never been forgotten, and they are known by all Kindred in some form. Even vampires who scorn the Traditions know them; though their specific wordings may vary, the intent behind them never falters.

It is a popular Camarilla conceit that a sire recite the Traditions to his childe before that childe is recognized as a neonate. Some princes stage grand spectacles to honor new childer's transition from fledgling to neonate, while others need not even witness the release, trusting the sire with the proper execution. Almost all childer learn the Traditions well before this recitation, but the act is accorded great symbolism and gravity in Camarilla affairs. Staunch supporters of the Camarilla and the Traditions maintain that a newly Embraced Kindred has not truly become a vampire until her sire speaks the Traditions to her. Obviously, the Traditions are quite a serious matter, and the sire is held accountable for the childe until, by speaking them to her, he makes her responsible for upholding the code herself.

Some vampires believe that Caine himself created the Traditions when he sired his childer, and that what modem vampires follow are their progenitor's original wishes for his descendants. Others, however, think that the Antediluvians created them to maintain control over their childer, or that they were simply a set of common-sense ideas that were upheld over the millennia because they worked. The Tradition of the Masquerade, for example, is thought to have existed in some form since the nights of the First City, but it changed in response to the Inquisition.

A number of young vampires, children of the modem world, see the Traditions as being merely a tool of the elders to maintain their stranglehold on Kindred society, and an antique tool at that. The times that produced the need for the Masquerade are over and done, ancient history. Caine, Gehenna, the Antediluvians - all myths with about as much substance as the Flood or the Tower of Babel, and all for the sake of controlling the younger generations. It's time to drop the Traditions and live in the modem age. The vampires of the Sabbat rabidly adhere to this reasoning, and their scorn for the Traditions is one of the primary motivations behind their constant attacks on the ancient power structures.

Most elders see the young as temperamental adolescents who think they know everything but who lack the wisdom and experience of age. As many of the rebels are anarchs and neonates, mostly powerless and without voice in Kindred society, it should come as no great surprise that they are so wild. However, not every elder takes such an indulgent viewpoint. Many feel that the reckless whelps who demand the Traditions be dropped may get their wish when they bring mortal society down on their heads. Natural selection takes care of a few of these, but such selection has occasionally been "assisted" by a prince exasperated beyond patience with a particularly recalcitrant young vampire.

What follows is the most common wording of the Traditions. Bear in mind that this is the phrasing used by elders and on formal occasions. The wording may change according to the clan, the age of the vampire speaking, or simple circumstance. During a childe's presentation to the prince, she may be required to recite the Traditions as proof that her sire has taught them to her.

The First Tradition:
The Masquerade

Thou shalt not reveal thy thy nature to those not of the Blood. Doing so shall renounce thy claims of Blood.

The Second Tradition:
The Domain

Thy domain is thy concern. All others owe thee respect while in it. None may challenge thy word in thy domain.

The Third Tradition:
The Progeny

Thou shalt sire another only with permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shalt be slain.

The Fourth Tradition:
The Accounting

Those thou create are thine own childer. Until thy progeny shall be released, thou shalt command them in all things. Their sins are thine to endure.

The Fifth Tradition:
Hospitality

Honor one another's domain, When thou comest to a foreign city, thou shalt present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

The Sixth Tradition:
Destruction

Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.

The Tradition of the Masquerade

This has become the foundation of modem. Kindred society and the basis for the Masquerade that hides vampires from mortal eyes. To reveal vampires to the mortal world would be disastrous to both. While most people do not believe in vampires, there are enough who do that revealing vampiric existence would place all Kindred at risk. In older nights, during the Dark Ages and more superstitious ages, this Tradition was less strictly enforced, and vampires rode through the night with few cares for the mortal eyes who saw them. The Inquisition and Burning Times changed this drastically, however, as those vampires who could be seen were slain and tortured into revealing their secrets. While the youth may prattle about the Inquisition as ancient history, it is still very fresh in the minds of the elders who survived it. This is one of the greatest points of contention between the Camarilla and the Sabbat - the Sabbat sees no need to hide itself from the feeble kine, while the Camarilla knows the opposite to be true.

A breach of the Masquerade is the most serious crime a vampire can commit, and one of the easiest for a prince to fabricate if she wishes to punish an enemy. Depending on how strictly the prince upholds the Masquerade, anything from using vampiric powers in public to having mortal friends may constitute a breach.

To stave off their immortal boredom, many vampires skirt the Masquerade as closely as they can, taking thrill from the forbidden rush that places their unlives in jeopardy. The world has acknowledged many artists, poets, writers, musicians, models, club habitues, actors and fashion designers who, unbeknownst to the populace, were vampires. Of course, many of these vampires saw their unlives come to abrupt ends, as other Kindred decided that their continued existences were threats to the Children of Caine as a whole.

The Masquerade is a dangerous balance; ironically enough, the elders who support it most strongly are sometimes the ones who threaten it (albeit indirectly and without their recognition). An apocryphal story tells of a pair of vampire-hunters - a new recruit and her patron - on vigil in a nightclub. The patron said to his charge, "There is a vampire in this establishment. Find him," whereupon the charge immediately selected the thin, pale gentleman in 18th-century velvet and brocade. Sure enough, that was the vampire - a Ventrue envoy from a neighboring city.

The Tradition of Domain

Once, vampires staked claims to specific areas to use as hunting grounds, bases of power, or because they wished to take care of them. This Tradition was then used to enforce the idea of "domain," and a vampire could be justified in killing another because her domain was violated. Over the years, as societies changed, this became unacceptable. For the past 200 or so years, a city or region ruled by a prince became the domain of the prince upon his taking the throne, or at least in theory. The truth is, a number of vampires maintain domain, many times from the sheer weight of custom ("The sewers have always been the domain of the Nosferatu," or "A Ventrue has ruled this bank since its founding"). Of course, in modem nights, with some cities hosting vampire populations of 30,50, even 100 or more, concessions must be made. As such, many vampires hunt where they will, in the communal hunting grounds of the city's bars, theaters and nightclubs, which are known collectively as "The Rack" in Kindred slang.

Younger vampires, and a number of older ones, often still attempt to hold bits of territory, protecting and using them as private feeding grounds. Some anarchs claim that these mini- fiefdoms are granted by the prince as reward, proof that only the lapdogs get the treats. This is incorrect - the Kindred who hold their bits of turf are violating the Second Tradition, and the prince need not stand for it. He often lets violations go, however, in the name of expediency; there are more important concerns than chasing after every petty would-be anarch who stakes out turf. He may entrust certain trusted allies with guardianship of particular areas, and grant them a few privileges for the burden of the job, but in the end, he holds domain over the city. This allows him to keep order, for he may, by the Second Tradition, punish interlopers with impunity.

For solitary vampires or small groups staking out their territory, domain holds immense value to them, even if the territory is an urban wasteland. Few princes actually grant territory, but they occasionally allow "squatters," provided the vampires there support them and uphold the law there. The downside to this is the turf battles that can arise between gangs of anarchs or coteries. These can spill over into the mortal world and threaten the Masquerade. Some princes have gone so far as to encourage such conflict, regardless of the danger, in order to set the troublemakers at each other's throats and distract them from the business of the city.

If nothing else, each Kindred may claim her haven as domain, making her responsible for the activity in and around the area. Some vampires take an active interest in their environment to ensure a secure haven, while others merely want a room where they can get away from the sun and to hell with the rest.

The question of what exactly constitutes domain is debated nightly. Does domain mean the physical territory and its concerns (such as hunting and haven), or does a domain also grant a vampire access to and influence over the mortal spheres within ? Most princes argue that domain is strictly an issue of physical "turf," but wisely realize that influence over mortal affairs comes with the territory, no matter how they might attempt to curb it otherwise. A vampire who keeps up domain at the docks cannot help but become involved in the nightly mortal business of shipping and unions, if for no other reason than to keep her haven secure (after all, a labor strike could be very inconvenient, particularly if her bolthole is on the other side of the picket line). Very few vampires stake a domain encompassing mortals they cannot affect in some way, which can be a help or a headache to their princes. A prince does, however, become inclined to step in when a particular vampire's power within and stemming from her domain threatens to eclipse his own.

As the nights progress and omens of Gehenna permeate Kindred society, more and more vampires fortify individual domains, holing themselves away in spite of princely prohibition. Only in this manner, these paranoid creatures reason, do they have a chance of surviving the Jyhad.

The Tradition of Progeny

Most princes insist that they are the "elder" of this Tradition's wording and, as such, require that any vampire wishing to create a childe obtain their permission before the creation. Most vampires obey more out of fear than respect; after all, the unlife of a childe is at risk. If a childe has already been created without permission, the prince may claim the childe to be of his brood, declare sire and childe outcast and throw them out of the city, or have both slain outright. At the prince's discretion, childer who are created and abandoned without being taught of their existence may be "adopted" by other vampires, who accept full responsibility no differently than if they had created the childer themselves. The Camarilla recognizes the prince's right to restrict creation, out of concern for overpopulation. Indeed, such is the Camarilla's concern for the increasingly strained vampiric population that, at a recent conclave, its leaders resurrected the institution of the scourge. Scourges patrol princely domains, finding Kindred created without permission and either expelling or destroying them.

In the Old World, this Tradition has several corollaries. The would-be sire's sire must be consulted, as must the prince who holds domain over the sire's haven (if there is one). European Kindred are noted for their complete lack of tolerance for those who transgress against this Tradition. Failure to gain the permission of any of these undead can result in the outright slaying of the childe, and possibly the sire as well. Disregard and lack of respect may be appropriate for American rabble, but they certainly do not belong in the Old World.

The Tradition of Accounting

If a vampire creates a childe, she is responsible for that childe, no differently than a mortal parent is for her child. If the childe cannot handle the burdens of vampirism, the sire must take care of the matter one way or another. If the childe threatens the Masquerade, either through ignorance or malice, the sire must prevent it. The sire must ensure that the childe is taught the Traditions and the ensuing responsibilities, and see to it that the childe will not constitute a threat to herself or the Masquerade upon her release. The sire is also responsible for protecting the childe. A prince is under no obligation to recognize a childe, and other vampires may kill or feed from a childe with impunity.

Before siring, a wise vampire considers the maturity of the childe-to-be. Will she be able to endure the changes to her body and soul? Will she understand what is being asked of her when the Traditions are recited? No sire wishes to be responsible for a childe forever (although a long childehood is not unknown), but releasing a childe before she is ready courts destruction.

Releasing a childe typically involves the sire introducing the childe to the prince who holds domain where the sire and childe live. The childe may be asked to recite the Traditions or provide other proof that she has been taught and understands them. If the prince, for whatever reasons, does not accept a childe, then the childe must find a new city. On occasion, a sire must also introduce the childe to his own sire, but this is not always required.

After release, the childe (now a neonate) is permitted to live in the city with full rights as accorded by the prince's law and the Traditions. The release is considered a major rite of passage, much like a coming of age for mortals, for the neonate is responsible for his own actions. He will be watched carefully in the coming months; his actions determine whether he will be considered an "adult" and treated as one.

The Tradition of Hospitality

Some call this the Tradition of "politeness": Knock before entering. This was done even before princes ruled cities, and continues to be done even if there is only one other Kindred in a domain. Simply put, a vampire traveling to a new city should present herself to the prince or other elder in charge in that city. This process can be frightfully formal, with a prince demanding some form of surety regarding the newcomer's status, politics and lineage, or as casual as meeting at Elysium and introducing oneself politely. Some princes require guests to announce their arrivals immediately, while others accept presentations weekly or within the lunar month. Certain very liberal princes even permit visitors to come and go unannounced as they please, requiring that a guest present herself only if she wishes to take up permanent residence in a city.

Those who choose not to present themselves take dangerous chances. If a city is currently facing Jyhad, a newcomer risks being mistaken for an enemy. A prince may invoke the Second Tradition to punish an unintroduced vampire with impunity. By the Fifth Tradition, a prince's right to question all who enter her domain is unchallenged, even if her power to expel may be thwarted occasionally. A prince also has the right to refuse entry to any who enter, particularly in the case of newcomers whose poor reputations precede them or who bring cumbersome baggage in the form of blood hunts, enemies or other potential threats to the city and Masquerade.

Such individual denials have become quite common in the modern nights, as princes grow paranoid and xenophobic in light of looming Gehenna. Some princes, when presented with a group of Kindred visitors, permit entry to certain members of the coterie while denying it to others, reasoning that, if the group is on some sort of sinister errand, its potential to harm will be lessened by dividing its numbers. Certain notorious Kindred may also find themselves unwelcome in some cities, while their companions are welcomed without reservation.

Not every vampire chooses to present herself. Vampires such as Inconnu, Methuselahs and even some elders refuse on the grounds that they do not acknowledge the prince's right and power over them, even if they are in her domain. Vampires of independent clans (such as the Ravnos or Giovanni) may prefer not to have a prince's eye scrutinizing them. Autarkis and anarchs simply sneer at the prince; they aren't part of the party, so why should they bother knocking? And vampires who were made, then abandoned - an increasingly common phenomenon - may be unaware of the necessity.

The Tradition of Destruction

The Tradition of Destruction is perhaps the most easily abused and the most hotly contested aspect of Caine's code. Few other laws have caused so much controversy in the halls of power, and this Tradition is forever under reinterpretation.

Most believe that the original meaning gave a sire right of destruction over his progeny (which is upheld by Kindred law). However, if "elder" is interpreted to mean "prince," the Tradition covers its modem meaning, and one many princes claim gladly: Only the prince may call for the destruction of another Kindred in the city. The Camarilla has upheld this claim for the extra security it provides a prince's reign. It is a right which many princes cling to, and they enforce it with brutal strength if need be.

Murder of another Kindred by one who is not granted the Right of Destruction is not tolerated. If the vampire is caught in the act, it usually means the destruction of the murderer herself. Investigation of such murder is usually swift and thorough, although the status of the victim does have some impact on this. Generally, the higher the rank of the victim, the swifter and more thorough the investigation. While the murder of two neonates may cause consternation in a community, it might take the death of an elder before the wheels turn in a more timely fashion. Some ancillae have taken this to mean that anarchs may be slaughtered with impunity. This is dangerous to assume; if nothing else, the prince may order the murderer slain for attempting to usurp her Tradition-given right.

Turmoil in the streets is considered by many to be one of the best covers for kinslaying, but the punishment for getting caught is still severe. The only time when a vampire ranked lower than an elder might receive sanctioning to kill another is during a blood hunt.

The Lextalionis

The ancient law of "An eye for an eye, a tooth for a tooth" is as true for Kindred as it is for kine. The precept is simple: Those who break the laws are slain. A vampire who violates the Traditions and brings the wrath of the elders on his head is hunted down and destroyed. All who hear the call are expected to participate and assist. The most common name for this action is the blood hunt.

Only the eldest in a city may call the blood hunt. "Eldest" is considered most times to be the prince. Other elders or even ancillae may call a hunt, but they would have few takers; overstepping one's bounds into princely territory is unwise. Only a foolish prince would openly call a hunt for personal reasons; even the lowest Kindred know what the hunt is meant for, and a prince who uses it without proper justification of the charges loses respect in the eyes of his subjects.

Aiding and abetting the quarry can be a sure ticket to suffer a blood hunt oneself. At least nominal participation is recommended on the grounds of survival, even if the Kindred does not agree with the hunt or its charges. A powerful prince may charge that all vampires in a city are required to participate in a hunt, on pain of being declared accomplices. This decree is reserved for the most serious of crimes.

A blood hunt is not a hunt in the sense of an English fox-hunt, which is what comes to the minds of many young vampires. The hunters spread out across the city like a net to track their quarry, calling in flanks when the prey is in sight. Like all things vampiric, the Masquerade is observed, and mortals rarely realize that anything is happening around them, except perhaps some strange incidents that they will either forget or read about in next morning's paper. Many times, influences in the mortal world are brought to bear on the hunted; he may find that every airline is suddenly booked full, the police have an APB on him, Church-sponsored witch-hunters have been called in, his bank accounts are tapped out before he can touch them, etc. Disturbingly, more and more princes are resorting to calling in Assamite trackers from outside the domain, using them as vampiric bloodhounds against the hunted.

The blood hunt is not called lightly, though it has been called more often in the last decade than in entire centuries of yore. The Camarilla reserves the right to examine the prince's judgment in conclave, hearing evidence for and against the accused. The threat of a conclave has been deterrent enough to keep a hunt from being declared. A prince who is determined to have called the hunt without cause rarely suffers formal punishment (unless he has made a habit of this), but he often suffers a great loss of status. Unfortunately, even if the accused is found to be innocent, it is often after the fact, and tradition dictates that once a blood hunt is called, it cannot be stopped.

A hunted may attempt to flee the city and seek a new haven, an option occasionally offered by princes who are being forced to exile someone in the name of stability or when the offense does not warrant death. However, by tradition, the hunt remains in effect in that city, no matter who rules in the future. The hunted should never attempt to return unless she wishes to court Final Death.

Blood hunts are typically the business of the cities in which they originate. In the case of truly horrendous crimes, word is spread to other cities, requesting that the hunt be called against the offender there as well. Kindred who have committed some crime that affects the Camarilla as a whole (such as a spectacular breach of the Masquerade on national television) are an example of such.

Elysium

Though most younger vampires consider the tradition of Elysium a stuffy, outdated custom, it is one of the more honored of the Kindred's traditions. A prince may declare portions of domain to be Elysium, places free from violence. It is here that many vampires come to pass the nights, debating, politicking and conducting intrigues among themselves for long hours. This is also where the Kindred business of the city takes place, and just about every vampire will have at least one occasion to visit Elysium, if only to speak with the prince or an elder. However, it is certainly an elders' playground, and the young who venture here are expected to remember that.

Elysium is said to be under the "Pax Vampirica," meaning that no violence of any sort is permitted to take place and that Elysium is neutral ground. While tempers may flare and heated words may be exchanged, rivals are expected to keep a leash on their tempers. When apologies don't work, offenders are usually shown the door and told to correct their behavior. If things do get out of control on the premises, the prince may punish the offenders through the invocation of the First Tradition.

Most areas of Elysium tend to be spots conducive to artistic or intellectual pursuits, such as opera houses, theaters, museums, galleries, university halls and the like. Occasionally, nightclubs or even certain Kindred havens are declared Elysium. Wherever one goes, one is expected to have some semblance of proper dress and manners, if for no reason other than the Masquerade.

Elysium rules are simple:

1) No violence is permitted on the premises. (Many princes take this a step further and demand that no weapons be brought into Elysium, to prevent hot tempers from having ready means.)

2) No art is to be destroyed on pain of Final Death. ("Art" has been expanded to include the artist on occasion, making the vampires of Clan Toreador some of the greatest proponents of Elysium.)

3) Elysium is neutral ground. (With relation to Rule One; what happens off Elysium grounds is another thing, however, and the upstart neonate who insults an elder during Elysium had best have reliable transportation back to her haven when she leaves.)

4) Remember the Masquerade at all times. (This includes such matters as entering and leaving, taking a heated argument outside to cool, or hunting.)

It is also considered bad manners to show up to Elysium hungry. While refreshments are sometimes provided, often they are not, and hunting around Elysium grounds can draw suspicion. If a Kindred brings a guest to Elysium, she is responsible for that guest's behavior.

Sects

Sects are groups of vampires and clans that supposedly share a common ideology. They are a modern contrivance, but an important one. Sects as they are known in these nights first surfaced after the Great Anarch Revolt, a continent-wide upheaval which took place in Europe during the 15th century. Many elders accept sect membership grudgingly, deriding sects as "foolishness - the Blood is all that matters." In nights before the Great Anarch Revolt and the Inquisition, these elders claim, there were no sects at all. Other vampires argue that this is still true - a vampire in a sizable city may go a decade or more without ever seeing another Kindred, so of what use is a sect?

Regardless, most vampires belong to one sect or another; others claim independence, no preference, or that they are affiliated with their clan, not a sect. The sect known as the Camarilla is arguably the largest and most prevalent, though its rival the Sabbat has recently made considerable inroads against it and still opposes the Camarilla at every turn. The secretive Inconnu, when it may be reached for comment, maintains that it is not a sect, although it seems to be organized and manages to steer clear of the other sects. On the opposite side of the coin, the anarchs make much show of pretending to be a sect, though they are the first to enlist Camarilla aid when the Sabbat appears at a city's borders. Thus, the Camarilla considers the anarchs to be under its purview.

The Camarilla

The largest sect of vampires in existence, the Camarilla concerns itself with the Masquerade, thereby hoping to maintain a place for Kindred in the modern nights. The Camarilla is an open society; it claims all vampires as members (whether they want to belong or not), and any vampire may claim membership, regardless of lineage.

According to the often-contradictory history of the Kindred, the Camarilla came to be at the end of the Anarch Revolt, sometime in the 15th century. The Kindred of Clan Ventrue loudly claim to have been instrumental in the sect's formation, to which many Kindred owe their unlives. With the enforcement of the Masquerade, Kindred had a means of foiling the Inquisition, a Church office sworn to the destruction of supernatural creatures.

Though the Camarilla is the largest sect, just over half of the 13 known vampire clans actively participate in its affairs. The sect holds meetings attended by active clans' representatives; these gatherings are known as convocations. It also calls periodic conclaves, which are open to any and all members of the sect, to discuss matters of imminent sect importance. Only Justicars, officers elected by the Inner Circle to attend to matters of the Traditions, may call conclaves. Justicars are always of great age, and rightly feared; as such, their interpretations of the Traditions are heeded out of self-preservation. Coteries of vampires known as archons attend the Justicars; meeting an archon is usually a portentous event.

Officially, the Camarilla does not recognize the existence of the Antediluvians or Caine. It reasons that these vampires, if they ever existed at all, have long since suffered the Final Death, and those who allude to them are publicly derided.

Gehenna Cults

As the fear of Gehenna grips the Kindred community, more and more Gehenna cults form. These groups, which resemble secret societies or cliques, are most common among the Camarilla, though some Gehenna cults pervade the Sabbat and even the independent clans. Due to the stigma of belonging to a Gehenna cult, cult business is always conducted in secret, and the cults are officially derided as foolish rumor. In recent nights, though, they have proliferated, and certain vampires of great power and influence secretly belong to Gehenna cults.

Gehenna cults exist to prepare for, or prevent, the end of the world. Fearing the culmination of the Jyhad and the return of the Antediluvians, the cults prepare either to serve the Ancients (thus hopefully averting their own destruction when the end comes) or to discover the Antediluvians' hidden havens (thus striking preemptively against them and averting Gehenna outright).

The Sabbat

Rumored to have its origins in a medieval death cult, the Sabbat is greatly feared by Kindred who do not belong to it. The sect is monstrous and violent, and no longer clings to any trappings of human philosophy or morality. Members instead revel in their vampiric unlives. Sometimes referred to as the Black Hand, the Sabbat actively seeks the overthrow of the Traditions, the destruction of the Camarilla, and the subjugation of humankind.The Sabbat recruits wherever it takes hold, spreading like a poisonous weed and tearing down the established institutions around it. Unlike the Camarilla, the Sabbat recognizes the existence of the Antediluvians, though it rabidly opposes them. According to Sabbat propaganda, the Antediluvians pull the strings of the entire world, and it is this malignant control they oppose. They see the Camarilla as pawns of the Ancients, and oppose its members politically as well as physically. Most Sabbat express bilious contempt for the vampires of the Camarilla, whom they see as cowardly wretches unable to accept their predatory natures.

Outsiders know little about the Sabbat's inner workings. Some Camarilla Kindred even doubt its existence, believing it to be a rumor created by elders to keep troublesome childer in line - an undead boogeyman. Lurid tales about the sect spread like wildfire, including claims that its members indulge in ceaseless diablerie, worship demons, hunt and kill other vampires, and possess the ability to break blood bonds. The only consistent rumor attributed to the Sabbat is its members' apparent love of fire - the sect has a fearsome reputation for leaving burning wakes behind it.

The Inconnu

The Inconnu are not a sect so much as they are a disparate group of like-minded vampires. No longer wishing to be the puppets of those older than they, and tired of the incessant maneuvering of those younger than they, the Inconnu seem to have dropped out of the Jyhad altogether. This is what distinguishes an Inconnu vampire from those of other sects - the Inconnu distance themselves from other vampires and their contemptible machinations.

The Inconnu are rumored (as no one ever really goes looking for them) to be of great age and potency. Many reportedly spend much time in torpor or otherwise sleeping, the better to avoid the Jyhad. Some Kindred liken the Inconnu to the Antediluvians, claiming that they have grown away from the world and into a timeless, inhuman mindset. Other Kindred believe that the Inconnu all pursue or have attained Golconda, a fabled state of vampiric transcendence.

Kindred who deal with the Inconnu typically leave the encounter with a sense of profound mystery and awe. Although the Inconnu seem to be informal and loosely organized, they communicate very well among themselves. Inconnu know when to avoid Kindred, when to hide from them and when to unleash their significant power to turn vampires away. Their agenda, if they even have one, is unknown.

The Clans

If the myth of the Antediluvians is to be believed, Caine sired a number of progeny, who then sired childer themselves. These childer, accordingly of the Third Generation, were the progenitors of the modern clans, and all vampires descended from them shared common traits and characteristics. Certainly this is true to some degree, as each clan has a set of vampiric powers its members learn more readily than others, and each clan also has a distinguishing weakness or character flaw by which its members may be identified.

Lineage is important to the Kindred. Though they are loners and typically shun each other's company by nature, the Damned place great value on their heritage. The honor a vampire is due stems from clan as much as generation, and even the most dull-witted Kindred is afforded some modicum of respect if his legacy demands it.

There are 13 known clans, each supposedly spawned by one of the Antediluvians, but whispers circulate through the Kindred world about "lesser" clans or bloodlines that branched off from their parent genealogies somewhere in the nights of history. Few vampires have ever met Kindred claiming to hail from these mysterious bloodlines, and few of these have turned out to be anything other than Caitiff with delusions of self-importance. It is widely accepted, however, that of the 13 "great" clans, seven claim membership in the Camarilla, two belong to the Sabbat, and the remaining four abstain from sects entirely.

The Clans of the Camarilla

The Camarilla claims that all vampires are under its purview, whether they wish to be so included or not. The Camarilla realistically comprises seven clans, though any Kindred may be recognized as a member if she so declares.

Brujah

As the Brujah tell the tale, they were once philosopher-kings of Mesopotamia, Persia and Babylon. They controlled an empire that spanned from the cradle of civilization to northern Africa, and collected lore and knowledge from around the world. In their pursuit of freedom and enlightenment, however, they killed their founder. For this, Caine cast them out from the First City. Since then, the Brujah have suffered inescapable decline. Now they are perceived as little more than spoiled childer who have no sense of pride or history. One of the mainstays of the Great Anarch Revolt, the Bmjah were barely brought to heel by the founders of the Camarilla, and the clan as a whole still resents the elders. Though nominally in the Camarilla, the Brujah are the sect's firebrands and agitators, testing the Traditions and rebelling in the name of whatever causes they hold dear. Many Brujah are outright anarchs, defying authority and serving no prince.

Gangrel

The night-prowling Gangrel are feral vampires and possess disturbing animalistic tendencies and features. Rarely staying in one place, Gangrel are nomadic wanderers, satisfied only when running alone under the night sky. Their founder is whispered to have been a barbarian, unlike the other clan progenitors, and for this reason, Gangrel often Embrace outsiders. Distant, aloof and savage, Gangrel are often tragic individuals; although many hate the cities' crowds and constrictions, the presence of hostile werewolves prevents most Gangrel from living outside their confines. Gangrel vampires seem to support the Camarilla solely because it intrudes upon their unlives less than the Sabbat. Some members of Clan Gangrel think that independence would be better than their nominal Camarilla involvement, however, and the clan's continued membership in the sect is uncertain.

Malkavian

Clan Malkavian has suffered throughout history, and continues to do so to this very night. Every member of this clan is afflicted with madness, and all are slaves to their debilitating lunacy. The Malkavian clan founder is rumored to have been one of the most important vampires of old, but in committing some grievous crime, Caine cursed him and his descendants with insanity. Throughout Cainite history, Malkavians have been alternately reared for their bizarre behavior and sought out for their even more bizarre insight. Kindred who have regular dealings with the Malkavians report that the clan is now more morbidly unstable than ever, spreading madness in its wake like a contagious disease. Though the Malkavians have historically been fragmented and disorganized, recent migratory waves and inexplicable gatherings have many elders questioning - and fearing - the possible future of the lunatic clan.

Nosferatu

The members of Clan Nosferatu suffer the most visible curse of all. The Embrace hideously deforms them, twisting them into literal monsters. Legends say that the Nosferatu were blighted as punishment for their founder's degeneracy and his childer's wicked behavior, but in the modern nights, Clan Nosferatu is known for levelheadedness and calm in the face of adversity. Nosferatu have reputations as information brokers and harvesters of secrets, as their horrid appearances have forced them to perfect their mystical ability to hide, sometimes in plain sight. At present, the clan claims that it has distanced itself from its founder and no longer serves him. Some Kindred whisper that the clan is on terrible terms with its progenitor, and that he actively seeks their destruction.

Toreador

Prodigals of the Kindred, Clan Toreador indulges in excess and degeneracy, all while claiming to maintain patronage of the arts. To a great degree, this patronage is true, as the clan claims many talented artists, musicians, writers, poets and other gifted creators. On the other hand, the clan possesses just as many "poseurs," those who fancy themselves great aesthetes but lack the ability to create at all. According to legend, the Toreador's support of the arts dates back to the clan founder's Embrace of a pair of twins. The twins pursued unlives of beauty and indolence while their sire, Arikel (if the tale is to be believed), doted on them, protecting them from the ravages of plague, famine and parricide that swallowed the First City. Further, darker rumors circulate that one of the twins eventually grew depraved in her immortality and slew her brother and sire. Clan Toreador vehemently denies this, and those who bring up the subject suffer the clan's wrath.

Tremere

No clan is so shrouded in deliberate mystery as the Tremere. The inventors and practitioners of terrible blood magics, the secretive Tremere have a tightly knit political structure based on the acquisition of power, as well as a fanatical clan loyalty practically unknown to any other Kindred. Because of the veil of secrecy that surrounds the clan, disturbing stories have surfaced as to the nature of their vampirism. Some Kindred claim that the Tremere are not truly vampires at all, but rather mortal wizards who cursed themselves for eternity while studying the secret of immortality. One of the most rampant rumors, spread by a Gypsy visitor to their chantry-house in Vienna, is that the clan founder, Tremere himself, is undergoing a horrid metamorphosis into something else. Clan Tremere is silent on the matter, and looks askance upon those who would presume to know its secrets.

Ventrue

The nominal leaders of the Camarilla, the Ventrue claim to have created and supported the organization of the sect since its inception. The clan suspects that its founder was slain by a member of the Brujah clan, which is a great blow to its members' pride. In any event, the clan almost certifiably has no founder any longer, and has thereby achieved untold independence from the Antediluvians. Nonetheless, Ventrue actively involve themselves in the Jyhad, in which they exercise their formidable influence over the doings of the kine. Much curiosity exists among the Kindred as to the innerworkings of this well-organized clan, as rumors of dark mysteries and slumbering Ancients sometimes slip out from under the Venrrue's austere facade.

The Clans of the Sabbat

Like the Camarilla, the Sabbat welcomes any Kindred who wishes to become a member - provided the vampire in question subscribes to the sect's inhuman philosophy. Indeed, almost every Camarilla clan has an antitribu, or "anti-clan" analog, in the Sabbat; these rebels reject the tenets of the mainstream clan in favor of the monsters' way of thinking. The Sabbat's two leading clans both claim to have destroyed their Antediluvian founders, and are said to pursue the annihilation of the other Antediluvians as well.

Lasombra

The Lasombra are masters of darkness and shadow, and possess a knack for leadership as keen as that of Clan Ventrue. Indeed, many Kindred see the Ventrue and Lasombra as twisted reflections of each other. Once, the Lasombra were nobles, but the chaos of Kindred history and the formation of the Sabbat have caused most of them to turn their backs upon their origins. Now, the Lasombra give themselves wholly over to the damnation of being vampires. The Sabbat has affected this clan as profoundly as the Lasombra have affected the Sabbat, and without the rulership of these fallen aristocrats, the Sabbat would likely disintegrate.

Tzimisce

Formerly the tyrants of Eastern Europe, the Tzimisce (zhi-mee-see) have been uprooted from their Old Country manses and relocated into the clutches of the Sabbat. Possessed of a peculiar nobility, coupled with an evil that transcends mortal perception, Clan Tzimisce leads the Sabbat in its rejection of all things human. Certain Kindred apocrypha claims that the Tzimisce was once the most powerful clan in the world, but that history and other Kindred conspired to bring its members down to their current state. More so than any other vampires, the Tzimisce revel in their monstrousness. They practice a "fleshcrafting" Discipline that they use to disfigure their foes and sculpt themselves into beings of terrible beauty.

The Independents

The independent clans claim membership in no sect, instead following the legendary tenets of their mythical founders. Independent clans tend to be the most cohesive and sociable Kindred of all, as their clan duties ensure that they interact with other vampires almost nightly.

In elder nights, the independent clans held domains far from the havens of the rest of the Kindred and did not participate overmuch in the upheavals of the Inquisition and Anarch Revolt. As a result, they were rarely seen, their members considered more legend than fact. The past few years have changed that. As the world shrinks and the kine speak of "geopolitics" and "global economy," the clans of the Camarilla and Sabbat find their herds and spheres of influence conflicting more and more with those of the independents. Independent Kindred cross Camarilla and Sabbat domains with increasing frequency, and the sect-affiliated clans are beginning to realize that the four "neutral" clans have networks, concerns and goals far greater than they had previously imagined.

Assamite

The Assamites are feared assassins from lands far to the east. No other clan has earned such a deserved reputation for diablerie, though they also sell their murderous services to other Kindred, acting as contract killers. According to the Assamites' own teachings, they drink the blood of other Kindred on the command of their founder, in an attempt to purify their own taint. So dreaded were the Assamites that, during the nights of the Great Anarch Revolt, the Tremere cursed them, making them unable to drink the blood of other Kindred. However, the Assamites have recently thrown off this curse, and so they hunt other Kindred for their blood once more. Kindred who regularly deal with the clan have noticed an increased bloodthirstiness on the part of the Assamites, as well as a disregard for their former codes of honor. Some Kindred believe that the Assamites now act at the behest of older powers, perhaps preparing to play their preordained part in the Jyhad's final moves.

Followers of Set

Originally hailing from Egypt, the serpentine Setites are said to worship the undead vampire-deity Set, serving him in all their efforts. The Setites seem intent on "corrupting" others, enslaving victims in snares of their own weakness, but for what inscrutable purpose, none can guess. Other Kindred despise the Followers of Set, and the clan claims no allies. Nonetheless, many vampires seek out the Setites, as the clan is whispered to possess arcane gifts and secrets from elder nights. Inevitably, sin and debasement follow in the Setites' wake, and many princes refuse to allow them in their cities. Some sinister purpose unites the Followers of Set, and they are one of the few clans rumored to have consistent contact with their founder. Many Kindred rightly fear these fork-tongued vampires, for their very presence is often enough to set a Kindred down the road to ruin.

Giovanni

Reviled almost as much as the Setites, the Gioiwmi is a clan of financiers and necromancers. Trafficking in the commodity of souls has given this clan a disproportionate amount of power, while trafficking in world finance has made the clan sickeningly rich. Other Kindred are loath to trust the mercenary Giovanni, who seem to be using their influence toward some unknown end. Part of Clan Giovanni's unhealthy reputation stems from the fact that it is a very insular clan, drawing almost all its members from its incestuous mortal family. Further damaging the Giovanni's reputation is the pervasive rumor that its members usurped their Kindred status from the vampire who originally Embraced them. Soon after becoming a vampire, the Giovanni clan leader destroyed his sire and the bloodline, reinventing the clan in his own image.

Ravnos

Descendents of the Gypsy Rom and their forebears in India, the Ravnos vampires lead nomadic unlives. Like the Gypsies of history, the Ravnos are spurned due to their reputations as thieves and vagrants. Many princes and Sabbat leaders persecute the Ravnos because of the chaos that follows these Kindred. The Ravnos return the scorn of their peers manyfold, holding Camarilla and Sabbat in equal contempt. The Ravnos are also known for their ability to create amazing illusions, the better with which to trick their marks. Recently the movements of the Ravnos have become even more erratic than usual; whispers have begun to circulate among the cities of Europe and Asia, speaking of Ravnos Methuselahs who have risen from torpor to direct their younglings' games.

Coteries

At heart, the vampire is a solitary creature. No longer able to see the light of day or interact with others save with the intent of sucking their blood, vampires often cloister themselves, stealing forth at night only to claim sustenance.

Nonetheless, loneliness takes its toll on the isolationist Kindred. This is particularly true of younger Kindred - neonates and fledglings - who also band together for protection from their own elders. As such, gatherings of Kindred, known as coteries, have been a staple of Kindred society for at least the past hundred years.

Elders deride the coteries, as they themselves exist in antiquated havens far from the deadly hands of mortals. Likening the groups to bands of lesser animals on the hunt or, more derogatorily, the brutal packs of Sabbat vampires, elder vampires fail to realize that younger, weaker vampires often have no option other than Final Death. A solitary neonate may eke out a wretched existence for a while, but sooner or later, without someone to watch his back, he will likely fall to one of the innumerable other predators of the city. In truth, many elders fear the neonates' coteries, though they would never admit it. Established vampires undermine the growing power of the coteries at every turn, frightened as they are by the versatility and modern savvy the groups possess.

Coteries are here to stay. Though unnatural, inconvenient, often inefficient and almost always tense, coteries provide the only recourse for vampires who wish more than subsistence from their unlives.

Purpose

The main reason vampires form coteries, other than the underlying need for security, is a common interest: blood ties, similar ideologies, gang affiliation, practical inclination or even simple convenience. Coteries are as wide and varied as the Kindred who compose them.

Clan Coteries

One of the most common types of coteries, the clan coterie is composed exclusively of members of one clan. Brujah broods are one of the best examples of this coterie, as vampires with the same sire often cling to each other long after their sire has grown bored and left them on their own. Young Ventrue sometimes form consortiums, pooling their resources to better usurp their elders' power bases. Cabals of Tremere are also known to pool resources; these cabals often maintain close connections with the clan as a whole, due to the structured nature of the Warlocks. Horrific nests of Nosferatu dwell under the streets of the cities, away from the judgmental eyes of Kindred and kine. Clutches of Malkavians, united under the charismatic leadership of one of their number, often resemble cults or Manson Family-esque assemblies of unhealthy minds. Even the independent and territorially catty Toreador sometimes band together to form salons or "art movements" composed of a few inspired Kindred. Family groupings of Giovanni vampires are sometimes classified as coteries, though these are usually led by clan elders or ancillae, as are Assamite assassin cells and Setite cults. Essentially, any group of Kindred with a common lineage may have reason to stick together, though this is less true among the rugged individualists of Clans Gangrel and Tzimisce.

Gang Coteries

Common among the streetwise and less well-to-do Kindred, gang coteries are true urban terrors. Composed of a group of vampires, their ghouls, and any hangers-on who somehow convince the vampires not to eat them, gang coteries are the scourge of the inner city. Their ranks include brutal vampires, commonly of the Brujah, Gangrel, Malkavian and Ravnos clans, with Caitiff sometimes thrown in for good measure. Gang coteries are violent and ruthless, though some defend the rights of drifters and the homeless (who usually end up as members of the gang or its herd). Gang coteries may be nomadic, like bike gangs or Gypsies, or static, like chapters of nationwide gangs or locals-only outfits. Gang coteries are often involved in local drug scenes and almost invariably spend as much time fighting other gangs and gang coteries over "distribution rights" as they do police.

Anarch Coteries

While the violent tactics, styles of dress and clan makeups of anarch coteries sometimes cause them to be mistaken for gang coteries, the fundamental ideologies differ. Anarch coteries oppose elders' scheming and stranglehold on power, arguing that every vampire should have a fair, equitable claim to domains and hunting rights. Anarch coteries typically comprise members of the Brujah, Gangrel, Malkavian and Nosferatu clans, but a few resentful Ventrue and disillusioned Tremere have joined the cause. If a Toreador is seen among anarch company, she's likely slumming or trying to annoy her sire. Anarchs tend to be younger Kindred, and these coteries are often short-lived, as the group accomplishes enough to gain a prince's notice and is then destroyed or disbanded by a city's elders and their minions. The anarchs have proved remarkably successful on the U.S. West Coast, though their power erodes nightly under an influx of Cathayans from the East.

Wartime Coteries

The Camarilla is efficient in its opposition of the Sabbat, and one of its best tactics is the establishment of wartime coteries. When a city becomes contested territory between the two sects, the Sabbat often sends waves of newly Embraced vampires against its opponents. The Camarilla, with its better organization and greater resources, has found that an effective manner of repelling these attacks is to create teams of neonates and ancillae, who gain the opportunity to impress their elders by turning the tide. These coteries are often composed of diverse members - Brujah and Gangrel warriors, Malkavians and Nosferatu scouts, Tremere magicians and Ventrue and Toreador diplomats. Although normally of finite duration, these coteries sometimes see bonds of camaraderie form among their members, who maintain relations following the repulsion of the Sabbat threat.

Diplomatic Coteries

Sometimes a prince needs a matter of policy enforced or a matter of urgency attended to, but lacks the resources to address it herself. In this case, she entreats the elders of her city to recommend Kindred to handle the task. After much boon-exchanging and promise-swearing (or the cancellation thereof), the prince has a pool of vampires upon which to draw. These are often cosmopolitan coteries, assembled in much the same manner as wartime coteries, but often with less threat of physical violence. Diplomatic coteries often enjoy the endorsement of elders, the prince and the primogen, but this may work against them if offenders are predisposed against the current regime.

Criminal Coteries

Criminal coteries resemble Mafia families, Yakuza gumi, Seoulpa rings, drug cartels or Chinese tongs. Essentially collections of vampires who want to make money "outside the system," criminal coteries run rackets, extortion, numbers, prostitution, drug distribution (often with the aid of lesser criminal coteries or gang coteries), "distressed goods" liquidation, car-parts scams, large-scale theft, union strikes, gambling, bookmaking and protection operations. If it's illegal, they do it; vampires' power and influence allow criminal coteries to create a highly profitable mixture of blue-collar and white-collar crime. Criminal coteries frequently degenerate into hotbeds of distrust as various prospects atrophy or change in profitability. Clans involved with criminal coteries tend to be more refined Brujah, Toreador, Ventrue, Giovanni and the odd Caitiff, though one of the Gambino street gangs in New York is rumored to have a Nosferatu at the head.

Entrepreneurial Coteries

Like criminal coteries, but legal.

Intelligence Coteries

A prince cannot typically gather her own intelligence, but rather sends agents to do it for her. The prince or one of her ministers hand-picks a group of Kindred, then dispatches them to a different city, or sometimes to a faction within the same city, and awaits their report. Elder Kindred thrive on this sort of espionage, carefully moving their pawns and agents to inconvenience their rivals. Spies are dealt with harshly, and Kindred in such coteries are advised to tread lightly and make as many contacts as possible.

Entertainment Coteries

Some Kindred associate with each other in the interests of performing for others. Entire bands composed of vampires move through vampire society, touring across the country like mortal musicians and playing for prestigious princes and appreciative Toreador patrons. Likewise, dramatic troupes of vampire actors also band together to enact popular plays or even the works of Kindred playwrights. "Movements" of performance artists and other artisans come and go, challenging social issues or working for commissions. Obviously, Toreador vampires lend themselves well to this sort of coterie, but Brujah thrash bands, Malkavian actors and Nosferatu shock acts are not unheard of. Even certain Gangrel like the opportunity afforded by touring.

Questing Coteries

The Jyhad stretches back through thousands of years, and many secrets have been hidden over the ages. Questing coteries are mystical archaeologists, determined to uncover not only Kindred artifacts but the secrets of Kindred history as well. Questing coteries often form of their own volition, pursuing their concealed knowledge out of desire rather than edict. Some report directly to princes or patrons, while others operate independently. Questing coteries often have Tremere, Toreador and Ventrue members, though many Brujah are quick to join the cause, and more than one Follower of Set has been reluctantly admitted to a questing coterie. Questing coteries are typically nomadic, traveling wherever their search leads them.

Social Coteries

Birds of a feather flock together, and this is particularly true with social coteries. United by ties of social prominence or simple common enthusiasms, social coteries are common in Camarilla cities and Sabbat cities alike. Some social coteries unite under gothic, club or other countercultures, sharing similar tastes in music and fashion. High-society coteries share common interests in influence, art, fashion and/or whatever else takes their whim, while Sabbat social coteries often pursue grotesque pastimes indeed. Mortal societies like the Fabians and the Algonquin Round Table are examples of kine social coteries, while the harpies are an excellent example of a Kindred social coterie. Members of any clan may join social coteries, as they are very rarely dependent upon skill or productivity, inclined as they are toward discourse and fraternity.

Blood Cults

A recent resurgence triggered by the coming of Gehenna, blood cults are almost universally despised by princes and formally condemned as violations of the Masquerade. Blood cults are groups of Kindred who entice mortals to partake in "religious" rituals, then feed blood to or enslave the "worshippers." Combining the most heinous aspects of ghouldom and cult membership, blood cults prey upon desperate mortals who are searching for something to give their lives value. Obviously, these cults are breaches of the Masquerade, as the vampire openly reveals her supernatural (if not vampiric) nature to her coven, and risks exposing all of Kindred society to the wrath of outraged mortals.

Diablerist Coteries

Diablerist coteries are another reaction against Gehenna's imminence. Many young Kindred, frustrated by the elders' unshakable grip on power, take the short, direct route to that power, and actually hunt the elders, killing them and drinking their essences. In addition to the thrill of patricide and the rush of mystical power, diablerie provides these coteries with a weapon against their foes - destruction. Although not every coterie exists for this purpose, packs of diablerists represent one of the reasons elders truly fear younger Kindred and the coteries they form. Most terrifying of all are the Assamite falaqi, or war cells, who stalk and bring down elders in the manner of wolves dragging down game.

Sabbat Packs

Exclusive to the Sabbat, the pack is the basic social unit of the Black Hand. Composed of several Sabbat vampires, packs ensure their members' loyalty through a requirement that each vampire regularly drink a mixture of all the other members' blood. Thus mystically bound, Sabbat packs are among the tightest and most vicious groups of vampires in existence. Each pack is unique, with its own name, membership requirements, customs, style of dress and rites. Some packs have existed for centuries; these packs have "illustrious" (or depraved) histories, legends of departed members, and bitter rivalries with other packs.

This list of coteries is by no means exhaustive - vampires have any number of reasons to band together, though their cause should be enough to keep them unified despite their natures. Coteries are like the cliques of the undead, and very rarely fit a stereotype completely. After all, each vampire's reasons for joining a particular coterie are as unique as he is. As such, coteries are seldom unified fronts, more often being vehicles for individual vampires to advance their own agendas.

Character Coteries

Players should pay particular attention to their coterie's focus, and select a unifying cause that satisfies all of their characters' concepts. As undying creatures, Kindred don't just band together for the hell of it. Characters stuck in coteries toward which they have either apathy or antagonism don't work very well in the long term. During character creation, players should take the opportunity to make sure their characters have some reason to fraternize. Vampire is a game of horror, secrets and manipulation, and the mood is easily ruined by an overabundance of petty bickering.

Be responsible. Play a character who won't ruin the game for everyone else.

Witch-Hunters and Other Mortals

Kindred prey on the kine; this is the way of things. As the elders are painfully aware, though, they may be preyed on as well. Vampires must step lightly and be ever mindful of the Masquerade; were the human race as a whole ever to turn its attention to the Kindred, the Children of Caine would be quickly wiped out. Superstition is the vampires' best weapon. By enforcing mortals' disbelief, by cultivating a smug belief in reason, by dismissing vampires' presence as the fancies of children and lunatics, the Kindred allow the mass ofkine to do the work of shielding them from the few mortals who do know that vampires walk the night.

And there are, indeed, a few. Ignored or scoffed at by the bulk of their fellows, these mortals choose to delve into the Kindred's hidden world. Some do it out of curiosity, or for a forbidden thrill; others fear the Kindred and seek to exterminate them outright. The Children of Caine take no chances; their elders remember the Inquisition of old, when the race of vam- pires was nearly extinguished in a tide of fire and blood. Thus, all mortals "in the know" are commonly referred to as witch-hunters, the term Kindred gave to their pious tormentors.

The Inquisition itself still exists today, though no official Church records speak of it. The Inquisition of the modern world is known as the Society of Leopold. Many of its members are researchers and occultists, but some are fanatic vampire-hunters who, in true Torquemada-esque fashion, mercilessly root out and destroy the "spawn of Satan."

Most Inquisitors are fanatic but spottily educated and trained, seldom posing any real threat. What they know of the Kindred tends to come from old records and poorly translated manuscripts. This, of course, leads to mistakes in hunting, and it is unwise to make mistakes when dealing with vampires. Likewise, most Inquisitors are mere mortals, with none of the supernatural powers attributed to saints. Though such a hunter might hold up a crucifix and frantically wave it in a vampire's face, the holy symbol would be a mere object to be contemptuously swatted aside. A few Inquisitors, though, actually manifest sufficient Faith to repel or even wound the Damned with their holy auras.

On a secular level, the Kindred often move in the higher echelons of mortal power. Though they act furtively and cunningly, enough traces of their presence exist to arouse the suspicions of certain members of the world's intelligence agencies. In these nights of DNA testing and computer databases, the Masquerade is stretched thin indeed.

Other mortal groups find themselves on the periphery of the Damned's world. A mystic secret society known as the Arcanum seeks to uncover traces of the paranormal. Kindred tend to dismiss the Arcanum as a comic organization of garden-variety "ghosthusters" and dilettantes, but it occasionally - and increasingly - stumbles across events of interest. Additionally, various criminal organizations find themselves pawns in - or disrupters of - Kindred plots.

For more information on witch-hunters, see Chapter Nine.

The Others

The Kindred are not the only monsters to stalk the streets of the World of Darkness. Behind many a looming shadow lurks a pair of eyes belonging to something.. .else. The Kindred share the night with many other inhuman presences. When Kindred come into contact with these "others," the results are rarely pleasant, as the world's supernatural denizens have vied for supremacy for millennia. Many Kindred suspect that, not unlike themselves, these others have societies of their own. Unfortunately, few vampires have been able to get close enough to the others to tell, and even fewer have escaped to warn others.

The fabled Book of Nod speaks of the others, warning the Kindred that as the Final Nights approach, these creatures will rise up in preparation for the end of the world. Certainly, recent nights have seen Kindred come into more frequent - and often hostile - contact with these mysterious beings.

Lupines

Outside the protective streets of the city, the land belongs to the Lupines, monsters who have been the dire enemies of the Kindred since time immemorial. Also known as werewolves, the Lupines seem to travel in packs, much as normal wolves do. Werewolves are universally feared by vampires as ruthless, efficient killers, and more than one vampire claims to have witnessed a single angered Lupine bring down an entire coterie of Kindred. Insular and xenophobic, the werewolves despise the Kindred; the precise reason behind this loathing is unknown, but a vampire caught by a werewolf is assuredly in dire peril. Wise Kindred know to keep to the cities, and that to leave their protection is to invite disaster in the form of a cloud of fur and fangs. On nights when the full moon is high and white, Kindred can hear the howls of the Lupines and smell their ferocity on the wind.

Recent years have seen a greater aggressiveness on the part of the Lupines. Formerly reluctant to leave their wilderness domains, werewolf packs have in the last few years begun pursuing Kindred into the cities, or even raiding the vampires' formerly impregnable domains outright. The vampires of Clan Gangrel, who know more of the Lupines' ways than any other Kindred, fear that a great war may be at hand, and that the first stroke of the Jyhad endgame will be made not by a vampire, but by a werewolf.

Mages

Practicioners of arcane arts, the mages resemble humanity even more than Kindred do. In fact, the Tremere maintain that mages are humans themselves, though ones who know the secrets of ancient magic. Though not overtly hostile to vampires, mages seem to prefer solitude and will not hesitate to eliminate a bothersome Kindred. Few vampires know much about this group's powers, but strange events tend to happen in the presence of mages. It is rumored that mages may evoke truly fantastic effects, but they evidently maintain a practice similar to the Masquerade, one which likewise protects them from a fearful populace.

Ghosts

It would seem that some spirits linger on after death, either to haunt the living or to resolve things they could not accomplish in life. As ghosts apparently exist on the "other side," very few vampires have any dealings with them, though Giovanni vampires are known to be able to converse with them. Some ghosts claim to be the souls of victims killed by vampires, and return to plague those vampires' nights with wailing and torment.

Faeries

Few vampires know anything about the faeries, and it would seem that the "Good Folk" either fear vampires or otherwise avoid them as anathema. Whatever the reason, faeries are by turns attributed with fanciful, wondrous powers or the ability to inflict terrible curses. Those who have opinions on the matter maintain that the "wild ones" are not to be trifled with.

Ghouls

Kindred in need of powerful servitors often cultivate ghouls. Created by giving a mortal or animal a sip of vampiric vitae without first draining their blood, ghouls most commonly serve as minions of their vampiric masters, known as domitors. Although not so powerful as Kindred, ghouls may use the ingested vitae to become preternaturally strong and resilient.

Most ghouls are fanatically loyal to their masters, for ghouls are just as susceptible to the blood bond (p. 218) as Kindred are. As the ghoul requires the blood other domitor to maintain her status, she often has cause to drink repeatedly from the same vampire.

Frightening rumors abound, however, of ghouls gone rogue, rebelling against their Kindred masters, killing them, and seeking out the precious vitae from other vampires. These marauding ghouls do not serve new masters; rather, they strike at unwary or weak Kindred and take the blood by force, often destroying the hapless vampire in the process. Many Kindred scoff at these rumors, but others know all too well the power of ghouls and keep their eyes on their own entourages.

The Cathayanas

The Children of Caine have spread throughout the world, but they find themselves thwarted in the Far East by the mysterious Cathayans, non-Kindred vampires native to the Orient. The Cathayans, or "Kindred" of the East, seem to have very little in common with their Western brethren. Rumors of demonic powers surround these Asian visitors, and their enigmatic behavior and foreign mindset leave many Western Kindred ill at ease. Making matters worse are the increasingly frequent reports of the "Hooded Mandarin," a formidable Cathayan vampire, and his presence at disastrous Kindred events.

Enigmas

As if these disturbing reports weren't enough, some Kindred claim to have dealt with even stranger creatures of the night. Meetings with demons, immortal mummies, zombielike walking dead, mystical spirits, shapeshifting animals, sentient gargoyles, angels and less definable entities have been claimed and sometimes documented. The only certainty to emerge from these statements, however, is that the World of Darkness is as terrifying as it is cosmopolitan.

Generations and Cainite Mythology

According to the most widely accepted history of the Kindred, the race of vampires issued from the progenitor vampire, Caine. Banished into the land of Nod after killing his brother Abel, Caine was cursed by God and thereby became the first vampire. Thereafter, Caine sired three childer, who in turn sired their own childer, and on and on.

An oft-referenced collection of Kindred lore known as The Book of Nod contains numerous illustrations of the Kindred's creation myth. Unfortunately for those who wish to know it all, the book engenders more questions than it answers, and even forms the basis for one of the other theories of Kindred origin, the Lilith Cycle (which is decried and suppressed as heresy by the Camarilla).

In the end, there are no immediately forthcoming answers. Indeed, there may be no answer to the mystery at all.

Caine

Reputedly the "father of all vampires," Caine is more myth than reality in the modern nights. Some of the Fourth Generation, as well as certain members of the Sabbat, claim to have met a being who referred to himself as Caine, but the story has filtered through so many individuals and layers of the Jyhad that no one can precisely tell where truth ends and fabrication begins.

Ancient Lore

The verbal history of the Kindred - though some insist that it is more legendry than history - occupies a position of great reverence in vampire society. The most popular and widely accepted myth is that of Caine - the First Vampire and slayer of his brother. An elusive ,, text known as The Book of Nod chronicles Caine's exile 'and his subseqent joumeys' eastward. Much of what is"known" about Caine originates in various passages of The Book of Nod, though little exists to corroborate the book of its validity.

In the beginning there was only Caine.
Came who sacrificed his brother out of love.
Caine who was cast out.
Caine who was cursed forever with immortality.
Caine who was cursed with the lust for blood.
It is Caine from whom we all come,
Our sire's sire.
For the passing of an age he lived in the land of Nod,
In loneliness and suffering.
For an eon he remained alone.
But the passing of memory drowned his sorrow.
And so he returned to the world of mortals,
To the world of mortals,
To the world his brother and his brother's children had created.

As Caine returned to the Children of Seth (the name that vampires came to call the kine), many believe, that he went about the construction of a great city, in which vampires coexisted with mortals. Some Kindred historians speak of this period as idyllic time of harmony, though more cynical Cainites say that the vampires inflicted themselves upon the Children of Seth like a plague. It is believed that the 13 clans came into existence at this time, as Caine's childer sired childer of their own. Breaks in the narrative suggest that there may have been more than 13 members of the Third Generation, or more than three members of the Second Generation. Cainite cults dedicated to the progenitor's myth claim that there may have been as many as 100 members of the Third Generation, but no evidence is forthcoming.

Though he became ruler of a mighty nation, he was still alone,
For none was as he. His sorrow grew once again.
Then he committed another great sin, for he begat progeny,
[ Of whom there were only three.]*
But from them came more progeny, Caine's grandchiler,
And then Caine said, "An end to this crime. There shall be no more."
And as Caine's word was the law, his brood obeyed him.
The city stood for many ages,
And became the center of a mighty empire.

The city's nights were numbered, the tales continue, and God sent the Great Flood to erase the wickedness Caine's childer brought to the world. Mortal Biblical accounts place this event as the one in which Noah built his ark to escape the fate humanity had brought upon itself. The vampires who survived became known as the Antediluvians, for they had received the Embrace before the Flood.

But then came the Deluge, a Great Flood that washed over the world.
The city was destroyed,
And its people along with it.
Again Caine fell into a great sorrow and went into solitude,
Becoming as a dog amidst the wastes,
And leaving his progeny to their own ends.
They came to him and begged him to return,
To help them rebuild the city.
But he would not come with them,
Saying the Flood had been sent as punishment
For his having returned to the world of life
And subverting the true law.

Without their father Caine, the vampires fell to petty bickering and warring among themselves. Murder and avarice became the rule for Kindred, and though they tried to re-create the glory of their First City, the resulting Second City was a den of intrigue, treachery, bloodlust and diablerie.

So they returned alone to what mortals were left
And announced that they were the new rulers.
Each created a brood,
In order to claim the glory of Caine,
Yet they did not have his wisdom or restraint.
A great war was waged, the elders against their children,
And the children slew their parents.

It was these kinslayer vampires who gave rise to what are commonly referred to as clans, siring the Fourth and lesser generations.

Their lack of wisdom, however, prevented them from seeing that their childer would rise against them as they had against their sires.

As this became obvious, the Ancients adopted the great game, their war of supremacy, the Jyhad, and went into hiding to direct their movements from secret havens.

Inevitably, this terrible war resulted in the collapse of the Second City, and the Kindred and the Children of Seth scattered to the ends of the Earth, where they could exist relatively free from the monstrous influence of the Antediluvians. This belief was folly, however, as the power and influence of the Third Generation know no bounds. Thus, the stones say that to this very night the Jyhad continues to rage, with all Kindred but pawns in the cannibalistic war of the elders.

The rebels then built a new city
And brought to it [13] tribes.**
It was a beautiful city and its people worshipped them as gods.
They created new progeny of their own,
The Fourth Generation of Cainites.
But they feared the Jyhad,
And it was forbidden for those childer
To create others of their kind.
This power the elders kept for themselves.
When a childe was created, it was hunted down and killed,
And its sire with it.
Although this city was as great as Caine's, eventually it grew old.
As do all living things, it slowly began to die.
The gods at first did not see the truth,
And when they last looked about them it was too late.
Their city was destroyed and their power extinguished,
And they were forced to flee, their progeny along with them.
But many were killed in the flight, for they had grown weak.
With their authority gone, all were free to create their own broods,
And soon there were many new Cainites,
Who ruled across the face of the Earth.
But this could not last.
Over time, there came to be too many of the Cainites,
And then there was war once again.
The elders were already deep in hiding,
For they had learned caution.
But their childer had founded their own cities and broods,
And it is they who were killed in the great wave of war.
There was war so total, that there are none of that generation
To speak of themselves any longer.
Waves of mortal flesh were sent across continents
In order to crush and bum the cities of the Cainites.
Mortals thought they were fighting their own wars,
But it is for us they spilt their blood.
Once this war was over,
All of the Cainites hid from one another
And from the humans who surrounded them.
In hiding we remain tonight,
For the Jyhad continues still.

* Several Kindred historians believe this line to have been mistranslated through the millennia between the First City and the modern nights. The notes of early vampire historians indicate this line has been interpreted as "Of whom there were as few as three" in some transcriptions of The Book of Nod.

** Most Kindred accept this number as 13, seeing as how there are 13 clans known in existence, but at least one of the fragments of The Book of Nod alludes to "three by 10" instead of "three and 10" with reference to the Third Generation. This indicates, to some Kindred, that there once may have been as many as 30 distinct "clans," if indeed they have passed into extinction at all.

Skeptical Kindred have noted a lapse in the myth of Caine: If Caine's first childer are of the Second Generation, and thereby two steps removed from Caine, what, if anything, was the First Generation? Certainly, Caine himself is not "First Generation," as he can hardly be one step from himself. The question will likely go forever unresolved.

Second Generation

According to Kindred texts of unknown authenticity, Caine sired three childer. Created to ease Caine's sorrow, Caine's childer (some accounts agree on the names Zillah, Irad and Enosch, though the last is frequently referred to as Enki) carried out their unlives in the First City of Enoch.

Little is known of the Second Generation - presumably they sired the Third Generation, but nothing is known of them after their childer rose up against them in the nights of the First City. Likely, the Second Generation perished in the Great Flood, or at the hands of their childer.

Third Generation

The Third Generation, vampires known as Antediluvians (for they predate the Great Flood), supposedly gave rise to what are called clans in the modem idiom. Recently, tales of active Antediluvians have become rampant, and new accounts of their movements, while dubious, arise nightly. Although the Camarilla scoffs at the notion of surviving Antediluvians, four Antediluvians have been observed with varying degrees of credibility. Lucian and Mekhet, obviously pseudonyms for clan founders wishing to remain anonymous, are the only widely known names of active Third Generation vampires. Clan Giovanni and its founder reportedly confer regularly, while an inhuman creature some say is the founder of the Tremere has been seen recently in Mexico City. Certain Antediluvians are said to have been destroyed, but none can corroborate these statements.

The Antediluvians are the true players of the Jyhad, an ancient and terrible game predicated upon the thwarting of the other members of the Third Generation. The turns of the Jyhad are inscrutable, but the Antediluvians have pawns in every corner of the Earth, carrying out the directives of their sleeping masters. The rules are as unknowable as the players themselves are, and everything from outright war to centuries-long games of espionage seems to be de rigueur.

Whether or not the game has always been one of movement and counterattack is likewise unknown - are these the rules, or has the Jyhad degenerated into petty hamstringing? Some vampires, noting the origin of the word Jyhad, also wonder if there are other factors at play. It is possible that some of the Kindred involved in the Jyhad have attained the fabled peace of Golconda, and may be trying to aid - or hinder - others in attaining that state of transcendence. Certainly, they are counteracted as well by foes who do not wish this to come to pass.

Antediluvians are almost divine in their scope of ability, and possess powers unimaginable by those not of their caliber. Jyhad scholars have hypothesized that the Third Generation are the last vampires to have true mastery over life and death, and may be destroyed only if they so choose or if one of equal power bests them. These same Kindred wonder if perhaps the Jyhad is a contest, with the last Antediluvian left without suffering the Final Death named as winner.

Fourth and Fifth Generations

These powerful vampires are known as Methuselahs. They are millennia old, exceedingly rare, and almost as powerful as the Third Generation. Few of these generations remain active participants in the Jyhad, as their potent blood is craved by Kindred younger than they. Many Methuselahs take refuge in hidden torpor, where they may avoid attempts at diablerie by lesser Kindred and control their own forces in the Jyhad. In recent years, a number of powerful Methuselahs are whispered to have risen in far corners of the Earth, and the most influential members of the Camarilla's Inner Circle and the Sabbat's regent and prisci are rumored to be Methuselahs.

Sixth, Seven and Eights Generations

Most of the powerful, visible masters of the Jyhad are members of generations six through eight. Kindred of these ages have concentrated areas of influence and wield signifcant quantities of power (enough to make them prime pawns in the Jyhad, though these vampires find it inconceivable that they themselves may be manipulated). Princes, powerful primogen and justicars tend to hail from these generations, though it should be noted that European holders of these titles tend be of lower generation and;gxaeater power than their American counterparts.

Members of these generations are commonly referred to as elders'; The Eighth Generation is certainly thr lowest generation at which one may be considered an elder, though this seems largely arbitrary. Most members of the Eigth Generation and below were sired long before the modern nights, and are thus accustomed to power and high station.

Ninth and Tenth Generations

Kindred of the ninth and tenth generations play a dangerous game. Often too old and experienced to te associated with the lesser neonates and ancillae, but too raw and weak to hold their own among the elders, the Ninth and Tenth Generations find themselves left to their own devices. They do not require the governance that the wilder, younger Kindred do, and so they meet the night on their own terms. Much like mortal adolescents, the Ninth and Tenth Generations are getting a taste for the power and influence they may soon come to possess.

11th, 12th and 13th Generations

Neoonates and young ancillae, members of these generations are relatively new to the curse of vampirism. Although they are powerful creatures in and of themselves, at least compared to the mortals upon whom they prey, their newfound powers are nothing compared to Kindred hundreds of years their elders.

Most Vampire players' characters will be of these generations.

14th and 15th Generations

A woeful modern development, these, tnin-blooded Kindred have appeared in recent years. The blood of Caine is so weak in them that some are rumored to be able ra beat the light of the sun and partake of mortal food. Many Kindred scholars look upon the influx of these vampires, with fear, remembering passages in The Book of Nod that make reference the "Time of Thin Blood." This time is said to presage the coming of Gehenna.

The Modern Nights

Much has come to pass recently in the World of Darkness, and many Kindred are convinced that the Final Nights have arrived. Numerous events portend the movement of the Antediluvians; the world has undergone significant changes, as have the Kindred themselves.

Varying accounts of Antediluvians, most unreliably accredited, have become common, and it would seem that as the world spirals toward its presumed destruction, some subtlety has been lost in the Jyhad. Whether these sighting are actual or not, they reveal an unsettling paranoia and a sense of urgency previously unknown. Stories of encounters with a being who claims to be Caine are also circulating like never before. Whereas it was once fashionable to mock such preposterous conversation, many Kindred wonder if there may be some legitimacy to the matter.

The Sabbat has recently increased its activity, actively vying for power in Chicago, Atlanta, Washington, DC, and other elder-controlled cities. Animalistic and monstrous, the sect has swarmed like locusts over the East Coast and southern borders of the United States. Its influence in Canada has also increased, and it appears as if the Sabbat is realizing a grand enfilade, surrounding the United States and cutting off all access except that which it grants. Many Kindred en route to Europe from the United States or vice versa have been destroyed or disappeared altogether as the Sabbat exerts its influence where it can: at the borders.

It would seem that the West Coast is relatively free of Sabbat presence, but this is true only because an influx of Cathayans from Asia has taken root. The anarch holdings of California have become battlegrounds, and the proud anarchs have even begged the Camarilla's Inner Circle for aid in turning back the Asian peril. The Kindred of the East have made significant advances into the United States from the West Coast, and their presence may soon shift the balance of power among the Children of Caine.

The Camarilla as a whole seems less and less dominant, its influence eroding by the night. Years ago, it seemed as if the sect virtually owned North America. As millennial hysteria rises, more and more slips through the ever-tightening grip of the sect, leaving its members consistently losing ground. Indeed, one of its greatest members, the mighty justicar known as Petrodon, was struck down and destroyed in Chicago by parties unknown.

The Sabbat has suffered its own losses, however, and may hardly be said to have the upper hand. Recently, all the Tremere of the Sabbat were destroyed in a great conflagration in Mexico City. Add to this the fact that the Sabbat Malkavians have communicated their terrible madness to their Camarilla and anarch brethren, and the Sabbat no longer has the edge it once did. Both sides suffer from incursions of independent Kindred, particularly the Assamites, who pursue their murderous ways anew. Even the formerly carefree Ravnos have begun to act with greater purpose and malevolence, and some elders wonder if, in dismissing the Deceivers, they have ignored fangs long poised at their throats.

Thus, the World of Darkness decays and crumbles more each night. With less and less to be sure of, and many more ominous portents becoming plainly visible, many Kindred wonder what the immediate future holds, and it seems that immortality may not mean much if the end of the world is nigh.

Gehenna

Central to Kindred myth is the idea of Gehenna. The Kindred believe that this approaching apocalypse bears down ever more each night upon the world. When Gehenna arrives, the Antediluvians shall arise and make a wasteland of the world, consuming Kindred and mortal alike in the culmination of their horrendous Jyhad.

Although few Camarilla Kindred would admit it, many vampires see the world on a downward plummet and believe that Gehenna will occur soon - perhaps even within the next few years. Frantically piecing together the signs from whatever Cainite histories and mythological fragments they can compile, the Kindred seek to learn the true nature of Gehenna, and possibly avert it. Elder vampires know, however, of the implacable wills of the Antediluvians. Should they so will it, Gehenna shall come and overwhelm the world, destroying every mortal and vampire in a tide of blood and fire.

Prophecies of Doom

"The Chronicle of Secrets," a revelatory section of The Book of Nod, speaks of the imminent Gehenna. The revelations are cryptic and couched in mysticism, but many Kindred believe that the world of tonight reflects the signs portended in the Chronicle. Indeed, a few Kindred believe that Gehenna has already begun.

And the world will turn cold
and unclean things will boil up from the ground
and great storms will roll, lightning will light
fires, animals will fester and their bodies,
twisted, will fall.
So, too, our Grandsires will rise
from the ground
They will break their fast on the
first part of us
They will consume us whole...
And you will know these last times by the
Time of Thin Blood, which will mark vampires
that cannot Beget,
you will know them by the Clanless,
who will come to rule
you will know them by the Wild Ones,
who will hunt us even in the strongest city
you will know them by the awakening
of some of the eldest...
and those who eat heart's blood will flourish
and the Kindred will crowd each to his own,
and vitae will be as rare as diamonds...
Shine black the sun!
Shine blood the moon!
Gehenna is coming soon.

Lexicon

The Kindred have their own dialect of specialized words and phrases. Vampires have a tremendous capacity for double-talk; what they say often means something other than its literal interpretation, or something in addition to its simple meaning. Certain words have evolved new connotations among the Damned, while others are unique to vampires and their society. The Kindred, set in their ways as they are, are loath to adopt new manners of speech or slang, and one can often determine a rough estimation of a vampire's age by listening to the individual words she chooses.

Common Parlance

These words are in common use among all echelons of Kindred society.

Anarch: A Kindred rebel who opposes the tyranny of elders. Anarchs wish to redistribute the wealth and resources of a city equitably among the vampires therein. Naturally, the elders oppose this, having cultivated their influence for centuries.

Barrens, The: The areas of a city unfit for life, including graveyards, abandoned buildings, industrial wastelands and areas of irreversible urban blight.

Becoming, The: The moment one passes from being a fledgling into "full" vampire status. One may not Become until her sire deems her ready and gains the prince's approval.

Book of Nod, The: A loose collection of Kindred legendry and history. The Book of Nod chronicles the origin of the Kindred, though it has never been published in its entirety. Fragments of the document and its many partial transcriptions circulate among certain strata of Kindred society.

Beast, The: The inchoate drives and urges that threaten to turn a vampire into a mindless, ravening monster.

Blood: A vampire's heritage; that which makes a vampire a vampire. Usage: I doubt her claims to such esteemed Blood.

Blood Bond: A mystical power over another individual engendered by partaking of a particular vampire's blood thrice; accepting blood from a vampire is an acknowledgment of her mastery.

Caitiff: A vampire of unknown clan, or of no clan at all. Caitiff are typically of high generation, where Caine's blood dilutes too greatly to pass any consistent characteristics.

Camarilla, The: A sect of vampires devoted primarily to maintaining the Traditions, particularly that of the Masquerade.

Childe: A vampire created through the Embrace - the childe is the progeny of her sire. This term is often used derogatorily, indicating inexperience. Plural childer.

Clan: A group of vampires who share common characteristics passed on by the Blood. There are 13 known clans, all of which were reputedly founded by members of the Third Generation.

Coterie: A small group or "pack" of Kindred, united by the need for support and sometimes common interests.

Diablerie: The consumption of another Kindred's blood, to the point of the victim's Final Death. Vampires of high generation may lower their generation through this practice; particularly old Kindred have such rarefied tastes that mortal blood no longer sustains them, and they must consume vampire blood.

Domain: An area of a particular vampire's influence. Princes claim entire cities as their domains, sometimes allowing lesser vampires to claim domain within.

Elder: A vampire who has experienced three or more centuries of unlife. Elders are the most active participants in the Jyhad.

Elysium: A place where vampires may gather and discourse without fear of harm. Elysium is commonly established in opera houses, theaters, museums and other locations of culture.

Embrace, The:> The act of transforming a mortal into a vampire. The Embrace requires the vampire to drain her victim and then replace that victim's blood with a bit of her own.

Fledgling: A newly created vampire, still under her sire's protection.

Generation: The number of "steps" between a vampire and the mythical Caine; how far descended from the First Vampire a given vampire is.

Gehenna: The imminent Armageddon when the Antediluvians will rise from their torpor and devour the race of Kindred and the world.

Ghoul: A minion created by giving a bit of vampiric vitae to a mortal without draining her of blood first (which would create a vampire instead).

Haven: A vampire's "home"; where she finds sanctuary from the sun.

Hunger, The: The urge to feed, as with any living creature. For vampires, however, the Hunger replaces all other drives with its own powerful call.

Inconnu: A sect of vampires who have removed themselves from Kindred concerns and, largely, the Jyhad. Many Methuselahs are rumored to exist among the Inconnu.

Jyhad, The: The secret, self-destructive war waged between the generations. Elder vampires manipulate their lessers, using them as pawns in a terrible game whose rules defy comprehension.

Kindred: The race of vampires as a whole, or a single vampire. According to rumor, this term came about in the 15th or 16th century, after the Great Anarch Revolt. Sabbat vampires scorn the term.

Kiss, The: To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy in those who receive it.

Lupine: A werewolf, the natural and mortal enemy of the vampire race.

Lush: A vampire who typically feeds from drugged or drunk mortals in order to experience their inebriation.

Life, The: A euphemism for mortal blood. Many Kindred regard this term as affected and effete.

Man, The: The mote of humanity that a vampire maintains; the spark of mortality that distinguishes him from the Beast.

Masquerade, The: The habit (or Tradition) of hiding the existence of vampires from humanity. Designed to protect the Kindred from destruction at the hands of mankind, the Masquerade was adopted after the Inquisition claimed many Kindred unlives.

Prince: A vampire who has claimed a given expanse of domain as her own, particularly a city, and supports that claim against all others. The term can refer to a Kindred of either sex.

Rogue: A vampire who feeds upon the vitae of other Kindred, out of necessity or depravity.

Sabbat, The: A sect of vampires that rejects humanity, embracing their monstrous natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than hide from them.

Sect: A group of Kindred arguably united under a common philosophy. The three most widely known sects currently populating the night are the Camarilla, the Inconnu and the Sabbat.

Sire: A vampire's "parent"; the Kindred who created her.

Vessel: A source of vitae for sustenance or pleasure, primarily mortal.

Old Form

The elders typically use these turns of phrase, which have existed since long before the modern nights. One is advised to use these words carefully - in some company, their use may be seen as humorously anachronistic, while in the company of anarchs, for example, they may be misconstrued as the elders' propaganda.

Amaranth: The act of consuming another Kindred's blood (q.v. Diablerie).

Ancilla: A "proven" vampire, between the elders and the neonates.

Antediluvian: A member of the dreaded Third Generation, one of the eldest Kindred in existence.

Archon: A vampire in the retinue of a justicar. Archons are generally nomadic in nature, frequently pursuing Kindred who have fled to avoid persecution at the hands of the Camarilla.

Autarkis: A Kindred who remains outside the larger vampire society of a given city and often refuses to acknowledge the claim of a prince.

Blood Oath: The blood bond (vide).

Cainite: A vampire; a member of the race of Caine.

Canaille: The bovine masses of humanity, especially the uncultured and unsavory. The Canaille are viewed primarily as a source of sustenance.

Cauchemar: A vampire who feeds exclusively on sleeping victims.

Consanguineous: Literally, "of the same blood," especially with reference to lineage. Usage: That vampire is consanguineous of Hardestadt the Elder, his childe.

Cunctator: A vampire who avoids killing when delivering the Kiss; one who takes so little blood as to avoid bringing about her prey's death.

Domitor: A ghoul's master; one who feeds her blood and issues her commands.

Footpad: One who feeds from derelicts and other chaff of society. Footpads are frequently debased and may not maintain permanent havens.

Gentry: A Kindred who preys at nightclubs, bars and other establishments of the "red-light district," where mortals engage in reverie.

Golconda: A fabled state of vampiric transcendence; the true mastery of the Beast and balance of opposing urges and principles. Rumored to be similar to mortal Nirvana, Golconda is greatly touted but rarely achieved.

Humanitas: The extent to which a Kindred still maintains her humanity.

Kine: A term for mortals, largely contemptuous. The phrase Kindred and kine refers to the world at large; everything.

Leech: A human who drinks vampire blood, yet acknowledges no master.

Lextalionis: The code of the Kindred and the system for punishing transgression. It suggests Hammurabian or Biblical justice - an eye for an eye, and punishment in keeping with the grievance.

Lineage: A vampire's bloodline; the Kindred's sire, sire's sire, etc.

Methuselah: A vampire who has existed for a millennium or more; an elder who no longer exists among the greater whole of Kindred society. Methuselahs are rumored to hail from the Fourth and Fifth Generations.

Neonate: A young Kindred, recently Embraced.

Osiris: A vampire who builds a mortal cult around himself, in the interests of gaining sustenance. As the millennium approaches and passes, Osiris cults become increasingly common.

Papillon: The red-light district; the area of town punctuated by drinking establishments, brothels, gambling houses and other locales of ill repute. The prime hunting grounds of a city, where the disappearance of mortals goes hand in hand with the area's general seediness.

Progeny: All of a given vampire's childer, collectively. Less formal, and less flattering, is Get.

Praxis: The right of princes to govern; the prince's claim to domain. This term also refers to the prince's matters of policy and individual edicts and motions.

Primogen: The leaders in a given city; its ruling body of elders, typically composed of one member from each clan present in a city.

Regnant: A Kindred who holds a blood bond over another.

Retainer: A human who serves a vampiric master. This term is almost archaic, referring to a time when vampires kept vast entourages of mortal servants as part of their estates.

Siren: A vampire who seduces mortals in order to drink from them, and then only takes a small quantity of blood, so as to avoid killing them.

Suspire: The rumored epiphany experienced just prior to the attainment of Golconda.

Third Mortal: Caine, who was cast out and became the First Vampire.

Thrall: A vampire under the effects of a blood bond, having drunk another Kindred's blood thrice.

Vitae: Blood.

Whelp: A derogatory term for a young Kindred, originally used with exclusive reference to one's own progeny.

Wight: Human; man; a mortal.

Witch-hunter: A mortal who searches out and destroys vampires.

Whig: A contemptuous term for a vampire who possesses an interest in mortal trends and fashions.

Vulgar Argot

These terms are slang, the modern equivalents of older turns of phrase which have fallen out of favor due to their association with the elder ranks. These words carry great connotation, as they are associated with the younger Kindred, who seek to establish their own vampiric cultures.

Alleycat: A vampire who keeps no permanent haven, but sleeps in a different location each night. This term also refers to a Kindred who feeds exclusively from the homeless, vagrants and other elements of low society.

Banking: The practice of "withdrawing" blood from blood banks and hospital reserves. This blood has little taste, though it will sustain a vampire, and elder Kindred eschew this base indulgence. A Kindred who engages in this practice is known as a Banker.

Black Hand: Another name for the sect known as the Sabbat.

Blister: A vampire "Typhoid Mary" who contracts a mortal disease and spreads it to each vessel upon whom he feeds.

Bloodline: A vampire's heritage (q.v. Lineage).

Blood Doll: A mortal who freely gives her blood to a vampire. Most blood dolls gain a perverse satisfaction from the Kiss, and actively seek out vampires who will take their vitae.

Butterfly: One who mingles among the mortal high-society element and feeds exclusively from the famous and wealthy.

Casanova: A vampire who seduces mortals to take their blood, hut does not kill them. Casanovas typically erase the memory of their presence from their vessels' minds (q.v. Cauchemar).

Change, The: The moment an individual ceases to be a mortal and becomes one of the Kindred.

Damned, The: The race of Kindred; all vampires.

Donor: A sarcastic term for a vessel, typically human.

Farmer: A term of mockery for vampires who refuse to feed on human blood, instead taking sustenance from animals.

Fief: A sarcastic term for a vampire's domain or claim thereof, most commonly used in reference to a prince.

Head: A Kindred who feeds upon those who have imbibed alcohol or drugs, so as to vicariously experience the same sensations. Those Kindred who prefer individual drugs have their "poison" prefixed to the term head (e.g., crackhead, dopehead, smackhead).

Headhunter: A vampire who hunts and feeds from other Kindred (q.v. Rogue).

Juicebag: A contemptuous term for mortals, indicating that their sole use is for sustenance. Even more irreverent is the term Bag.

Lick: A vampire; one of the race of Kindred.

Rack, The: The hunting ground of choice, including bars, nightclubs, drug dens, whorehouses and other bacchanalian locales, where mortals go missing all the time (q.v. Papillon}.

Rake: A habitual visitor to the Rack, especially in the interests of feeding (q.v. Gentry).

Sandman: A vampire who feeds upon sleeping victims only.

Slumming: The practice of feeding from derelicts, the homeless and other dregs of society; one who does this regularly is known as a Slwnmer.

Stalker: A mortal who hunts down and destroys Kindred (q.v. Witch-hunter).

Tease: A term for a female Casanova (vide):

Turf: A modern affectation used in reference to a domain; it may also refer to the area under a given gang's influence.

Vegetary: A term of contempt for one who drinks exclusively from animals (q.v. Farmer).

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