"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 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.
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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 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.
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.
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.
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.
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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