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PostPosted: Wed Aug 24, 2022 9:45 pm
Clan Vampire List

These lists contain links to the members of each Clan and their Clan info.

If you would like to read the general rules regarding Vampires that info can be found here.

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PostPosted: Wed Aug 24, 2022 9:46 pm
Clan Vampire Specialties:
(Cannot be used by Clanless Vampires unless they join a clan)

Ahrimanes:
Animalism, Presence, Spiritus, Auspex, Protean, Potence

Assamite:
Celerity, Obfuscate, Quietus, Auspex, Presence, Assamite Sorcery, Blood Sorcery

Baali:
Obfuscate, Presence, Daimonion

Brujah:
Celerity, Potence, Presence

Cappadocian:
Auspex, Fortitude, Necromancy (Mortis), Oblivion

Daeva:
Celerity, Vigor, Majesty

Daughters of Cacophany:
Fortitude, Melpominee, Presence

Followers of Set:
Obfuscate, Presence, Serpentis, Protean

Gangrel:
Animalism, Fortitude, Protean

Giovanni:
Potence, Dominate, Necromancy, Auspex, Fortitude, Oblivion

Kiasyd:
Dominate, Necromancy, Mytherceria, Obtenebration

Lasombra:
Dominate, Obtenebration, Potence, Oblivion

Lhiannan:
Animalism, Ogham, Presence

Malkavian:
Auspex, Obfuscate, Dementation, Dominate

Mekhet:
Auspex, Celerity, Obfuscate

Nagaraja:
Auspex, Dominate, Necromancy (Nihilistics), Fortitude, Oblivion

Nosferatu:
Animalism, Obfuscate, Potence

Ordo Dracul:
See Clan Info for the following Coils
Coils (Coil of the Ascendant, Coil of the Voivode, Coil of the Wyrm, Coil of Banes, Coil of Blood, Coil of the Beast, Coil of the Flesh, Coil of the Soul, The Ancient Coil of Slumbers, Skinner's Coil of Slumbers, Coil of Zirnitra, Coil of Živa, Anoushka's Ladder, Way of the Locust)

Ravnos:
Animalism, Fortitude, Chimerstry, Obfuscate, Presence

Salubri:
Auspex, Fortitude, Valeren, Obfuscate, Obeah, Dominate

Samedi:
Necromancy, Obfuscate, Thanatosis, Fortitude, Auspex, Oblivion

Toreador:
Auspex, Celerity, Presence

Tremere:
Auspex, Dominate, Thaumaturgy, Blood Sorcery

True Brujah:
Potence, Presence, Temporis

Tzimisce:
Vicissitude, Animalism, Auspex, Dominate, Protean

Ventrue:
Dominate, Fortitude, Presence

FOR A BRIEF DESCRIPTION OF EACH DISCIPLINE (and link to their page) SEE BELOW:

Animalism: is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself.

Assamite Sorcery: is a form of blood magic practiced by Assamite Kindred/Sorcerers. It is a very old form of magic, drawing from a huge variety of mortal religious traditions, and pre-dating Thaumaturgy, which it resembles in many ways.

Auspex: is a Discipline that grants vampires supernatural senses.

Blood Sorcery: refers to the magic performed by vampires, fueled by religious or occult practices and the power of Cainite vitae.

Celerity: is a Discipline that grants vampires supernatural quickness and reflexes.

Chimerstry: is the trademark Discipline of the Ravnos that conjures illusions into existence. Such phantom images are as real as the Cainite's skill allows, and will even fool technological sensors.

Daimonion: is a diabolic Discipline practiced only by the Baali and the very worst vampire infernalists. Its power is that of the Devil himself, and through the use of Daimonion the Baali draw upon the forces of Hell and its demons to demoralize and cripple their enemies.

Dementation: is a Discipline widely known as the hallmark of the Malkavians. Dementation draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others.

Dominate: is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree.

Fortitude: is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight.

Majesty: The Kindred Discipline of preternatural charisma and charm. Its applications allow the practitioner to impose willing submission, to elicit the confessions of dark secrets and more.

Melpominee: Allows its possessors to use speech and song for a variety of supernatural effects.

Mortis: The Discipline Mortis is rooted in the control and manipulation of death. More specifically, Mortis is a form of blood magic dealing with corpses and their conditions after death.

Mytherceria: is a Discipline that manifests in faerie-blooded vampires. It grants the vampire mystical senses, the ability to steal knowledge, and other powers attributed to fae.

Necromancy: is a form of blood magic that deals exclusively with the world of the dead: wraiths and the Shadowlands.

Nihilistics: is a Discipline that allows the user to penetrate the Shroud and channel Oblivion. While some of its uses relate to the denizens of the Underworld, many of its powers allow the vampire to draw Oblivion into the physical world.

Obeah: is said to bestow "sight beyond sight" and enable one to see the threads of life and death around them.

Obfuscate: is a Discipline that allows vampires to conceal themselves, deceive the mind of others, or make them ignore what the user does not want to be seen.

Oblivion: is a Discipline that allows its users to draw on something wholly unnatural; calling forth supernatural darkness from the Abyss and enslaving specters through Oblivion.

Obtenebration: is the unearthly control over shadows. It is related to the practice of Abyss Mysticism.

Ogham: is a very limited form of Blood Magic based on Celtic runes practiced by the Lhiannan that taps into the spirit shard of the bloodline, conceding power within their territory.

Potence: is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical prowess beyond mortal bounds.

Presence: is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds.

Protean: is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist.

Quietus: is the signature Discipline of the Assamites that grants them influence over the blood of others.

Serpentis: primarily provides shapechanging abilities, though it also encompasses corruption and other characteristics associated with snakes.

Spiritus: is a Discipline unique to the Ahrimanes bloodline that allows them to interact with animalistic spirits.

Temporis: is supposedly a refinement of Celerity, Temporis grants the Cainite the ability to manipulate the flow of time itself.

Thanatosis: involves manipulating effects of death and decomposition. In some ways it is similar to Necromancy.

Thaumaturgy: is a closely guarded form of blood magic.

Valeren provides control over pain and increased martial ability, seemingly allowing warriors to draw on the power of heaven to vanquish their foes.

Vicissitude: is widely known as the art of flesh and bone shaping.

Vigor: is the Discipline that endows Kindred with the "epic strength of many men." The Discipline of Vigor is among the most well-known and basic of vampiric abilities that are known to be possessed by the Kindred; making them several times stronger than the most physically strong human.


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Faekat Adoption Agency
Crew

Muscular Member


Faekat Adoption Agency
Crew

Muscular Member

PostPosted: Wed Aug 24, 2022 9:47 pm
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Clan: Brujah
Nicknames:
The Learned Clan, Warrior Scholars, Philosophers, Punks, Rebels, Rabble, Zealots, Agitators, Troilites (by the True Brujah)

Faction: Camarilla
Disciple: Maddox
Antediluvian: BA
Methuselah: None

"Once they built monuments to eternal peace. Once they spent their time in contemplation of the infinite. There is little more beautiful than the work of those with vision. There is little more deadly than a dreamer betrayed. The betrayers tore down the monuments. The brief life of eternal peace sank into the ravages of time. The hope for infinity burned to ash. Now when the pounding begins, words will not do. When the fury grows, peace will suffer. When the frenzy erupts, only blood will suffice."

Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah holds social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Respected for their martially and readiness to rally under a banner, the Brujah are the physical strength of the Camarilla. Of late, however, many Rabble neonates see their role in the Camarilla as an institution unto itself, and more than a little unrest circulates among the clan. Other Kindred believe that the Brujah would be the first to leave the Camarilla. The Brujah believe it, too....

Brujah rely on a chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.

All that a Brujah does, he does with passion that is both his curse as well as his blessing. Brujah adopt passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. Many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points. As divided as the clan is, all working against each other in some way, and even when some rivalries within are more embittered than in any other clan, they keep together (after the proverb "I against my brother, my brothers and I against my cousins, my cousins and I against strangers"). If any Kindred not of their blood would oppose a Brujah, they would face the wrath of the whole clan, as even Idealists would defend Iconoclasts in front of the Prince and each Iconoclast is more than ready to beat someone up who humiliated a clan member within Elysium.

The Rabble's espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated however, all bets are off and it's back to business as usual. A common Brujah theme involves the foundation of a Kindred "Utopia", or the re-creation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is.

Two conventions the clan does support universally are the Rant and the Rave. Rants are just that: informal meetings of Brujah (and other insurgents, Kindred and kine) at which anyone who can scream loudly enough can have her opinions heard. Raves, named after the all-night techno dance parties started in England, are social gatherings in the guise of huge-scale musical or entertainment events. One usually leads to another, and clues to the locations of the events are often hidden in the media of the gathering in progress.

The Brujah are infamous for ignoring the Tradition of progeny, and consequently Embrace whomever they feel like whenever they feel like. Brujah are stereotypically the source for most Caitiff because they are presumed to neglect training their childer.

Quick to anger and always passionate in the Modern Nights, they have been regaining their position as a clan of lofty philosophers and activists and are often pointed to as a clan of unruly rebels and roughnecks that should not be messed with. Brujah vampires also tends to take a stand against whatever or whomever they see as the status quo in the situation, whether that is their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment.


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Clan: Daughters of Cacophony
Nickname: Sirens
Faction: Camarilla
Disciple: Lorelai
Antediluvian: None
Methuselah: None

Believed to have origins in both the Malkavian and the Toreador clans, the Daughters are very few in number. As their nickname "Sirens" suggests, the Daughters are known for their ability to deliver emotions through a form of song. They have a unique discipline called Melpominee (after Melpomene, muse of tragedy) that does just that.

Some Kindred have been witness to small assemblies of Daughters who perform songs of haunting beauty or frightening timbre that leave their audiences... moved. It has been noted by observant Kindred more than once that even in the most impromptu performances, all Daughters present seem to know exactly what will be sung in addition to all the verses.

Currently composed mostly of women (due to the associated difficulty in educating someone with the vocal range of most males), the Daughters practice Melpominee, a Discipline which allows the Daughters to invoke strange effects through singing. The Daughters are the choralistes par excellence of the undead, and hosting a gathering of them is worth high prestige for the Toreador. And although it is mostly female vampires who number among the Daughters of Cacophony, male members of this bloodline do exist, although they are uncommon and usually regarded as oddities.

Not much is known about the Daughters of Cacophony as a whole, only that their particular bloodline avoids the nightly troubles of the Jyhad. Typically members of this bloodline fall in with whatever sect fits their interests at the time. Since their numbers are so few, organization is questionable. Interestingly enough, all members of the Daughters of Cacophony seem to differ from heavy metal rockers to opera singers.

The Daughters have no formal organization – their numbers are so few and far between that any given location is unlikely to be home for more than one or two of them (if any). When Daughters do congregate for whatever reason, the younger members of the bloodline often defer to the older ones.

They Embrace mainly those who were aspiring a musical career. Not all of them were singers during their mortal years; but those who were not discover their talent soon after the Embrace. The Daughter's childer are taught for years by their sires. They do not discriminate based on musical style. Jazz singer, nü-metal waif, opera diva, sultry lounge performer – any chanteuse might be a Siren.

In line with their particular penchant for music, a Daughter of Cacophony will constantly be able to hear an inner music flowing through their mind. However beautiful this music might seem, it also impedes them by serving as a constant distraction, making it harder for the Daughters of Cacophony to perceive things around them. The Daughters call this melody the "Fugue".

Some Daughters completely succumb to the Fugue, becoming what the Daughters call "Banshees". Unable to perceive anything but the song within them, they are unpredictable and often violent.

It stands to reason that this weakness could give credit to claims of the Daughters being a clan of Malkavian offshoots, seeing as they are permanently deranged with auditory hallucinations.


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Clan: Gangrel
Nicknames: The Clan of the Beast,
Animals, Bêtes, Outlanders, Outlaws, Wolf's-Heads, Beasts, Ferals

Faction: Camarilla
Disciple: Enoch
Antediluvian: None
Methuselah: None

"The Gangrel relish their reputation as the most mysterious of the Camarilla clans, but even their secrecy cannot stand forever. There is good reason why they stand at the forefront of every vampiric war: none can stand against them."

The Gangrel are considered the most feral and predatory of the Kindred, and because of their reclusive natures, animalistic tendencies and loose organization, are the least social of the Cainites, preferring solitude to society. They also tend to be extremely territorial and possessive and to enter a Gangrel's territory without permission is certain death. They do have their role and reputation among the kindred as fierce warriors, but to get a Gangrel to agree to work with others, even other Gangrel, can be a difficult, if not impossible, task. Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla.

What little formal organization the Gangrel has is placed around the aptly-named Gather, which are occasional meetings at which local and visiting Gangrel can exchange news, information and stories and decide on local matters. Gathers usually involve notice weeks in advance, as news travels more slowly among the limited network of the Gangrel. Once begun, Gathers usually involve the rites demonstrating status to decide on leadership for the meeting. The rites can take days to accomplish, and must be redone for every Gather, as no two will have the same Gangrel meeting under the same circumstances. Once the hierarchy for the Gather is established, the business at hand can be dealt with. No matter the circumstances, Gathers always break up after a week.

Most of the Clans legends and myths, as well as the ways to garner prestige within the Clan, are done orally. Storytelling and being able to hold a crowd are considered fairly valuable social currency, as there is little else to do in gatherings out in the wilderness besides entertain each other with bravado and song. Most of these stories are true, but a good, satisfying tale is regarded as more important than the facts of the details. Gangrel do not lie, precisely, but embellishing the truth is a good way to sound much more impressive, in the same way a cat puffs up its fur to look more threatening. Keeping to one's spoken word is also highly respected, as when all is said and done, the only thing stopping another vampire from screwing you over is their own sense of honor. This is not to say that the more socially-inclined Gangrel cannot learn to play Jyhad. In fact, many enjoy (or at least grudgingly accept) the great masquerade ball of betrayal, conspiracy, and power struggles that define so much of Kindred existence.

The Gangrel also have ties to the Roma, and therefore will protect and shelter them, especially from other Kindred. The Ravnos would also lay claim to the Roma, however, and as a result the two clans have a mutual hatred for each other that goes back centuries.

Given the distinctly rural nature of Clan Gangrel, the observer may be surprised to learn that many higher-generation Gangrel are adept at managing modern technology such as cell phones, computers, and cutting-edge vehicles. Clan Gangrel has realized that knowledge of technology is an important aspect of survival in the modern nights, and even the eldest Gangrel know how to work a microwave.

A Gangrel sire often chooses a prospective candidate for the Embrace during feeding. If the mortal prey resists, fighting against what is happening, then his reward after death may be a taste of Gangrel blood. The clan makes many Gangrel this way, dating back to the first warriors selected by Ennoia to fight her war. This method produces a Gangrel with a fierce desire to survive, even if he does not have all the tools. We also find prospective Gangrel through observation. While most mortals remain safely hidden during the night, a few risk the darkness. When one of our clan encounters a mortal like this, they will watch instead of attacking. It takes courage to wander these nights, after all.

Due to their inherent clan weakness, Gangrel are very close to the Beast within; and when they succumb to it, the Beast leaves its mark on their flesh. Every time a Gangrel Frenzies, they gain an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, or even scales/feathers.


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PostPosted: Wed Aug 24, 2022 9:49 pm
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Clan: Malkavian
Nicknames: Kooks, Seers, Lunatics, Madmen, Cassandras, Children of Malkav, Clan of the Moon, Malks, Jesters, Jokers, Mockers
Faction: Camarilla
Founder: Rhiana
Disciple: Nemo Schrodinger (Alt Image)
Antediluvian: None (Not currently available for promotion)
Methuselah: Arana De Arrastre and Jezebeth

"What is this thing called madness? They say those touched by insanity have also been touched by divinity. No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Want to learn how the Malkavians twist the world for their benefit? You won't learn a thing. Want to discover the truth of their madness? It's too late for that."

Malkavians are the brood of Malkav and one of the great vampiric clans. They are deranged vampires, afflicted with the insanity of their Antediluvian progenitor. They are an enigmatic and deeply disturbed group of Cainites. Members of the clan have assumed the roles of seers and oracles among Kindred and kine, eerie figures bound by strange compulsions and the ability to perceive what others cannot. They are also notorious pranksters whose "jokes" range from silly to sadistic. Against all odds, however, the children of Malkav are among the oldest surviving vampiric lineages. They are one of the 13 original Cainite clans and can trace back their history to times preceding the biblical Deluge. They were also among the founders of the powerful Camarilla, and are widely known as one of its pillars in modern nights.

On the surface, clan Malkavian is barely a clan. The majority of Malkavians are only marginally aware they belong to a clan. What connections Malkavians generally have are informal and generally paternal, sire-childe relationships being the most common, although Malkavian sires are prone to abandoning their childer. Scratch the surface, however, and the Malkavians become a smörgåsbord of paranoid delights. Malkavians operate on their own timescale, and will gather spontaneously for incomprehensible events. Malkavians usually do not explain how they know these gatherings are occurring, and when they do the explanation is not necessarily worth anything. Scratch deep enough and it appears that the Malkavians are highly organized, so highly organized they do not even know they are, and instead they continue to pursue incomprehensible and arcane goals that even they are not aware are of relevance.

This organization is generally termed the "cobweb", "Malkavian Time", or the "Madness Network" and is a form of shared consciousness unifying all Malkavians. The strength of the voices varies from Malkavian to Malkavian, however all of them are at least aware of its call and capable of interacting with it. Dead Malkavians' memories live on in the Cobweb, and it is implied heavily that Malkav himself is this network. The cobweb is only accessible by Malkavians, and they themselves only marginally understand it – most of them merely listen to the voices, but elders have demonstrated a powerful capacity to manipulate the rest of the clan through it. It is rumored that powerful Methuselahs partially exist within the Cobweb and can "download" themselves on their descendants if needed. The Cobweb also reacts to the presence of powerful Malkavians.

Many Malkavians are gifted with insight into the world around them. Through their shared madness and the powers of Auspex and Dementation, many are able to glimpse little bits of the future or the past. True Oracles and Seers, however, go beyond these common talents. They are blessed (or cursed) with strong visions that come upon them without warning. No one knows for sure from where this connection originates. Some embrace their powers and attempt to channel them. Some try to shun the visions and get on as if nothing happened. Other unsensitive Malkavians use the picture of the prophet for their own advantage like mortal fortune-tellers, using vague prophecies to secure themselves safe places. Those with the true Sight, however, often suffer for it, as they receive visions, they do not understand at first and then watch helplessly unfold before them.

Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. As seers, the Malkavians have relied on advanced Auspex and the Cobweb (Madness Network) to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.
The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions but are also often sadistic.

In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally expected to demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among Princes is that it is better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camarilla, and have been modified as discussed above to make them more amenable to it.

The Malkavians are one of the more intellectually focused of the Camarilla clans (with the Tremere arguably being the only clan as interested in cerebral pursuits). As a result, Malkavian candidates for the Embrace tend to be intelligent and more than a little... odd. While the Malkavian embrace guarantees insanity, they do tend to choose candidates who are already halfway there.

Lunatic childer do come from all economic and cultural strata however, though most have some sort of hard-luck story or black secret behind them that caused their sire to take note. Truly damaged Malkavians who are unaware of the meanings of their actions may not even be aware that they have sired childer, which makes for very difficult entry into Kindred society for these castoffs, many of whom end up among the Caitiff.

Due to their inherent clan weakness every last Malkavian is irredeemably insane in some form or another. Among the Kindred, some attribute their insanity to a curse of the blood forced upon them by Caine himself, while the Lunatics themselves actually call it a special blessing, a gift of insight. The mortal mind collapses as it goes through the Malkavian Embrace, and the resulting vampire is a being forever changed by the experience. From the moment they are created, Malkavians begin to suffer from at least one derangement that can never be permanently overcome. Their insanity can be temporarily fought with Willpower, but madness is never far away and as a result their members are unpredictable at best.

Those Malkavians whose derangement is so severe as to make them non-functional are called the Gnawed.


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Clan: Nosferatu
Bloodlines Allowed: Galloi
Nicknames: The Clan of the Hidden,
Sewer Rats, Lepers (archaic), Priors, Crawlers (Renaissance), Nossies

Faction: Camarilla
Disciple: Malala
Antediluvian: None
Methuselah:
  • Madame Cramoisie du Sang (appearance one, Galloi)
  • Madame Cramoisie du Sang (appearance two, Galloi)

    "Hideously deformed, hiding from the world's eyes in their dank holes, the Nosferatu thrive despite their ostracism from vampiric society. But what are they plotting in their dark caverns? What schemes are brewing in the nether regions of the night? The Nosferatu watch everyone else, but who watches them?"

    The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature. The Nosferatu are famous information brokers and spymasters. While this is partly supported by their use of the Obfuscate and Animalism disciplines, the Nosferatu also emphasize information interchange as part of clan culture. Nosferatu invest an awful lot in teaching their childer with riddle games, memorization exercises and other activities which emphasize sharing and hiding information. Most Nosferatu tend to present themselves as antisocial creatures and as they seldom play the games of Elysium, instead focusing on the acquisition of knowledge to make themselves irreplaceable for vampiric society.

    The Nosferatu have a deeply ingrained complex about physical beauty, especially with clans like the Toreador. Nosferatu will tend to charge Toreador higher prices, and make the higher clans crawl through humiliating or disgusting tunnels to actually negotiate with them. Similarly, Nosferatu will often accentuate their hideousness by cultivating an array of disgusting physical habits. Some of the Nosferatu who dwell underground can develop a penchant for bizarre forms of art, in particular for music, gardening and sculpture. Rumors tell of the development of acoustic subterranean chambers – some of which employ channeled water, and of fantastical gardens with fungi the size of trees. The greatest work of Nosferatu art is the Escalera, a giant sculpture of twisted metal and piping that spans an underground chasm in Lima. On several cases where Nosferatu have embraced a caitiff, the childe has been exiled or killed. Nosferatu also tend to use Obfuscate for practical jokes involving their appearance, such as dropping a discipline's use for a brief instant and reveling in the effects.

    The most bizarre relationships can occur between Nosferatu and mortals. Even the most hard-bitten Nosferatu may discover a weakness for a certain human or types of humans. Living as they do in places many would consider to be Hell, there is a long tradition of the Nosferatu offering help to others like them. There are many, many cases of cruel Kindred preying on homeless people, children or mental patients who have inexplicably been beaten black and blue and left somewhere as a warning to others. Cliché as it may be, many orphanages, scholarships and self-help organizations owe at least part of their funding to the Sewer Rats. Living in the gutter, there are a lot of Nosferatu who want to help those who still can get out of it. Unlike the Toreador and the Ventrue, they seldom if ever brag about their accomplishments, and most outside the clan are unaware of them.

    Nosferatu are generally organized into broods; communities centrally located around a sewer system and serving as underground cities which may house dozens of their kind. Nosferatu are stereotyped as ugly on the outside, humane on the inside - this is not entirely true. There are many Nosferatu who never leave the sewers, the Nosferatu make a habit of sending their friendliest to communicate with the rest of the Camarilla.

    They strongly stress clan loyalty over almost everything else. Given their hideous appearance, they depend heavily on clan support structures for everything from havens to food. Broods are generally gerontocratic, with the eldest Nosferatu setting policy and guiding the youngest. Most Nosferatu can acquire jobs within their clan, including assisting on construction or other survival projects. Most Nosferatu are inculcated with a survivalist mentality and increasing the strength of their havens is a constant preoccupation. The Nosferatu also use ghouled animals as defenses and have created Spawning pools, which are tainted by their vitae and turn, over the course of many years, every animal that drinks from them into a monstrous creature loyal only to the brood.

    Each Nosferatu is disfigured in a unique way that make each of them unbearable. Rare breeds of Nosferatu that have often geographical connections, however, tend to develop similar disfigurements, creating different stocks of the Clan that come and go as time develops. Example for this are the Greek Larvae, who were said to burrow through soft rock with their teeth and to feed on their victims through strange serrated proboscises, the German Volsi, who were bog-dwelling giants and cannibals, the French Parisii, who have near translucent skin, and the Turkish Lazarenes, whose disfigurements are similar to those of leprosy. Many others are rumored to have existed once and have vanished with the Clan's focus on the sewer systems of major cities.

    The Nosferatu tend to embrace two classes of people: first are those for whom the Embrace is a step up, such as the homeless, the hopelessly antisocial, derelicts, the mentally ill, the emotionally damaged, the flawed, vagrants or other people at the bottom of the totem pole, often out of a feeling of kinship with them. The second class are those for whom the Embrace is a step down, such as beauty queens or people from privileged backgrounds. Nosferatu are notorious for revenge Embraces, and the resulting Cleopatra's often lead miserable lives within the clan.

    The Embrace of the Nosferatu is especially painful, as the body warps and twists as the blood creates a new vampire. The chance of a Nosferatu dying in the process of the Embrace is higher than in other Clans and many emerge as simple brutes, their brains damaged and incapable of higher thought or basic survival skills. For these reasons, some elders of the medieval world use the Embrace by a Nosferatu as a punishment for disobedient ghouls. Rumors tell that those poor souls are most often killed directly by their own sire to spare them an eternity of pain and misery, but that some instead resort on hiding their childer and trying to feed and care for them.

    As mentioned above, every Nosferatu is inherently and horribly deformed. The Nosferatu Embrace inflicts a terrible and agonizing change as the body is warped into a monstrous visage.


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    Clan: Toreador
    Nicknames: The Clan of the Rose,
    Artisans (archaic), Aesthetes, Vanitas, Epicureans (Renaissance), Degenerates, Torries, Bullfighters

    Faction: Camarilla
    Disciple: Caius
    Antediluvian: Asana and Kitrye Orbdrin
    Methuselah: Anastasia Tussaud and Desiree Labelle

    "Potentially the mightiest of the vampire clans, Toreador is also the most divided clan, paralyzed by bitter infighting. For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador."

    The Toreador are a clan of vampires known for being some of the most beautiful, sensual, seductive, emotional and glamorous of the Kindred. The Degenerates are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. Famous and infamous as a clan of artists and innovators, they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.

    It is said that while the Ventrue are the mind of the Camarilla, the Toreador are its soul. It was one of their number, Rafael de Corazón, who was instrumental in its formation. The Toreador are the greatest supporters of many of the Camarilla's traditions, most notably that of Elysium. This is where the Toreador are in their element, showcasing their latest pieces and practicing their highly effective (and sometimes deadly) form of social maneuvering. From the outside, most other Clans think of one face of the Toreador, but see another. When speaking of them to another, most envision Toreador as the Artistes – billowy shirted, frock-coated fops who crow about the beauty of the ages and lamenting their lost humanity. In reality, outsiders are less likely to meet such characters, given as they are to sequestering themselves away to work on their latest masterpiece. Far more often encountered are those Toreador whose unlives have become dedicated to the Kindred social scene – Toreador are often a large contingent of the city's Harpies, and having spent years with their bitchy and conniving clanmates they are more than capable of ruining someone's reputation with a pithy comeback or a damning piece of gossip whispered in just the right ear.

    The Toreador portray themselves as the vampires closest to the living, breathing pulse of the humans around them (though this honor might be shared with the Brujah). They claim that this is what keeps them so vital and modern. Indeed, Clan members are often the first ones to be aware of what mortals are wearing, eating, buying and sleeping with. While a Malkavian elder might be found in his 1800s finery, the Toreador is much more likely to be wearing something from this year's Paris catwalks. Many Toreador are fond of having mortal "families" or assuming mortal identities, in order to capture the breath of life that is denied to them. The constant pressure that the proximity to mortals can elicit, however, can cause a Toreador to break down, losing all of their creativity and motivation in the process, resulting in a debauched individual that desperately searches for the next kick to experience the feeling of being mortal again, eventually turning to mortal vices like drugs in order to feel just this one aspect. The older a Toreador gets and the more mortal associates he has watched die, the more likely a "burnout" is to occur. Other vampires have to deal with it, too, but no Clan suffers so uniformly under this aspect of their existence than the Toreador.

    There is no formal overarching hierarchy among Toreador. Ad-hoc gatherings called "affairs of the clan" are called, with no mandatory attendance though most turn out for them. These can range from parties, dinners, art showing, or actual meetings. The Toreador of a city organize themselves into Guilds. While this has something of an artistic ring to it, most Toreador in the city are members, whether they are Poseurs or Artistes (see below). The head of the Guild is typically the oldest and most influential Toreador within the city, with the other members forming a complicated stratified social system, the rules of which boggle many an outsider.

    The clan itself has two divisions. The Artistes consist of the sculptors, the painters, the musicians, and the writers. They consider themselves to be the "real" Toreador as inheritors of the Clan's original values and goals. The Poseurs make up the other faction – they can include the failed artists (or those that happened to be Embraced while their sire was riding a particular fad), as well as the professional critics and those who consider their bodies to be their life's masterpiece. It should be noticed that neither group has a nickname for themselves – they tend to be only flung at the opposing faction as a derisive epithet.

    Art is the cornerstone of the Clan, defining its Clan curse and shaping the preferences of every Toreador. The Toreador are not artists by choice as much by nature, as each Toreador desperately searches for something that anchors their passion and preserves it from withering from the ages. The desire to preserve art and artists is – more often than not – the impetus for an Embrace. As such, many Toreador struggle when they discover that the talent that originally brought them into the Clan is falling out of favour or that their creativity has suffered under the weight of ages. The relativity of art is one of the major conflict points within the Clan, especially between elders and neonates, Elders refuse to think of modern developments (like dubstep or Dadaism) as "art forms", while neonates are often frustrated over the conformity of art that the Elders seem to espouse.

    Common accepted forms of art can be everything within the Clan, as long as it is prestigious (cooking, for example, is not a widely spread form of art among the Clan, mainly due the vampiric inability to actually consume the food). Painting and sculpting are the most iconic, but the Toreador have also a fair share of poets, artisans, dancers, actors, musicians, and even warriors and martial artists. Revenge (also called "justice" by neonates with morals) and intrigue are also considered as art forms and many elder Toreador commit themselves fully to this, having found ways to utterly crush their rivals and driving them to suicide without even lifting a hand.

    As stated before, there are two rough molds that clan members fall into. Artists make up a large proportion of the clan, which in the modern nights can include computer graphics artists, avant-garde performance artists, and sportsmen alongside the singers, dancers, and writers. The other portion consists of businessmen, critics, and those who are simply beautiful. While the main detractors of the clan, often the Nosferatu and the Brujah complain that Toreador coddle their childer, the truth is a much more brutal one. Toreador sires are notoriously capricious, and while the subject of their Embrace can be the most cutting edge, the most innovative, the most beautiful, the most now, they can easily be terribly passe and embarrassing the following week. The sire then inevitably dumps the new childe as soon as is feasible, leaving the young vampire confused and struggling to make their own way. Such is the nature of the Toreador.

    Due to their inherent clan weakness, the members of this clan are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them and can become immobilized with fascination. Such things as paintings, neon signs, or even sunrises can captivate them. It requires a successful Willpower roll to break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for minutes or even hours. This trait explains why Toreador so often fall in love with mortals and other vampires. This trait, however, also bans them from ever reaching perfection in their chosen form of art and makes them callous and disregardful once the experience becomes banal, resulting in trails of heart-broken mortals and discarded projects behind every Toreador.


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    PostPosted: Wed Aug 24, 2022 9:50 pm
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    Clan: Tremere
    Nicknames: The Broken Clan, Warlocks, Wizards, Magi, Usurpers, Grayfaces, Tremores ("Trembling Ones"), the Pyramid
    Faction: Camarilla
    Disciple: Lazarus
    Antediluvian: Mei Xue Todd and Sionann
    Methuselah: Kilah Morgansin and Kyle Baine

    "Majesty and mystery – the two words are synonymous with the word "Tremere." Born of murder and greed, created for power and destruction, they are the most feared of the Camarilla clans. they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks."

    Clan Tremere is the second youngest of the vampiric clans, having just come into existence during the Dark Ages. The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere hierarchy or inner politics. Their Founder and namesake, the nominal Antediluvian Tremere, sits at the top of the Pyramid and supposedly directs the entire clan, though very few have ever seen him or witnessed his hand in action. Many do not believe he is even a real person, but perhaps an ideal of the Tremere cause or a symbol of their unity. Beneath him, the importance of the number seven is emphasized, as each successive rank down is comprised of seven to one.

    In the (comparatively) little time since their founding, the Warlocks have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow, the more their enemies gather – and in their bid for power, the Tremere have accumulated more enemies than most.

    Over the centuries, the clan has fostered the image of an authoritarian society ruled by a stifling hierarchy and by tyranny. Most outside the clan take it as a fact that the Tremere hegemony is strict and unforgiving. And for the most part, Clan Tremere almost encourages this reputation by simply never acknowledging or correcting it directly. In actuality though, the clan as a whole is less rigid and less uniform than most know—and its power structure is both more intricate and more delicate than most realize. Superiors set expectations for their underlings—and any who prove a direct threat to the clan are hunted down and neutralized. But while some Regents and Lords can be brutally draconian, others are far more liberal. In fact, many are smart enough to realize that seeding needless discontent only motivates rebellion. And while the pyramid is meant to compel obedience, each member is still an individual who harbours their own ambitions. As such, superiors regularly use promises of advancement, occult teachings, and access to the Thaumaturgical secrets that the clan places its monolithic monopoly over to motivate said individuals to stay in line and to placate their thirsts for power.

    To the rest of Kindred society, they always present a unified front. Given their history as usurpers and power-grabbers, they are obsessed with the image and reputation of their clan. But underneath the veneer, the close-knit hierarchy of the pyramid breeds ruthless competition (something the upper echelons actively encourage). As such, night-to-night existence for many Tremere becomes a labyrinth of Byzantine politics where endless scheming and cut-throat manoeuvring lurks at every corner from those below and those above. Aside from the clan hierarchy, Tremere also sometimes form political factions and houses within the clan, which range from cults to distinct colleges of magic or other intellectual pursuits. These groups are generally highly informal and maintain their own organization, if any at all, and some may even be at odds with one another.

    The Tremere are one of the primary pillars of the Camarilla in the modern nights, arguably second only to the Ventrue in terms of the support and influence they possess (most of this power comes from the Tremere's near-monopoly of Thaumaturgy, but also from the encouragement for individual Tremere to place clan interests high on their list of priorities). The clan is synonymous with blood magic, a fact that they use to instill fear and envy in others. While they are surely not the first thaumaturges in Cainite history (despite claims to the contrary), their paradigm is one of the most flexible and expansive. The Tremere differ from the other thaumaturges by adopting a uniquely scientific approach to magic, and they encourage active experimentation – the result being a staggering array of thaumaturgical paths and rituals. Of course, no single individual knows every application of blood magic, and such knowledge is naturally one of the main forms of barter within the clan.

    The Tremere are very selective in who they Embrace and normally do so with a mind for the clan's needs, a condition reinforced by the fact that the local Regent must give permission for an individual to be sired. Individuals of strong will or aggressive personalities are normally sought, provided they have a clear head and can learn to be a part of the greater whole that is the clan. Candidates were scholars in life, and many dabbled in the occult to one extent or another, though that is not a prerequisite. Of course, there are "rogue" Embraces for the usual reasons – love, political gain, or accident. Regents often have these mistakes killed immediately, with suitable punishment levied against the sire, but there are always exceptions.

    Soon after being Embraced, Tremere neonates are made to commit to the Tremere Code – which elaborates on what is expected of a Tremere and what activities would earn disfavour. The neonate has to drink the blood of the Inner Council of Seven through a ritual called the Transubstantiation of Seven, bringing them one step towards a Blood Bond to the clan's leaders and ensuring some degree of loyalty to their peers. Afterwards their training begins, even as they continue to grapple with their transformation into a vampire, memorize the Traditions, learn to feed, and so on. These factors lead to a high rate of failure in newly Embraced Tremere, who may go mad or commit suicide.


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    Clan: Ventrue
    Nicknames: The Clan of Kings, Blue Bloods, Patricians, Warlords, Ambitiones, Power Mongers, Monarchs
    Faction: Camarilla
    Disciple: Artemis Ventrue
    Antediluvian: None
    Methuselah: Mithras

    "Eternity is not merely about power. Power makes up only one part of the Ventrue's world, though it is an extremely important part. The vampires of Clan Ventrue understand that power has value only as a means to an end, not an end itself. Thus, they use their vast resources to extend their reach, all the while watching and waiting for the right moment – the right moment to strike. For there are even worse things in this world than vampires, and the Ventrue know they are the only hope. Capitalists, aristocrats, crusaders, and criminals: The Ventrue have assumed the prestigious but demanding role of leaders. Forever in the line of fire, they have sacrificed their comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? The proud history and black secrets of the clan reveal the truth."

    The Ventrue have long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what is best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society.

    They have long been Embraced from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adapted to fill the roles of leadership over the ages, and in the Final Nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortal masses, and of guarding their own power.

    The Ventrue are second only to the Tremere in terms of organization and interrelation, and take pride in the fact that every clan member has a place and knows just where he stands within the clan in relation to everyone else. Of course, the system is not at all like some military organization. The Clan is headed by the Ephorate, which arbitrates intra-Clan disputes, chooses the representative for the Inner Circle of the Camarilla and maintain the unity of the Clan in the face of global issues (although only Ventrue in power positions, like princes or primogen are actively inclined to heed them). Other influential figures within the Clan are the Strategoi, who enforce the dominance of the Ephorate along geographic regions. As agents of the strategoi act the Lictors, who often specialize in a specific field (finances, warfare etc.). On a more local scale, the Tribune acts as a messenger to a Ventrue in a political position, often to alert him of the directives set by the Ephorate.

    Inside cities, the Ventrue organize themselves into an institution called the Gerousia, (or simply "Board" in modern nights). This Council effectively adjudicates Ventrue concerns within the city, overseeing Ventrue business and political interests within a domain. The Board is officially headed by the Praetor, who brings issues before the rest of the Board and hosts their meetings. Below the Praetors are the Aediles, who aid the Council and Praetor just as supervisors assist managers in a business. By their turn, the Questors act as assistants for their elder (or otherwise experienced) Ventrue. Finally, below the Questors lie the common Ventrue, without a formal title or useful experience to the Clan - they are called Eiren.

    Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity." In modern days, it is often described as "Face". Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is just as likely to lead organized crime as he is a Fortune 500 company (the Ventrue really do not object to theft, so much as petty theft), he must always comport himself with dignity, with grace and with honor. At least publically. Ventrue take assaults on their stature very seriously. Spreading rumors, taking credit for another's work and insulting a Ventrue without just cause (publicly or privately) are just a few of the ways one can diminish dignitas. Doing so is a sure way to make an enemy for all unlife, and it can indeed be cause for severe punishment or discipline.

    Acquiring dignitas is the only way to advance in Ventrue society. One does not necessarily ascend a ladder of advancement from rank to rank. Rather, members can move through the (largely honorific) system as their abilities and fortunes decree. The Ventrue feel that this system allows them more flexibility and lets them spot new talents within the clan and reward it, if desirable. The clan elders often point this latter facet of the system out to young Kindred who are anxious and frustrated at the lackluster success of their own unlives. The system borrows heavily from the Roman Republic's political institutions. Although the democratic elements of that system were stripped away long ago, the overall structure and some of the names remain.

    Perhaps no tradition sets the Ventrue more apart from other clans than their Ethic Succor. While other clans, such as the Tremere, are closely knit and often support members, no clan has the same “no excuses, no exceptions” practice of coming to each other's assistance in times of need. Many Blue Bloods credit this tradition as the foundation for the clan's continuing strength. Respecting other Ventrue means not violating their territory, not competing with them in their established holdings and, most importantly, not impugning their dignitas. It also means that a Ventrue gives aid to a fellow when in need, no matter how damned inconvenient doing so might prove be.

    As the products of five millennia of noble upbringing, class and culture, the Ventrue place great importance on gentility. Ventrue etiquette can become quite complex, especially in Europe where deathless standards persist unto the modern nights. Things are often less formal in the New World, but only by comparison. Even the most casual of Old World cities usually seems stodgy and overly polite by modern standards. For the Ventrue, politeness means more than just carrying on with traditional ways and means. It serves some very important functions, especially when it comes to making sure that individual clan members can overcome their petty personal differences and respect the social structure. By nature, Kindred are excitable creatures, prone to holding grudges and overreacting to insults. Add in the average Ventrue's regard for his dignitas, and politeness becomes not only a matter of manners but a matter of survival. Interacting with one another in a sophisticated, polite and admittedly distant manner helps alleviate the threat of flaring tempers. As a clan devoted to proud detail and tradition, the Ventrue have managed to accumulate a code of conduct large enough to fill several weighty tomes (not that they have ever collected them thus). “Suggestions” can be found that govern everything from what color clothing to wear at Board meetings to what kinds of presents to give at death-night celebration.

    According to their own oral history and annals, the Ventrue have Embraced only those “worthy” of the honor. Nobles, religious leaders, and great military men have all found their way into Clan Ventrue over the centuries. The Ventrue have high standards of admittance into their ultra-exclusive club of undead. Neonates who fail to meet the clan's benchmark find themselves shunned by their blood-siblings, left out of important opportunities, and otherwise disadvantaged. Many would-be sires discuss their potential childer with their elders (often their own sires) before the Embrace, thus gauging the new Ventrue's acceptance into proper society.

    Even after the Embrace, the fledgling has to pass a training regimen, known as the agoge, in order to be accepted as a full Clan member. They must learn the ins and outs of Ventrue etiquette and traditions quickly, all while learning to master their undead potential and discover their place within Camarilla and Kindred society. The agoge demands that the sire test his childe constantly, quizzing him on facts and challenging his understanding. Many sires prefer Socratic tests, as well, teaching their childer more as they assimilate previous knowledge. Failure or missteps result in withering insults and even physical pain. When the Ventrue is deemed acceptable by his sire, he introduces himself officially before the prince of the domain and passes the first part of the agoge. After another period of training, the young Ventrue is groomed to introduce himself before the Board. To prove his worth, the sire poses a challenge to the neonate. The young Kindred must go forth on her own and establish a domain of influence with the city without the assistance of any other Ventrue. If the neonate succeeds, she is taken before the assembled Board members of the local Ventrue. She then gives a full accounting of herself, clan traditions, history and how she met the final challenge. Ritual then has the assembled clan vote on whether the neonate should be accepted into the clan. In reality, only the dullest sire places a childe before the Board without first making sure that the Gerousia finds her acceptable. The assembled clan then assents to the Kindred's acceptance unanimously (those still strongly opposed may remain silent if they wish). The praetor then asks the neonate a series of ritual questions devised by any Ventrue who cared to proffer one. In answering them, the neonate also recites her lineage and promises to uphold the traditions of both the clan and the Camarilla.

    Due to their inherent clan weakness, Ventrue have exacting and rarefied tastes. Even when it comes to blood. As such, every descendant of this clan suffers from a feeding restriction that renders them incapable of feeding on anyone other than very particular mortals (e.g. only young men, only senators, only frightened children, only virgins, etc.). The type of preferred vessel may be any type of person of some significance to them—and some are so severely restricted they can only feed from one specific person—but the Ventrue will not feed on any other type of blood. Not even if starving or under duress. Attempting such brings no nourishment whatsoever.

    Newly-Embraced Ventrue who have yet to develop such preferences are an exception. Until they find their preferred vessel, they can experiment freely. But the moment they get a taste of their preferred blood, they are forever unable to take sustenance from any others. Only in the most exceptional circumstances, when a preferred vessel type is entirely unavailable (e.g. certain nationalities no longer existing), may a Ventrue change their feeding restriction. And even then, said Ventrue still develops a new feeding restriction. This restriction applies only to mortal blood however, and a Ventrue may feed from vampiric vitae without any such restrictions.


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    PostPosted: Wed Aug 24, 2022 9:51 pm
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    Clan: Ahrimanes (Gangrel Antitribu Bloodline)
    Nicknames: Cats. Valkyrjer and Sisters (During the Dark Ages)
    Faction: Sabbat
    Disciple: Muricia
    Antediluvian: None
    Methuselah: None

    The Ahrimanes are a rare, all-female bloodline of Kindred that originally existed during the Dark Ages, headed by a woman called Ádísa. Sometime during the Long Night, Ádísa and her bloodline were lost and subsumed into Clan Gangrel. Centuries later, the bloodline was unknowingly resurrected by a woman called Muricia. Since then, the Ahrimanes roam the night again, albeit under a different guise and leader.

    In the Dark Ages, an Ahrimane's existence was usually nomadic and she quickly learned to make daytime shelters inside fallen trees or small caverns. An Ahrimane did not generally thrive in cities. If she did find herself there, she would seek out abandoned locales to make her haven. An Ahrimane usually did not discriminate when it came to prey, feeding on men, women, and children alike. Only breastfeeding mothers, infants, and pregnant women seemed to be excluded as Ahrimane prey, perhaps as deference to Freyja, who is also the goddess of fertility.

    In the Dark Ages, the Valkyrjer were surprisingly well-organized for a nomadic group spread out over Europe's coastlines. An Ahrimane usually learned a runic script from her sire not intended for outsiders, so she could leave messages for other Ahrimanes. These symbols conveyed only basic meanings such as "hostile Cainites" or "good hunting", but it was enough to give a small edge to an Ahrimane entering a new territory. The average Ahrimane did not always share a common goal or leader with the rest of the bloodline, but an Ahrimane would usually stand with her sisters.

    In the Final Nights, Muricia tried to create others like herself, but soon discovered she could not, as her vitae was infertile. She learned she could choose existing Gangrel and, using the same ritual the shamans used on her, make them like her. Because of this, all modern Ahrimanes were Gangrel before they became Ahrimanes. In addition, Muricia allowed only females to join her brood, believing men to be inferior and the reason for most conflict. Since all of these "new" Ahrimanes effectively had the same "sire", they were all beholden to Muricia. She did not attempt to control or rule her creations, but did keep tabs on them and helped them develop their powers of Spiritus. The bloodline was fairly tight-knit, as vampire "families" go, and threatening one Ahrimane generally meant battling several.
    In the Dark Ages, Ádísa's bloodline consisted of women only. There were some stories, far and few between, of an Ahrimane falling in love with a man and Embracing him, and these usually ended with the renegade couple hunted down and killed. Ádísa's gift was not for men.
    All modern Ahrimanes were Gangrel before their magical transformation. As such, their backgrounds varied just as much as their parent clan. The sort of Gangrel who became an Ahrimane was female, usually non-white, and often frustrated by the situation in her sect or city.
    An Ahrimane sire seeks out strong, independent women for the Embrace. Knowing how to hunt and fight is a bonus, but a sire knows that skills are more easily taught than attitude. Social standing does not matter to her, as a nomadic lifestyle usually renders lofty positions moot.
    Women whose bodies did not match their spirit were accepted, however, Ádísa favoring the spirit in these cases. Following the Embrace, they would be treated like any other Ahrimane.

    In the modern day and age, the Ahrimanes are more of an artificial bloodline. All Ahrimanes must renounce their former clan before they are accepted into the bloodline.

    An Ahrimanes' blood is inert, and resists the ties of bondage. They are unable to create blood bonds or ghouls, and the modern Ahrimanes are unable to create additional childer.


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    Clan: Baali
    Nicknames: Demons, Devils, the Unholy, Demon Worshippers
    Faction: Sabbat
    Disciple: Esharactih
    Antediluvian: None
    Methuselah: Moloch

    "We Serve a Greater Power. To Submit is to Conquer.
    To the other Cainites, we are legends and lies. Behave, the old ones tell their childer, or the Baali will take you. We are as monsters out of children's tales to them, but that is all. That suits our purposes. Let them have their slanders. The truth would freeze the stolen blood in their veins. For we are not monsters lurking in the shadows after the occasional straggler. We are something far, far worse."

    The Baali are a bloodline of vampires associated with demon worship. Because of their affinity with the unholy, the Baali are particularly vulnerable to holy iconography, holy ground and holy water. They are highly vulnerable to True Faith. Some versions present the true purpose of the Baali as keeping demons sleeping by feeding them with carnage and destruction. But most presentations show them as infernalists, using demon worship to gain additional power.

    The Baali are explorers, first and foremost – students of the unknown, the unknowable, the unspeakable. They will do almost anything and sacrifice almost anyone to gain access to occult mysteries. They squander the wealth they have accumulated, they make deals they cannot live up to, and they do so with no apology and no attempt at excuse. They are, however, not Faustian bargainers, although many Baali neonates fall into that trap.

    They believe that the world is doomed, that the End Times are nigh and every sacrifice they make, every murder they incite, is one more c***k in the dam holding back the deluge of blood called Gehenna. If they have to die to break that dam, so be it. As such, the Baali can be considered a doomsday cult.

    They have a somewhat complex heritage, appearing at times as a bloodline and at times as a clan. There is some indication that they may be a bloodline of the Salubri, Cappadocians, or Tzimisce, although one earlier source suggested they may instead be descendants or even predecessors of the Gangrel line. They also recruit vampires from other clans to become Baali via a dark thaumaturgic initiation, further confusing the issue and making them also a sect or cult.

    All Baali have at least two identities, if not more. Among their own kind, they organize into small, tightly-knit groups called covens, usually in three or six. These covens meet only rarely, gathering only to perform some dark ritual or discuss matters of dire consequence. They prefer to meet under the new moon, though lunar eclipses hold great meaning for them and major rituals are performed at that time. Covens meet in secret places where their activities will not be disturbed, yet still within the city they wish to prepare. They frequently ally with Black Spiral Dancers and make use of their tainted caerns. A grand ritual involving both Baali and Black Spirals usually portends some great and awful occurrence.

    The Baali hope to attract Tremere who share some of their beliefs, who have the potential to be recruited, corrupted, or both. Once an applicant has progressed high enough in the Order, they are inducted into the Illuminated Brotherhood. Only after their corruption is complete, their turn to evil assured, do the Tremere meet their Baali masters – and their masters' Masters.

    Sabbat Baali have an easier task in some ways, harder in others. While the vampires of the Sabbat have forsaken their Humanity, the Inquisition within the sect limits their activities. Whatever sect they belong to, however, the Baali are united in their cause. Their eventual goal is to turn both the Camarilla and the Sabbat to their infernal masters – and if that does not work, to destroy them. Indeed, many Sabbat-Camarilla conflicts can be attributed to the machinations of Baali on both sides, destroying those who oppose them while garnering greater influence and power. After all, power is the name of the game.

    The Baali usually only Embrace those who are intelligent and driven. Most who are Embraced into Clan Baali had interest in the occult during their mortal lives.

    The Embracing ritual of the Baali is one of their most disturbing rituals. A Baali will capture his or her prey and bring him or her to a site he or she has prepared. There will be a large pit, filled with dozens of decomposing bodies. The Baali drains his or her victim to near death and tosses him or her into the pit. In just one of the corpses the Baali hid their blood inside one of the corpses' heart. If the victim manages to find the heart before they die and drink the blood, they are considered worthy of becoming Baali. Ironically, this makes the Baali the only clan that regularly gives their victim the choice of becoming a vampire or choosing to die.


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    Clan: Kiasyd
    Nicknames: Weirdlings, Broken Butterflies (by Malkavians)
    Faction: Sabbat
    Disciple: Marconius
    Antediluvian: None
    Methuselah: None

    The Kiasyd are a bloodline of the Lasombra founded after a mysterious "accident" involving the Lasombra Marconius of Strasbourg. The "accident", involving faeries and the blood of "Zeernebooch, a god of the Underworld", resulted in Marconius gaining several feet in height, turning chalky white and developing large, elongated black eyes.

    The Kiasyd are a very sedate clan, noted primarily for their fascination with ancient lore, their solitude, their impeccably good manners, and the fact that they look like 7 foot tall space aliens. Kiasyd are also in some way connected with changelings; they are vulnerable to cold iron and have an inherent understanding of fae tricks. Their Mytherceria Discipline gives them the ability to modify reality in ways not unlike the fae. The bloodline's members are exceptionally tall and heights of over seven feet are not unusual. Their odd appearance includes chalk-white skin (which seems to glow faintly blue in the moonlight after they have recently fed), and solid black eyes. This strange visual impression may account for the clan nickname "Weirdlings". Their symbol is a moth marked with a death's head.

    Kiasyd culture is polite, formal, and a bit Victorian. If one were to imagine a group of well-learned individuals in overstuffed leather chairs conversing in a gentlemanly fashion, you would have a perfect idea of how they act towards one another when they meet. Every 50 years, the bloodline gathers to discuss new lores and mysteries.

    As scholars, the Kiasyd are fascinated by the different tastes of vitae. This does not only include vampires and mortals, but stretches to other supernaturals, as well. Informal cocktail clubs mix these different forms of blood to create new concoctions, using alchemy to catalogue the strange properties of blood.

    The Kiasyd are nominally aligned with the Sabbat, although this has more to do with ancestry than anything else (a long-standing love-hate relationship with the Lasombra); the Kiasyd do not involve themselves in sect affairs and their temperament is not well suited to the sect.

    Kiasyd are solitary and at times, perhaps, a bit territorial. If one were to find more than a single Kiasyd in a city, it is either a sire and their childe, or a very brief visit from a colleague. They do not enjoy each other's company, which is strange, considering how little they have in common with everyone else. After a short period of instruction (50 years at the most, and this period has grown much shorter in modern nights), a Kiasyd childe is released from her sire's haven and is no longer the elder Kiasyd's responsibility.

    The bloodline's clan discipline is Mytherceria, which encompasses a heightened talent for acquiring arcane knowledge. The discipline also makes them experts at creating and solving riddles.

    Museum curators, talented students, librarians, rare book experts, and academics of all stripes are likely choices for Kiasyd Embraces. The Weirdlings want their progeny to be studious, polite, and educated, and they do not want to take the time instructing them in the basics of erudite understanding.


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    Clan: Lasombra
    Nicknames: The Night Clan, Abyss Mystics, Keepers, Magisters, Shadows
    Faction: Sabbat
    Disciple: Countess Isadora
    Antediluvian: None
    Methuselah: None

    "From their webs of shadows the Lasombra guide the destiny of the dread Sabbat. Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire."

    The leading lights of the Sabbat, clan Lasombra are shadowy predators and ruthless social climbers. The Lasombra exist for their own success, fighting for personal victories rather than solely for a crown to wear or a throne to sit upon. They believe that might makes right, and are willing to sacrifice anything to achieve their goals. A clan that uses spirituality as a tool rather than seeking honest enlightenment.

    Fiercely predatory creatures, their mindset is defined by an embrace of darkness itself. The Lasombra firmly believes that power is best held by the most worthy, and that the primary test of worthiness is acquiring said power. As a result, they are predatory, backstabbing, power-hungry and unapologetically arrogant about their position. Historically, the two clans have sought out parallel dominions. Needless to say, the Lasombra and Ventrue despise each other.

    A clan so driven by ambition, they consequently accept diablerie as a necessary facet of their existence; from the Lasombra perspective, the only tragedy in diablerie is that such an unworthy vampire as the vessel was sired in the first place. The courts regulate diablerie by accepting petitions to diablerize other Lasombra and authorize hunts - these hunts usually have conditions attached because the target must be guilty of something before the hunt is authorized. The court system ensures that diablerie is managed – Lasombra are allowed, if not flat-out encouraged to cannibalize appropriate targets, but those targets must be judged worthy of this attention by a court before the attack can take place.

    Lasombra naturally seek power and authority to prove themselves better than others; as a result, they form the bulk of the Sabbat's administrative offices: ducti, prisci, and the like. Tzimisce are more likely to be pack priests, while the Lasombra focus on the practical matters of administration and leadership. The Lasombra operates under the metaphor of "shadows". They do not stand in the limelight, preferring to manipulate others to their own ends while doing as little as possible to make themselves a target. This is not done solely out of fear, but because many Lasombra have domineering and superior personalities that necessitate having someone beneath them. This role is usually filled by mortals; though they are not quite as adept at manipulating the living world as the Ventrue are, those cultures that still revere the Catholic Church often have several generations of Lasombra pulling their strings. Those who find themselves under the control of a Lasombra can expect a demanding and unrewarding experience. Their domitor will use any and all tools available to ensure loyalty, such as the Blood Bond, coercion, physical intimidation, and unapologetic use of Dominate. The wise Lasombra will judge just how much of this force is necessary; too little and the servant is untrustworthy, too much and the servant is spineless and afraid to act when they need to act.

    Separate from Sabbat organization, the Lasombra maintain a clan-specific organization, the Friends of the Night, usually called les amies noires (amici noctis during the Dark Ages). While a Lasombra can be in the clan and not a Friend of the Night, all Lasombra who matter are part of the organization. The Friends are something of a formalized favor network within the Lasombra - they grant prestige and prestation, but the most notable feature of the friends are the Courts of Blood which regulate diablerie. Lasombra consensus holds that overly rigid structures turn on their creators. Thus the institutions within the clan operate flexibly and with substantial local autonomy. These informal distinctions are just as deadly earnest as anything chartered and codified, but they are much more lethal for being open to interpretation, as any Court of Blood can prove. Most of the Lasombra subcultures have no organization or even a well-known name. They are outlooks rather than institutions. A group that became organized enough to challenge the courts would be co-opted and folded into the Friends themselves or destroyed, depending upon how well the group's leaders plead their case.

    Lasombra pride themselves on doing things with style and elegance. That does not mean they all dress alike, act alike or furnish their havens the same way. Almost anything can be elegant. One of the classic Lasombra virtues is the gift of exposition, allowing one vampire to explain to others why this particular choice is in fact elegant. The clan favors its members who can articulate their preferences in a persuasive manner. The clan frowns on efforts to shock – unless they work. Managing to introduce something so unfamiliar that it tramples on existing assumptions and yet, with explanation, manages to fit clan imperatives is one way to win a great deal of honor.

    Since their beginning, the Clan has extremely strong ties to the sea. Many Lasombra are drawn to the ultimate darkness at the depths of the ocean; some speculate that this fascination stems from the Antediluvian's experience of the Deluge and marks his beginning of fascination with the Abyss. The compulsion to spend time around dark tides comes even as many generations remove from the Antediluvian. It is not uncommon for Elder Lasombra to resettle to the coastlines and one day to venture into the flood and to never re-emerge from it. The Lasombra are also noted for a strong fascination with chess; the game serves as a metaphor for Vampiric existence (or at least, as the Lasombra see it), and consequently any Lasombra who plans to get anywhere in the clan is proficient in the game.

    As with any clan, Lasombra sires look for mortals who suit their ideals. They have no time for weakness, and feel the only way to survive is to excel, to cut away the trappings of sympathy and petty morality wherever they might slow down the Lasombra's ascent to power. Those who fight against the odds, survive dangerous situations, and exist at the pinnacle of excellence draw the eyes of the Lasombra upon them. The Magisters describe their Embrace tradition as “targeting those fit for more than a simple human life.”

    Sociopaths, counter-culturalists, deviants, and scarred survivors all hold appeal for the Lasombra. Anyone who can say they have seen the dark on the other side, and subsequently came back stronger, is a potential candidate for the Embrace. Many become vampires obsessed with the accumulation of social power, prepared to mislead and use mortals to elevate themselves. Others were like that before the Embrace, with such pragmatic traits leading to their ascent in Lasombra eyes.

    When a Lasombra finds a mortal who seems to hold the potential for greatness as a vampire, it is common for the Keeper to decide to 'test' that mortal to see if they can rise to the occasion, or if they will instead crumble under the weight of the Lasombra's attention. These tests will feel like the victim's life is falling apart, as they lose their job and opportunities, become alienated from friends and family, or even suffer great physical harm at the hands of the monster. How they react is what matters, whether they become strong or reveal themselves to be pitiful. That is what decides whether they are left in the ruins, or brought into the night.

    As a rule of thumb, Sabbat Lasombra generally didn't Embrace many shovelheads. While becoming True Sabbat after being shovelheaded is a sign of talent, Lasombra often prefer to be choosy.

    Finally, something must be said about the impact that the lost visage has on the Lasombra. Lasombra vampires cast no reflections. They cannot be seen in mirrors, bodies of water, reflective windows, polished metals, photographs and security cameras, etc. This curious anomaly even extends to the clothes they wear and objects they carry. The clan weakness makes it impossible for a Lasombra to ever see his own image again – mirrors, photography, and other reflective media fail, and the Lasombra react to this problem in a variety of ways. Clan culture places a strong emphasis on not overreacting to this problem – it is generally acceptable to sit for a portrait every few years, but extreme reactions (such as hiring a Tzimisce to flesh sculpt a ghoul) is considered a breach of good taste and grounds for diablerie. Many Kindred believe that the Lasombra have been cursed in this manner for their vanity. Additionally, due to their penchant for darkness, Lasombra take an extra level of damage from sunlight.


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    Clan: True Brujah
    Nicknames: Elois, Sages, Truejah
    Faction: Sabbat
    Disciple: Illyes
    Antediluvian: Eiran Raz
    Methuselah: None

    The True Brujah are a bloodline of Clan Brujah that claim to be descendants of the original progenitor of the Brujah clan, sometimes called Ilyes, who was diablerized by one of his own descendants, whose name was allegedly Troile. Vampires who call themselves Brujah are believed to descend from this usurper, while the True Brujah claim lineage leading directly to the original and true clan founder himself, hence their name. The True Brujah are noted for their calm, detached behavior, which puts them in contrast to the main lineage who are known for their rather short, violent tempers and anti-establishment attitudes.

    Respect is given by thwarting efforts of the Clan Brujah, by winning debates against one another and by increasing knowledge through their research, thoughts, and writings. Most True Brujah see the mind as more important than the body. After all, the Embrace vastly enhances the body, but it does little immediate good for the mind. Reaching the peak of physique and skill can be accomplished more easily than reaching the mental apex and with fewer tools. In order to truly reach perfection of the mind, one needs access to varied works on as many topics as possible – philosophy, theology, medicine, astronomy or other topics – and to study and debate them in detail. The Elois seek knowledge for its own sake. They choose to be erudite and sage, hoping to master their domains through craft. Few enemies are so relentless as a True Brujah and few allies are as resourceful. To further their original aim, the True Brujah seek out vampires driven to slaughter some other group of vampires and hasten the process along. On the scale of modern conflicts like the slaughter of the thin-blooded, True Brujah efforts do not amount to much. The bloodline's activists persist with the simple observation that every bit helps.

    The clan deals poorly with crises. Unaccustomed to experiencing intense emotion regularly, dramatic and horrifying surprises create more confusion than might fall on the minds of vampires more familiar with passion. Deciding to abandon the Manus Nigrum did not take long; figuring out what to do next continues to occupy the bloodline's collective attention. Arguments rage bitterly – with acid invectives and elegant rhetorical ploys when the participants regain their poise, with actual blows when reason fails.

    True Brujah often hide within the ranks of the modern or established Clan Brujah. It is said that they are biding their time until they can bring the "usurpers" back into the fold. Unlike their cousins, the True Brujah are said to be dispassionate and cold even to the point where they find summoning emotions to be difficult. They are feared for their alleged control over the flow of time (Temporis). Many True Brujah are supposedly members of the sect called the True Black Hand, though there is some confusion on this matter as reports of some covens have been reported thriving as far north as Greenland and are said to be devout followers of Camarilla law heavily influenced by the True Brujah.

    In contrast to many vampires among the True Black Hand, who joined out of fear for their hungry forefathers, for the True Brujah, it is the only logical conclusion. Other vampires are a blight upon the world, after all, and when the True Brujah could survive the incoming Gehenna by sacrificing the rest of their wicked species, then so be it. Most True Brujah project their own psychology onto the Antediluvians, reasoning that the fewer sinners demanding punishment the Antediluvians find on awakening, the more focused and restrained the carnage of Gehenna could be. Many prefer the Path of the Scorched Heart or the Path of Self-Focus. Others join the Path of Power and the Inner Voice or the Path of Lilith.

    True Brujah consider themselves scholars and actually manage to meet twice a year at some mutually agreed upon location. They tend to have professional respect for one another though they do disagree on issues. They meet to talk about politics, philosophy, religion, art, music, and all other avenues of mortal and immortal interests. They tell stories of their past, talk of the atrocities of the false Brujah, rant about their own efforts against them and debate other topics.

    They firmly believe in solidarity and can call upon one another without Presentation. The True Brujah are attracted to the treasures of knowledge being compiled at the universities, to the debates and discussions between the teachers and students and to the possibilities that this system of education is offering. The universities are ideal places for a True Brujah to search for a prospective childe, as these places have a great number of intelligent, dedicated students and teachers (among all the rabble).

    Only the brightest, bravest original thinkers are selected. The True Brujah prefer those with both education and experience but sometimes embrace the young who are mature for their years. True Brujah have been Embraced from all of the world's cultures.

    True Brujah are cold, detached, morose, passionless beings. Emotion is rarely seen and even when it is shown it is still far less passionate than most and this only gets worse as the years take their toll.


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    Clan: Tzimisce
    Nicknames: Fiends, Dragons, Voivodes, The Old Clan, Stokers, Flesh-shapers
    Faction: Sabbat
    Disciple: Lilith
    Antediluvian: Parthena
    Methuselah: Alber D'Cour and The Mistress

    "Called "fiends" even by other vampires, the Tzimisce are the masterminds behind the dread Sabbat; their atrocities have given rise to the mortals' legends of vampires stalking human prey in the night. In rejecting their humanity, the Tzimisce hope to attain something far more wondrous. Should they achieve their aim, Kindred and kine alike will have reason to fear."

    The Tzimisce are a clan of scholars and flesh-shapers. If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation, a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent, and inquisitive, they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However, upon closer inspection, it becomes clear that this is merely a mask hiding something alien and monstrous.

    Within the Sabbat, the Tzimisce are the spiritual leaders and scholars, in contrast with the Lasombra's preference for leadership and temporal power. While the Lasombra are the Cardinals and Bishops, the Tzimisce prefer being Pack Priests, Prisci, or even not having titles at all and focusing on personal development. Some people even ponder (out of earshot, of course) that the Tzimisce are not very sincere in their attachment to the sect, and that the only reasons they are even present amongst the Sabbat is their dislike of Camarilla clans (especially the Tremere) and not fitting with the Camarilla's policy of hiding among humans (Tzimisce tend to see humans as mere plaything below their consideration). However, those Tzimisce who show genuine dedication to the Sabbat ideal are paragons of their sect, impressing (and even scaring) other Sabbat with their fervor and contributions.

    Even before the rise of the Sabbat, the Tzimisce viewed their mortal charges as little more than a sophisticated form of herd beast; following the Anarch revolt, the majority of Tzimisce have abandoned lordship in favor of their own projects. To purify their thoughts and detach themselves from human subjectivity, Tzimisce either founded or developed the various Sabbat Paths of Enlightenment. These beliefs and rituals serve diverse purposes: engendering solidarity among vampires, providing new habits to replace human-learned ones, and fostering an understanding of what it means to be a vampire. As a result, the Tzimisce are intensely focused on the Vampiric condition: they gladly abandon their Humanity in favor of the Paths of Enlightenment, and they have spent more time thinking about their state than any other clan. One of the immediate results of this is that Sabbat culture is derived from medieval Tzimisce culture; traditions such as Vaulderie derive from Tzimisce custom.

    Tzimisce culture, philosophy, and self-image are intimately tied with their practice of Vicissitude. The Tzimisce view Vicissitude as a key to higher mysteries of the vampiric state, and consequently see deeper mastery of Vicissitude as part and parcel with vampiric enlightenment. Tzimisce almost invariably modify their own appearance using Vicissitude, sometimes on a nightly basis. Tzimisce also use Vicissitude as a solution to a variety of problems that would not occur to a vampire possessed of a conscience. Unlike the other rulership clans (e.g., the Ventrue or Lasombra), Tzimisce have no particular facility for Dominate. As a result, they rule their subjects not by mind control, but through sheer fear, using creative applications of Vicissitude to strike that fear home.

    It is worth noting just how much their culture is centered around this signature Discipline. This unique and quite disturbing Discipline allows the Tzimisce to shape flesh and blood (both living and nonliving) into practically any shape they can think of. Their exploration of it rivals (some people even say surpasses) that of the Tremere towards Thaumaturgy, and the Tzimisce ascribe a spirituality that contrasts with the Tremere's practical view of their own Discipline. This results in most Tzimisce not looking at all like humans, having shaped themselves into alien or monstrous forms, or even looking beyond human, having sculpted themselves into paragons of mortal beauty canons, more beautiful than any human created by nature. In fact, this exploration of the Discipline, along with their studies into how it affects the body, mind, and soul of the user or subject of its use, have led to whole philosophies being based around it, particularly the Path of Metamorphosis (it also facilitates studies in the other Tzimisce path of enlightenment, the Path of Death and the Soul). Rumors of [Tzimisce]'s godlike proficiency with the Discipline have given way to the Fiends giving it an almost religious importance. While other clans may have their own personal Disciplines (like the Gangrel's Protean, or the Assamites' Quietus), none base their unlives around them like the Tzimisce do with Vicissitude. The Tzimisce are also the last practitioners of a form of Koldunic Sorcery.

    It is an unpleasant fact to some Kindred that a large portion of the Tzimisce culture revolves around ways and means of hurting other beings. Many Kindred would understandably prefer to ignore or gloss over this aspect of the clan. Still, Tzimisce are dubbed Fiends for a good reason, and information from that perceived evil that is the Clan Tzimisce may be particularly useful to those used to a more benevolent Camarilla perspective. Of course, common physical torture has its limits, and this is particularly true concerning Kindred. Most Elders worthy of that title have experienced massive body trauma at least once during their unlife and thus, are somewhat numb to the usual concept of pain. Moreover, Kindred scoff at threats that would break many mortals given their regenerative capabilities. Moreover, how does one threaten a Nosferatu with disfigurement? Sometimes even mortals display surprising resilience.
    Unfortunately for such victims, Tzimisce are equally skilled at emotional torture. Centuries of unlife have given Tzimisce torturers an uncanny degree of psychological insight into the way the human, and Kindred mind operate. Furthermore, Tzimisce control over the Blood Bond provides torturers with a variety of fiendish new ways to hurt their victims. For example, two Kindred may be forcibly Blood Bound to one another and then one painstakingly disfigured before the other's eyes. Alternatively, the Tzimisce may break one victim's Bond, while leaving the other still Bound; then the un-Bound victim may then be re-Bound to the torturer and induced to inflict physical or emotional pain on the other remaining victim. Tzimisce may also, through rituals, cause already Bound beings to feel emotions other than love. A victim capable of bearing the most atrocious wounds without flinching may be utterly broken by a contemptuous slap from the hand of the now hostile love (or childer).


    On the other side of the coin the rights and treatment of guests of Tzimisce forms an indelible part of Tzimisce culture. There are many archaic rules concerning deportment, manners, greetings, goodbyes, allowances, and settlement of grievances, but there are a few Clan-wide obligations that are always honored. The balance of these laws is to ensure that no advantage is taken of either the host or guest – a Fiend's honor can be completely shattered by infringing upon either one of these sets of rules. Given the warfare that exists between lineages of Tzimisce, exercising patience and honoring these laws is a way to ensure that there is always a sort of "neutral ground" where combative families can meet and prevent any further outrages. In the modern era, the Tzimisce have a recognized clan head, the voivode, but the office is largely religious. For most Tzimisce, authority is a function of power.

    With the elimination of the clans old hierarchy during the Anarch Revolt, the Tzimisce have become intensely solitary creatures. They now tend to Embrace more unusual individuals, psychopaths and sadists are common choices as are people who indulge in self-mutilation, however intelligence and dignity are still key concerns: the Tzimisce would choose Hannibal Lecter over Leatherface any day of the month.

    Historically, the Tzimisce have viewed mortal life as largely irrelevant before the Embrace. While they do look for specific mortal characteristics, they tend to see this as the barest flicker of potential rather than a compelling argument. Tzimisce Embraces are supremely selfish – often based on specific obsessions or interests of the sire, rather than any distinctive characteristic of the childe. Those with interests matching their own are particularly prized, and many Tzimisce childer were masters of their field in life – whether this field was medicine or serial murder is a trifling distinction though.

    That said, the Tzimisce have a reputation for choosiness, largely from a general disdain for mortals. The Tzimisce have partly addressed this by instituting breeding programs among mortals, resulting in ghoul families such as the Bratovitch or Zantosa line, which serve as the preferred fodder for an Embrace.

    The Tzimisce clan weakness dictates that whenever a Tzimisce sleeps, they must surround themselves with at least two handfuls of earth from a place important to them as a mortal.


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    PostPosted: Wed Aug 24, 2022 9:53 pm
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    Clan: Banu Haqim (Assamite)
    Nickname: The Clan of the Hunt,
    Banu Haqim, Assassins, Mediators, Lawmen, Saracens (Dark Ages), Children of Haqim (endonym), Judges

    Faction: Independent
    Disciple: Zalaam
    Antediluvian: Talithbian
    Methuselah: Al-Ashrad and Rahvin

    "Feared by all yet courted by many, refusing outside allegiances yet willing to hunt Kindred for a payment of blood, the Assamites are among the most reclusive clans. Once hunted, these vampire assassins are now sought out by the Kindred to dispose of their enemies. Fearful tales are told of their skill in hunting the most dangerous prey, their bravery in combat, and their fierce loyalty to their Clan. Yet the tellers of these tales do not guess at the truth: the millennia of warfare, the roots of the Jyhad, and the clan mysteries which no outsider has ever seen."

    Traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are guardians, warriors, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan

    As a whole, the Children of Haqim hold themselves apart from the political squabbles of other Cainites. This is due in part to geography, at least before the advent of mechanized transportation, but mainly to a subtle sense of superiority. The Children like to feel that they have no need to resort to politics to achieve their aims. This is not to say that no member of the line is incapable of subtlety – indeed, many Viziers have achieved great success in the political arena – but rather that the clan culture, such as it is, is predisposed toward more direct solutions. Of course, this political isolation has also had its drawbacks. Absence from the intrigues of the Damned means lack of enemies, but also of allies, which resulted in the isolated stance of the Clan after the formation of the Camarilla. Also, most Assamites are inexperienced in the games of power and Prestation other Kindred have played for millennia.

    Assamites are divided into three castes, which often have a semi-antagonistic relationship with each other. While all Assamites grow dark with age, have access to Quietus as a clan Discipline, and have a weakness related to some form of lust so powerful that it stains their aura, the different castes also have different Disciplines and weaknesses. The castes are all hereditary, that is a Warrior Assamite will always sire Warrior caste childer and never Sorcerers or Viziers. Despite this, the three castes are considered equally close to the Antediluvian Haqim who is said to have sired Assamites of all three types in the Second City. Among themselves, Assamites use the tradition of the diwa'khana from Kurdistan to settle in the last few hours before the sun rises, exchanging news and discussing events that affect them to form a sense of community. Outsiders are not welcome and to be invited to a diwa'khana is a sign of great respect.

    The clan tends to watch potential neonates before allowing an Assamite to sire progeny. Although necessity sometimes demands that a new childe be sired quickly, the Assamites prefer making time for an apprenticeship. The Assamite antitribu are strict in choosing recruits. If a newly created Assamite antitribu survives his first experience in combat, he becomes a mustajib, or "Deserving One." Mortals never serve the Assamites before being chosen to become one. Only after becoming vampires do they get the chance for acceptance. For a period of seven years, the vampire must serve the Assamite antitribu who created him. If the mustajib fails in any of his tasks, he is destroyed. If he succeeds, he becomes a fidais ("One Who Sacrifices Himself") for seven more years as he serves his creator.

    Assamites typically try to Embrace someone who will be "useful" to the clan as a whole. This most often means someone who is willing to fight and die for the clan's (or at least their sire's) goals. However, during the long period that the clan labored under the Tremere blood curse, people may also have been Embraced for knowledge in a specific (often obscure) area. Typically this had something to do with sorcery or medical research involving blood, but may also have included more obscure areas of research as well.

    Assamites typically choose people with somewhat obsessive personalities for the Embrace. As they are typically involved with either hunting down miscreants or conducting obscure research, they tend to be highly motivated individuals. This often results in Assamites picking individuals who are fanatically devoted to a cause, religion, theory, or activity. The various caste flaws and the training they undergo after the Embrace tends to accentuate this even more. Thus Assamites can be said to select childer that will be eager to chase down their prey no matter how long it takes or how far they must go. That prey may be a physical target, an obscure piece of knowledge, or even pursuing the perfection of an art form.

    Warriors typically Embrace far more men than women, and may be the source of the rumor that the Assamites actually banned Embracing women. Women are less likely to have the skills that Warriors favor. They also tend to be physically smaller and less aggressive than men. That they were typically married off young and were raising children also limited the number Embraced as Warriors. Female Warriors thus tend to have unusual skills or backgrounds that lead to their Embrace. Some may have disguised themselves as men to fight, be skilled with more subtle means of assassination (such as poison), or less physical aspects of warfare (such as diplomacy).

    Viziers and Sorcerers are less focused on the physical skills of their childer, and thus more likely to Embrace women. The number of women Embraced waxed and waned based on the overall attitude towards educating women. In periods where women were rarely taught to read or write they naturally took fewer women. However, even in periods where few people were educated, a Vizier might take someone for their skill with art or social acumen, even if they were a total illiterate. Similarly, a Sorcerer might Embrace someone who showed some innate knack for magic, even if they could not write their own name. Childer could be taught to read and write after the Embrace, after all. Men typically had a head start on education, however, making them a more likely choice.

    Due to their inherent clan weakness, Assamites grow darker with age.

    The Warrior Caste suffers from an addiction to vampire vitae and an aura stained by diablerie. Even if they have never actually engaged in diablerie, their aura shows their blood lust clearly.

    The Vizier Caste has an Obsessive/Compulsive derangement that is related to the creative or intellectual ability in which he has the most Ability traits.


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    Clan: Cappadocian
    Nickname: Clan of Death, Graverobber
    Faction: Independent
    Disciple: Ashur
    Antediluvian: Anita Serpentsong and Constancia
    Methuselah: Lazar

    "More than a clan of scholars and priests, Clan Cappadocian is the Clan of Death. From their humble beginnings in the Holy Lands, these doomed vampires have spread throughout the Dark Medieval world, pursuing their eternal quest as history and time conspire against them. They are condemned by their own actions, and toil endlessly against inevitable destruction."

    Detached scholars obsessed with the mysteries of death and the soul, they are now (theoretically) extinct, having been systematically eliminated through a coup de famille conducted by Augustus Giovanni. Unfortunately for the Giovanni, they may have underestimated what it takes to kill a clan of experts on death.

    The one word that sums up the old clan is "passive". The Cappadocians had their own projects and plans, and generally focused on those while ignoring the larger affairs of the world. Blessed with an unusually active Antediluvian and a generally placid nature, the Cappadocians were much less concerned about Gehenna, political backstabbing and the other niceties of undead life. This, of course, made them natural targets for the Giovanni.

    The Cappadocians were well known for partnering with the Ventrue, often serving as stewards or aides to Ventrue Princes. In this fashion, a Cappadocian could acquire what resources and protection he needed to pursue his own projects.

    The Cappadocians were also highly religious, and would often adapt Christian religious practices, even if Embraced before Christianity. As a result, there were a large number of Cappadocian monks, priests and the like.

    The Cappadocians maintained a rather collegial organization: the clan was generally friendly towards each other, but loosely organized. Cappadocians would correspond extensively on their work, but generally were solitary, with sire-childe relationships being the most common. The clan had respected elders, but given the generally loose structure of the clan, clan prestige and power was mostly associated with insight into the mysteries of death and life.

    Cappadocians usually choose scholars or other intellectuals for the Embrace. The clan's morbid predilections meant that they often desensitized new Embraces by burying them or interring them in crypts shortly after the change. In this way, the childe could acquire first-hand familiarity with death.

    Due to their inherent clan weakness, all Cappadocians have a corpse-like complexion, resembling death.


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    Clan: Daeva
    Bloodlines Allowed: The Carnival
    Nickname: Serpents, Succubi
    Faction: Independent
    Disciple: Ishtar
    Antediluvian: Shamhat
    Methuselah: Enkidu

    "Love them or hate them, the Daeva are the ones you die for. Tempters and priests, madonnas and horrors, these vampires feed on the blood and vices of the World of Darkness ― and feed well. From the best parties to the worst parts of town, be seduced by the beautiful among the Damned. For the Succubi, a good-looking corpse is only the first step in the Danse Macabre."

    The Daeva are a Kindred clan known for being emotional, sensual, and desirable. Predatory hedonists and sensualists, the Daeva are emotionally dying, hollow inside. They are slaves to their chosen vices. Daeva are masters of Majesty, the Discipline of seduction and persuasion. Daeva are often called Succubi.
    Daeva are very diverse as a clan - the only common thread is their consuming passions. Fierce brawlers and social butterflies are found there, as well as everything in between.

    Although Daeva are often dismissed as effete, they possess the Disciplines of Vigor and Celerity, thus making them extremely capable in a fight. This, combined with their mercurial tempers and excitable natures make them Kindred with which to tread lightly.

    Daeva are most common in the Invictus or Lancea et Sanctum, as the former often provides the luxuries that most of them become accustomed to. Daeva who belong to the Lancea Sanctum are often the Covenant's most impassioned firebrands and crusaders. However, there is no Covenant without Daeva members, reflecting their versatile membership - a Succubus can turn their passion to almost any cause.

    Daeva are found at all strata of a city's Court. This again is a side effect of their social natures and martial capabilities. Often they prefer to take up positions that allow them to indulge their vices - Succubus Harpies, Keepers of Elysium and Sheriffs are common.

    The clan loves to surround themselves with mortals - to Daeva they are the pretty accessories, the running buffets and punch-bags that they exercise their tastes on. More importantly they serve as a mirror for the joys that, as vampires, the Daeva have lost.

    The Daeva’s Embrace is inevitably sexual, but also fetishized. They objectify everything, but especially themselves. They Embrace to perpetuate that passion. The Daeva Beast is a beautiful angel, and it comes and takes control, leaving the Man to watch as mute dissociated witness. Their sinew grace leaves mortals breathless and willing to offer their own throats to the predator among them. The experience of the Daeva Kiss is orgasmic, a feeling of all-encompassing pleasure that grips them in silent adoration.


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    Clan: Followers of Set
    Nicknames: The Ministry, Judasians, Liberators, Corrupters, Tempters, Serpents, Setites, The Clan of Faith, the Clan of Lies, Typhonists, Sand-Snakes, Vipers, Mesu Bedshet
    Faction: Independent
    Disciple: Abanaub
    Antediluvian: Serapis
    Methuselah: None

    "The Followers of Set are a clan bound together not only by blood, but by ties of faith. Their priests have access to secrets that would break the minds of lesser vampires; even the youngest Setite childe has passed the Gates of Revelation. They claim descent from a god, and prophecy the time of his return – and who is to prove them wrong?"

    The mission of the Followers of Set can be stated in a single word: corruption. They seek to subvert and destroy whatever is good, noble, safe or beautiful within both Kindred and mortal society. They are plotters without peer, with an unequalled genius for misdirection and temptation. Their favorite weapons include drugs, sex, money, power, and vice in all its aspects.

    But for most of the Followers of Set, this corruption is just a means to an end. They believe in a radical split between the divine, eternal soul and the corrupt, transitory world and body. The laws of their faith say that deep down, the soul knows it does not belong in a prison of matter. Anything that distracts the soul from this knowledge and ties it to the world must be a trap – and if the world is a prison, then the gods must be its jailers. To achieve liberation, a soul must shed all the false doctrines, cravings and habits that bind it and blind it. Such self-awareness cannot come from mere argument or faith. Only direct experience of the most extreme sort can break the hold of the gods over the soul and allow liberation. Through these experiences, the Setites believe they can achieve truly divine power over the world and liberate themselves from every physical and spiritual constraint, as they already have taken the first steps out of the prison when they received the Embrace.

    It took the Setites some time to accept that they and other vampires are indeed related, if not the same, species, and some Elders are still not wholly convinced. Vampires of other Clans were originally seen as pawns of other Egyptian gods, arranged against Set, or the work of evil spirits from the Underworld, who shared nothing with them but the fact that they too existed in both the material world and the afterlife. Befitting a Clan that holds truth as a tool of false gods, multiple explanations for their state were accepted. During the Dark Ages, common doctrine was that their akh, the "essence", has already descended to Duat, but that their bodies, through the waters of death (vitae), were still inhabited by their ba (personality) and ka (life essence).[5][6] Other systems, mainly used in Akhu, prescribed a detailed system centered around the nine-fold soul, with the khat as the body, the ba as one component of vitae, the ab as Humanity, the khaibit as the Beast, and the sekhem as another part of vitae, along with the other ka (the astral self), ren (the true name), khu (the aura) and sahu (the indestructible part of the soul, rumored by some Setites to later serve Set as a Sebau).

    As the oldest of the four independent clans, with a lineage directly traceable to a mighty Antediluvian (though there are those who dispute the clan's account of its own history), the Followers of Set are not without respect among the Kindred. At one point, after long and divisive debate, they were invited to join the Camarilla. This invitation was, by and large, ignored by the Setites (to the great relief of many in the Camarilla). Nonetheless, the Camarilla, and sometimes even the Sabbat, often seek out the Followers of Set in an effort to secure their aid in some complex intrigue or another. For this reason, the Setites are generally regarded as a necessary evil within Cainite society.

    The iconic serpent imagery used by the Clan is theorized by some scholars to be only prominent since the ascent of the Abrahamic religions, since Set is traditionally not associated with them. Older Setites are known to act irritated by the constant association with snakes, although several have wholeheartedly adopted the imagery for their own gain.

    Setite organization is mostly local, with a single temple or network of cults representing a city's Serpent presence. Setites in the cities rarely scheme among each other, preferring to face outward threats in unity rather than the schismatic self-interest of the Sects. However, whispers persist among outsiders about a massive temple devoted to Set located somewhere in Africa, ruled by terrible methuselahs who claim to be the childer of Set himself.

    The Hierophants or Eternals are the leaders of the Followers of Set in the absence of their founder. They are the oldest of their clan, who have known Set personally and acted as his stewards in the temples dedicated to the god.

    Orthodox Setite belief dictates that Set will one day return to rule or consume the world, and devout Setites prepare the way for his resurrection. To this end, the clan remains independent of the sects of other Kindred, and practice with great skill the arts of corruption, deceit and ancient sorcery. They refer to themselves as the Mesu Bedshet, the "Children of Rebellion".

    Prospective childer for the Followers of Set often spend some time involved with a Setite cult, so they are indoctrinated in the mysteries of the Clan before becoming one of its Kindred. They may come from any cultural origin, though many are outsiders, loners, or otherwise marginalized by society, which is often what led them to the forbidden fruits offered by the cult of Set in the first place. Interestingly, Setites count their generation from Set, so their generation is often stated to be two steps lower than the standard counting method that derives vampires from Caine (a fourth generation methuselah would be noted as a member of the Second Generation within the Clan).

    Another facet is that some Followers of Set are not actually Embraced as Followers of Set. Rather, they are vampires from other Clans that have passed all their mysteries, accepted Set as their true god and have been formally inducted into the cult. While such vampires do not shed their original Clan or Clan Curse (a Ventrue converted to Set will still Embrace Ventrue childer and have a peculiar inclination towards his prey), they are taught Serpentis and Setite Sorcery, as well as their Paths of Enlightenment, freely. A convert from another Clan is not treated as a second-class citizen, but rather as a sibling of faith, which is a much more important distinction than blood. An outsider accepting the Dark God is a joyous event, even to the most conservative elder. There are even rumors of non-Kindred supernatural beings joining the cult.

    Due to their inherent clan weakness, Followers of Set are extremely susceptible to sunlight (double damage) and have great difficulty acting while under bright light (spotlights, strobes, etc). On the other hand, Followers of Set are curiously immune to Basilisk's poison.


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    Clan: Giovanni
    Nicknames: Giovanotti, Necromancers, Nigrimancers, the Young Ones, Necro-incestuous Mafioso, Romans, Venetians
    Faction: Independent
    Disciple: Augustus Giovanni
    Antediluvians:
    Ambrogino Giovanni, Claudius Giovanni, Nonna Giovanni
    Methuselah: Amadeo Giovanni

    "Baptized in blood and treachery, this sinister clan of necromancers worms its way through the Jyhad while feigning noninvolvement. Whether gutting companies or animating corpses, the Giovanni is a power to be reckoned with. The legacy of these insular undead is bloody, and their future even deadlier."

    The Giovanni are the usurpers of Clan Cappadocian and one of the youngest clans. The Giovanni has historically been both a clan and a family, and more recently a bloodline. They Embrace almost exclusively within their family, and are heavily focused on the goals of money and necromantic power.

    In many ways, the Giovanni are a Ghoul family with less visibly disgusting parts. This does not mean the Giovanni are not as warped as the Bratovitch clan; the Giovanni are repulsive and degenerate in a more subtle manner. It is said that younger generations of the Giovanni were found to be very attractive. Some even say they put on the irresistible look of a succubi pre-change. Also, some are known to be shape-shifters.

    Effective Giovanni are sadistic Giovanni. Controlling wraiths means acquiring fine control over a variety of psychological levers (understanding Passions and Fetters) and then ruthlessly manipulating these tools to make a spirit do what you want. The Giovanni have been cruel, manipulative, and vicious since before the diablerie of Cappadocius, and it bleeds out into everything else they do. The outer shell of the Giovanni clan, the public face is less visibly cruel and horrid, but only because these vampires are explicitly tasked to deal with the outside world.

    The most notorious example of this bleed off is the Giovanni Proxy Kiss. Giovanni make an art out of ghouling, since ghouling is a rite of passage for the Giovanni – ghouling means that the Giovanni is now part of the people who make the family work. Not necessarily a mover and shaker, but something akin to a made man: the Masquerade is pulled back and the truth about vampires is revealed. Giovanni tend to make Proxy Kisses aesthetic efforts, and take a point in pride in producing especially memorable or mind-destroying ones – blood received via fellatio, blasphemous masses and the like are all popular choices. In a similar vein, to be made into one of the undead is a great deal, celebrated in a semi-public event within the family to allow the childe-to-be the last pleasures of the mortal world. The Bacio della Morte, the "Kiss of Death", is conducted in a ritual matter, with the mortal childe wearing its best clothes before disrobing itself before the sire, offering himself to the undead being before him. Afterwards, the fledgling Giovanni is first inducted into the art of feeding in a formal dinner, likely making its first official alliances with its kind.

    The sadism and weirdness of Giovanni internal culture is enhanced by its incestuous nature. Giovanni can spend the majority of their lives interacting with nobody except other Giovanni, and the resulting insularity breeds additional problems. The Giovanni are, in particular, arrogant and prone to underestimating the world around them.

    The Giovanni are, if anything, severely lapsed Catholics. Due to their practice of Necromancy, they have seen what "the other side" and "life beyond death" really mean, which tends to completely eradicate any faith in a benevolent deity. Giovanni, in a ways similar to the Lasombra Clan, often present the appearance of Catholicism in ritual and Family culture, but have twisted the vestments all around to better fit a vampiric frame. They may attend a certain kind of Mass, where the holy water is blood and the priest a Family elder, but these sorts of ceremonies tend to devolve into orgies, massacres, or other kinds of deviant practices behind closed doors.

    The Giovanni relationship to the spirit world means that they have a very casual attitude towards such things as torture, dismemberment, and death. After all, if your victim dies in the chair, you can always yank his spirit back from Hell and get information out of him another way. What the Giovanni are really focused on is efficiency: bribery, seduction, and all other sorts of underhanded means are taught to new members of the Clan as a matter of course. If all other methods fail, then killing off the competition becomes a very viable alternative.

    The Giovanni are a highly organized clan, consisting of a network of interrelated families who share a common culture and fealty to the ancestral Giovanni family. As a result, despite popular conception, not all Giovanni are Italian.

    The Giovanni are organized as something between a highly ruthless mafia dynasty and a highly ruthless corporation. Clan operations are overseen by a hierarchy of capos, padrones and maestros. Favors such as financial responsibilities (and rewards), ghouling, and the Embrace are dependent on performance; vicious backstabbing and cutthroat competition are the order of the day in a Giovanni household.

    The Giovanni maintain their own internal Masquerade. A member of the family may be aware that his family is into some weird stuff, but beyond the relatively benign (in comparison) incest and high-finance backstabbing, be blissfully unaware that he is a catspaw for cannibalistic blood-drinking necromancers.

    Decisions in the Giovanni are made by councils of elders known as the Anziani, with age, rank and competence all playing a role. Elders who are not Anziani are given the courtesy title nonno/nonna instead. Giovanni are highly family-oriented, even after the Embrace, and will spend centuries guiding their descendants for the greater good of the family (and themselves).

    It is extremely rare for non-Giovanni who do not belong to one of the satellite families to be Embraced and the chances are slim but "it has happened before and it will happen again". In either case the numbers are very small.

    The Giovanni generally do not Embrace outside of the family; and they do not Embrace without permission. Not if they know what is good for them at least. In 1444, Claudius Giovanni Embraced a non-Giovanni peasant girl named Marianna into the clan as a distraction. For 500 years. Marianna was a constant embarrassment for the clan. She is also the only family outsider to have been Embraced and to survive longer than a month.

    Like everything else in the family, the Embrace is treated as a reward, a promotion for good service. More than any other clan, the Giovanni actively consider factors of generation in the Embrace – being Embraced by a lower-generation clan member is considered a performance bonus.

    While not uncommon, it is frowned upon to Embrace another of your own mortal family. This would encourage nepotism, and Giovanni much prefer to have the loyalty of their neonates as divided as possible within the family. When a Giovanni puts one of his own grandsons forward for the Embrace, it is much more likely that a Giovanni from another family branch will execute the deed. Even better for the clan if those Giovanni are rivals – since the neonate now has loyalty to his own grandmother and his own sire, which forces (somewhat) the two elders to avoid plotting against the other, lest the new childe betray either of them.

    The clan weakness of Giovanni causes that they deal more damage than normal when biting a living being, making it difficult to keep people alive after feeding from them.


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    Clan: Lhiannan
    Nicknames: Druids, Barbarians, Savages, Pagans
    Faction: Independent
    Founder: The Crone
    Disciple: Narcise, the Crone
    Antediluvian: None
    Methuselah: None

    “Hell, Heaven. It’s all a state of mind baby, the Land drinks our thoughts and spits it out creating any afterlife you choose” - Larissa Willains, Lhiannan of Central Park

    The Lhiannan were a territorial, matriarchal and druidic Cainite bloodline who existed in the Dark Ages. Though they are believed to have been an offshoot of Clan Gangrel, they themselves did not believe they were descended from Caine at all, but instead believed they were made by the "Crone", a mysterious figure who may be the same Crone mentioned in the Book of Nod.

    The Lhiannan have a unique connection to the world of spirits, most notably in the form of their Discipline Ogham.

    All Lhiannan followed a variation of pagan and druid practices, and were closely tied to their personal territory, growing weak if they left it for longer than a few days, and sometimes even becoming violently ill if they entered human cities. They made chiminage to the local spirits to keep themselves strong, mostly in the form of blood sacrifices.

    The bloodline had few enemies outside of human civilization and the rising of Christianity, though the Gangrel were noted for often attacking Lhiannan on sight, whereas most other Cainites left them alone, favoring the nights in the cities as opposed to the ever-diminishing forests.

    Lhiannan were matriarchal, and nearly all of their number were females; this was because of their belief in being descended from the Crone, as females tended to be perceived as being closer to the "Dark Mother".

    The Lhiannan were highly solitary, irrevocably bound to their wild territories. Occasionally a small brood of newer, younger Lhiannan would share a territory as they would be weaker than their forebears and thus might feel the need to pool their resources and strength in order to protect a given area.

    The Lhiannan were generally aware of members of their bloodline whose territories were adjacent, but there was no system of communication in place. This, of course, may have contributed to their eventual destruction. That said, most Lhiannan had a wary truce with one another, and would often allow other members of the bloodline to quickly travel through their territories if the need arose.

    With their numbers so small, and as they are weakened by the act of the siring a childe, Lhiannan rarely gave the Embrace; the Druids only created childer out of sheer loneliness or when they found someone who truly impressed them. A pagan spirit-speaker with real devotion to her craft, or a woodsman with impeccable respect for the forests might be enough to get a Lhiannan's attention.

    Once a Lhiannan Embraced a childe, she generally kept the new vampire around for a few years until that childe was ready to fend for himself (and the novelty of having someone else around wore off). The sire would then send the childe away to find his own haven and territory.

    The Lhiannan were part nature spirit, and so had a unique connection to the world of spirits, most notably in the form of their Discipline Ogham; this connection gave them an inhuman aura obvious even to humans (and it was exceedingly easy for others to gauge their natures through the use of Auspex).

    They were also bound to the land, unable to leave their chosen woodland territories for long without becoming weak, with their powers and physical abilities reducing in strength for roughly every week they were gone from their home. Once they returned, they quickly regained their previous strength in only a few hours.

    Finally, all Lhiannan weakened themselves by siring; whenever a Lhiannan embraced a childe, the spirit inside the sire would break off a piece of itself and make it into a new spirit and passed it into the new vampire, and thus both sire and childe would end up with the power of a split spirit. And with each Lhiannan destroyed, a piece of the spirit disappears forever.


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    PostPosted: Wed Aug 24, 2022 9:55 pm
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    Clan: Mekhet
    Bloodlines Allowed: Morbus
    Nickname: Shadows
    Faction: Independent
    Disciple: Koroleva Teney
    Antediluvian: None
    Methuselah: None

    "Unnoticed and silent, they watch. Their eyes have seen a thousand secrets, and yours are no exception. They are the Shadows that dwell among the Kindred, and everyone knows that the darkness has eyes in the Danse Macabre. Seek their wisdom under cover of night, and discover what awaits the wise and the patient."

    Mekhet are a clan with an affinity to darkness. The hallmarks of the clan are stealth, finesse and wisdom.

    There is often a certain amount of finesse and refinement in whatever Mekhet do. Mekhet can appear as stealthy information-gatherers, spies, assassins or scholars; but just as well they can be aristocrats making their mark in the societies of the damned. A Mekhet bodyguard for example is unlikely to rely on brute force, but rather know an ornate fighting style. A Mekhet thief is gracious or invisible, not a sloppy vandal. To the others, Mekhet appear to be the most ordinary of the kindred, the ones who seem to have the least to distinguish them from other vampires. They watch and hide, and the other clans don't seem to take much notice of them. Because Mekhet alone from the major clans have no powers of control over animals or people, they prefer to work in secret behind the scenes, via conspiracies and shadow cults.

    The Mekhet's Embrace is a lot like dying and being reborn. The mind is preserved through the process, given perspective on the trial of death and transformation, it is shown the spiritual alchemy underlying the gross physical act. The Mekhet Beast is strangely silent compared to the Beasts of other Clans, making it hard for the Mekhet to distinguish what actions were his own and what actions were the result of the Beast's influence. Their kiss feels like revelation, like a corpse-cold epiphany, and their victims experience it like a surge of enlightenment, like they are on the verge of realizing some great secret or insight. For Mekhet, their Vessels are puzzles, means to find an enlightenment hidden in each drop of stolen blood.

    As vampires closely related to darkness, Mekhet are more sensitive to light and fire. They take additional damage from fire and sunlight.


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    Clan: Nagaraja
    Nickname: Flesh Eaters
    Faction: Independent
    Disciple: None
    Antediluvian: None
    Methuselah: Vincent

    The Nagaraja are a bizarre bloodline of flesh-eating vampires, feared by Kindred on all sides of the Jyhad.
    They descend from mages of the Chakravanti Tradition who sought to create their own brood of vampires by experimenting with vampire blood. Regarded as foolish by their mortal mage contemporaries, the Idran faction of Chakravanti actually managed to turn some of their members into vampires without having them directly Embraced.

    The Idran's manipulation of vampire blood, combined with their innate magical natures, produced the bloodline of cannibals known today as the Nagaraja.

    The Nagaraja are unlike other Kindred in that they must consume flesh, making them among the most reviled and "unnatural" of the bloodlines. They have pointed, irregular teeth, rather than the usual retractable fangs. This means that they seldom smile, and they tend to speak quietly around mortals – unless they plan to eat them.

    There is a principle divide between those Nagaraja sworn to the True Black Hand and those that chose to remain outside. The Nagaraja within the Shadowlands often follow elaborate Paths of Enlightenment that allow them to feast on flesh without degeneration, while those that remain free of the sect are often more feral by virtue of Humanity loss.

    Created to fight the Followers of Set, the Nagaraja feel an inherent antipathy to them and their derivative bloodlines. They are compelled to attack them and although some have enough self-control to contain their hate, tensions are always high.

    They are masters of Necromancy – an art inherited from the Chakravanti and augmented by the mummy Inauhaten. The Nagaraja engage in many strange and terrible Thaumaturgical and necromantic experiments. The old Idran renamed themselves Nagaraja – the Serpent Princes – in anticipation of the ultimate enlightenment they would find once they had left life and death behind.

    The Nagaraja refer to the flesh they consume as "viscus", in a similar manner to how other vampires call blood "vitae". They regard it as a transubstantiation, a complex ritual of consuming part of one's soul through the physical shell holding it within. They also claim that the hunger for flesh is a result of their separation from Enoch, but those that dwell there find that this is a fancy lie to lure more of the bloodline back.

    Most of the mortals who are chosen already have an intense interest in the study of death, but not in causing death for themselves or others.

    The majority of Nagaraja are well-educated and many have some medical knowledge (either from their mortal lives or acquired post-Embrace). The bloodline's small numbers make further assertions difficult to support. Some Nagaraja were priests or cultists before the Embrace, some antiquarians, and some exorcists or ghost-hunters. The chosen are often middle-aged, though some prefer Embracing even older mortals.

    They must eat raw flesh as well as drink blood. The flesh the Nagaraja consume must be relatively fresh, though not necessarily alive. Indeed, some Nagaraja keep stores of ritually preserved corpses in their havens. This weakness does not allow them to eat regular food or consume other liquids. The Nagaraja often knows rituals that preserve corpses for weeks or longer.


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    Clan: Ordo Dracul
    Nicknames: Dragons, the Defiant
    Faction: Independent
    Founder: Dracula (Not Created)
    Disciple: None
    Antediluvian: None
    Methuselah: None

    "Visionaries among the Damned, members of the Ordo Dracul seek to transcend the curse of vampirism. Devoting themselves to hoary experiments and the philosophies of their leader, Dracula, the Dragons of this covenant seek to discover what lies beyond the Requiem."

    The Ordo Dracul believe that Dracula was cursed by God to unlife as a vampire. The members of this covenant wish to transcend vampirism like their supposed creator did - to this end they have developed powerful quasi-Disciplines which they call 'Coils' which serve to defeat the curse of vampirism.

    There is perhaps no covenant more tightly organized than the Ordo Dracul. With titles almost as elaborate as the Invictus and a hierarchy more rigid than the Lancea Sanctum, navigating the nuances of Dragon authority can be confusing and overwhelming. Internally, this is referred to as the Dragon's Tongue, a forked line of progression, through which covenant members progress as they learn more secrets and master greater aspects of their condition. While comprehension of the hierarchy by those outside the covenant is cloudy at best, it appears that all members follow a single path of progression up until a certain point, after which the member chooses a specialty to follow.

    The Dragons seek to overcome their vampiric nature through the Coils of the Dragon, thus a key part of title reflects that. The official formula for title is (Dragon's name), (rank) of (decorations, if any) (domain) (additional decorations).

    For every coil power a member knows, their rank increases. These powers can be all in the same coil or in as many powers the Dragon knows. Titles are to the right.

    The Dragons have many decorations to indicate a secondary domain, or particular coil (Blood, Banes, Beast, Flesh and Soul) the Dragon knows second best. There are always two different ways to express this use of decoration.

    An Ordo Dracul Prince is known as a Master or Voivode.

    Title also reveals which domain the Dragon is most adept in.

    Thus, a Dragon that calls herself "Scholar of Hunger" knows all three tiers of the Coil of Blood. An "Initiate of the Wild Hunger" knows all three tiers of Blood and a tier of Beast.

    Decorations may also be used to convey secret messages. For example, using the decoration "Terrible" indicates the Dragon is here against his will. "Invincible" means enemies are listening.

    The Ordo Dracul is known for its sundry supernatural pursuits and connections to all manner of strange powers. Kindred of all sorts may come to the Order of the Dragon in search of personal change, power, escape or shelter.

    Almost all Dragons follow purviews that are different from their peers. Individualism is a vital part for a Covenant of scholars and as long as a Dragon observes the Principia Draconis and adheres to the scientific method, the precise way in which she approaches the Great Work matters little. Some resort to using alchemical means or practice Theosophy or Mesmerism, while others use scientific (or pseudo-scientific) methods to unlock the secrets of their unnatural condition.

    That's not to say that these different Methodologies accept or even respect each other. Transylvania is wrecked in the struggle between the the Wallachian, the Palatine and the Oriental Rites, and lesser Rites vie for supremacy in Conclaves.

    Much of the Ordo Dracul is centered around traditional Mentor-Protégé duos. Mentoring is a serious concern among the Dragons and the practice of the Paths of Fate, a tarot-like divination based on the Virtue and Vice of the aspirant, is often used to determine productive partnerships. It is the duty of the student to be respectful of her mentor, to listen to her words and observe her actions, and to learn something from the experience. The mentor’s role is to act in a way deserving of respect, to show the student something enlightening and explain it in a way that will ensure that the lesson will be learned. This is true in an isolated cell of the Ordo as well is in a large metropolis with several rival factions.

    Several variants of the Rites have risen, reacting to breakthroughs in study, cultural traditions among the Kine and geographical position. Most of these were very minor and easily dealt with, but some were more troublesome, and the stubbornness of various Dragons in the Ordo Dracul’s earlier years resulted in deadlocks that could not be reconciled. This could have led to serious fractures in the covenant that might have spelled its doom, but instead the eldest Dragons turned to their roots for a solution. Change could be tolerated so long as it was with purpose, and so, with purpose, the most egregious differences were dealt with by codifying them as various forms or Rites by which the covenant could organize itself. While some animosity remains between the different Rites even still, most are able to work together if necessary for the greater good of the Ordo Dracul. Several more still exist, but are usually junctions of one of the major rites.


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    PostPosted: Tue Sep 06, 2022 9:33 pm
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    Clan: Ravnos
    Nickname: Rogues, Ravens, Daredevils, Vagabonds, Wanderers, Tricksters, Mystics, The Haunted, Gypsies, Criminals, Deceivers, Charlatans, Shapers, Seekers, Unwelcome, Hundred-Mask Clowns (by the Kuei-jin)
    Faction: Independent
    Disciple: Ravnos
    Antediluvian: Chandraputra, Durga Syn and Vano
    Methuselah: Ace

    "Gypsies, vagabonds and charlatans, the cunning vampires of Clan Ravnos roam the night as they indulge in the most dangerous of games – lying to the liars, tricking the tricksters, and gleefully receiving curses from the Damned. From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. The Ravnos' know well their secret arts, and hide centuries of hate behind a jester's smile."

    Known as wandering tricksters, mystics, and vagabonds, the Ravnos are incurable daredevils who gleefully pursue the art of unliving dangerously. If ever a clan was renowned for a wickedly black sense of humor, the Ravnos would be that clan. These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy -- be it wealth, blood or even their victims' freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs.

    Although many Ravnos see themselves as great tricksters, the generally benevolent tricks of Coyote and Raven aren't so much their style. Instead, they draw on a tradition of illusion and deceit inherited from the rakshasas and ghuls of the Middle and Far East. A Ravnos is a highly dangerous being with whom to sup or bargain. And these devils have been making their wagers and bargains for a long time indeed.

    The Ravnos are nomadic to the core and care little for permanent havens or positions in a city's established power structure. Even those who have chosen a given city for their home tend to establish and abandon havens as the mood strikes them, taking whatever lairs they like, doing as they please, and moving on when bored. This habit infuriates princes across the world, who resent the Ravnos' disregard for the Tradition of Hospitality. Few punish violators, though, for fear drawing the malice of the clan as a whole.

    Although the clan has long-standing ties with the Gypsies, few Ravnos enjoy the hospitality of their mortal kin. Perhaps the Gypsies know these vampires' true natures too well, and are loath to offer friendship to the undying. Perhaps the Ravnos themselves alienate their mortal families through their dangerous tricks. Whatever the reason, a Ravnos typically has no allies he can rely on regularly. His charm may win him a few temporary companions, and clan loyalty may draw fellow Ravnos to his side in times of dire need, but the vampire's path ultimately lies alone.

    Naturally, the princes of many cities are leery of allowing such tricksters free rein in their domains. The Ravnos' eccentric code of honor is strong, but rarely coincides with another Kindred's definition of the term. A Ravnos may break her word at will, unless she's spit in her palm and shaken n the deal. She'll defend her "good name" for all it's worth -- depending on what she considers slander. And she'll usually come to the defense of a clanmate, and vice versa; the Ravnos may take advantages of one another, but they consider it their privilege. Outsiders aren't allowed the same.

    Perhaps the most worrisome thing about the Ravnos is that as a clan, they managed to survive for centuries in Asia, where most Kindred are quickly hunted down and devoured by the ruthless Cathayans. No other Cainites know exactly how they managed this -- but now a possible reason is emerging. Rumores filted back to Europe and the Americas of elder things awakening, of ancient vampires shrugging off the earth of millennia and throwing the Cainite courts into disorder. Theses elder Ravnos -- if rumor speaks correctly -- have demonstrated terrifying mystical powers, including a talent for illusions so powerful they can affef the physical world. Time can only tell what part the reemergence of these "demon "kinds" will play in the Jyhad.

    The Ravnos do not have much in the way of a clan organization, but more communally-minded members of the clan have established their own system of tradecraft in order to communicate and organize meetings.

    The Ravnos are broken into western and eastern divisions. Western Ravnos are largely individuals without larger clan loyalties outside of perhaps tribal (and Rroma loyalties). Eastern Ravnos have their own caste system, developed from lineages.

    Western Ravnos, historically connected with the oppressed Rroma, maintained a strong sense of clan solidarity for a very long time. The most common manifestation of this solidarity was through a form of retaliation called "The Treatment". The Treatment was a vengeance attack where a mistreated Ravnos would contact fellows in the clan, who would then swarm upon the city where the original Ravnos was victimized. In general, a dozen Ravnos running amok could bring even the most experienced Prince to the brink, and well-placed exaggerations about the impact of the Treatment was the main weapon the Ravnos used to squeeze out what place they did have in Western society.

    In India, the Ravnos dominated the continent, probably the largest concentration of a single clan in one country. In several ways, the Ravnos paralleled the Assamites – both clans had a caste system invisible to outsiders, and both clans were defined by a military role.

    As with everything else in the clan, Embraces differed between Indian and Western Ravnos. Western Ravnos generally embraced only Gypsies (with the exception of the Ravnos antitribu who were noted for embracing gorgios) and generally embraced for any reason. Indian Ravnos viewed the Embrace as a means to fulfilling the fledgling's svadharma. In India, one's Jāti in life also defined one's Jati in undeath.

    Due to their inherent clan weakness, the Ravnos clan are all criminals; each Ravnos has a specific vice ranging from plagiarism to mass murder. When the opportunity to indulge that vice is present, Ravnos must succeed in a self-control check to avoid indulging it.


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    Clan: Salubri
    Nickname: Salubrians, Unicorns, Soulsuckers, Cyclops, Soul-Thieves, Daijals, Saulot's progeny, the Hidden Ones, Peacemakers
    Faction: Independent
    Disciple: Callum
    Antediluvian: None
    Methuselah: None

    "It Is the Hour of the Usurper
    Nowhere is safe for Saulot's childer. Once they were revered by mortal and Cainite alike. They were healers to kings and princes; once, but no longer. Now the Salubri are hunted across Europe. There is no place safe from the fury of Saulot's murderers, and the number of those who can resist grow even fewer."

    The Salubri are seen as murderers and soul stealers by the rest of the clans. Nothing could be further from the truth. When the Tremere were first founded, they sought out Saulot, the founder of Clan Salubri and the first vampire to attain Golconda, and diablorized him for his power. Since that day the Tremere have hunted and killed all but a few of the former clan, and proceded to spread rumors condemning the Salubri to the life of prey in the vampiric world. Because of this they persue Golconda in remote locations away from Kindred and Kine alike.

    The once mighty Salubri Clan is considered barely a bloodline after the diablerie of their progenitor, Saulot. Their general few numbers grant credibility to the rumors that they are only composed of seven vampires at any time, and that these modern Salubri are fully committed to the search for Golconda – enacting a bloody ritual when they achieve that state or despair of ever doing so. They are divided into three branches: the Healers, the Warriors and the Watchers, and each of those branches has their own specific vampiric weakness.

    There are not enough of them to have a culture. What little there is has mostly focused around Golconda lore. Salubri believe that vampiric existence is torment from which Golconda or death is the only escape. Consequently, the modern Salubri would Embrace, teach a childe the basics of the route, leave clues for the childe to follow to achieve Golconda, and then have their childe diablerize them. One side effect of this is that Salubri are all relatively low generation. Normal Salubri start out as 8th generation by default. Even the antitribu usually have a couple of dots in the background.

    The Salubri do not have much of an organization in the Final Nights. There are not enough of them for them to have one. When Salubri do meet, it tends to be on the instruction of their sires – the dying wish of a given Cyclops to her childe might be to seek out another member of the bloodline and deliver a message or pay respects.

    Things were different before Saulot's death. At that time, the Healers had a loose community of equals, largely distinguished by progress on the path to Golconda. The Warriors, however, were distinguished by a ritual called the Blooding; it was in this ritual that a warrior was truly consecrated and took an angelic name to indicate their purpose and path. The Blooding also granted special powers; however, with the effective extermination of the warrior caste, the Code of Samiel was lost, and the antitribu of the modern age show no knowledge of it.

    Salubri generally Embrace noble souls; healers, teachers, empaths, and other good people that they feel can find Golconda. Beyond that, there is not much commonality. However, on occasion a Salubri might embrace an evil person in hope of seeing them redeemed (or at least setting them on a path to redemption). Each childe of a Salubri was seen as the culmination of their unlife, so they tended to observe their targets carefully and generally only Embraced when the person was willing to endure unlife.


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    Clan: Samedi (Cappadocian Bloodline)
    Nickname: Stiffs, Zombies, Ghedi
    Faction: Independent
    Disciple: Baron Samedi
    Antediluvian: None
    Methuselah: None

    "Ever the mysterious bloodline, the Samedi are now a powerful force in the Final Nights, scheming for their own gains in ways even most Kindred would be repulsed by…"

    The Samedi bloodline has a relatively short but immensely curious history within Kindred society. Originating most likely in the Caribbean, the bloodline's members all seem to resemble a zombie or a corpse. Unlike the Nosferatu, who merely become disfigured, the body of the Samedi appears to be in a constant state of decay. Social interactions often fail miserably, as do attempts to integrate into mortal society. Rotting chunks of flesh fall off of their bodies with increasing frequency as they age, and the smell of death clings to them wherever they roam.

    The Samedi very rarely congregate as a clan, and those chance occurrences where they meet are merely informal gatherings of two or three members who gossip and then go their separate ways. Members of this bloodline are often very solitary in nature, and they do not often seek out companionship. A few turbulent rumors sweep through Kindred society about secret cabals of Samedi gathering in graveyards, but none of these rumors have been substantiated.

    Those lucky enough to have conversed with a member of this bloodline often recall a certain wisdom and intelligence within them that otherwise would have been overlooked or dismissed outright. While obsessed with death, most of these vampires still seem to possess a wisdom that betrays their short existence.

    However, there is more to the Samedi bloodline than a loose association of witch-doctors and death cultists. The bloodline is insular and secretive; many times, its members often keep their affairs private from even other members, suggesting that they have something other than common interests. A few Samedi are known to be members of the Camarilla or the Sabbat, but these offer those sects little information on others of their kind.

    Arguably the eldest member of the bloodline, a vampire known only as The Baron, suggests that the Samedi have a more significant role in the Kindred's history and future than most vampires suspect. What that may be, the Baron refuses to specify, dismissing further questions with a wave of his rotting hand.

    Samedi often involve themselves with occult or illegal activities in a city, becoming powerful houngans and mambos or trafficking with superstitious immigrant criminal elements. Given their apparent voodoo roots, the Samedi seem content to garner influence in immigrant ghettos, practicing their dark magic and preying upon a populace used to the dead walking among them.

    The Samedi are also notorious assassins and mercenaries, and it is for this reason that many Camarilla princes turn a blind eye to them despite their almost Masquerade-threatening involvement with the kine around them. For the most part, the Samedi keep to themselves, and a prince never knows when she may need an ally with "special" abilities. The Stiffs seem to hold the Nosferatu and Giovanni in some inscrutable esteem (or dread), though, as they are hesitant to take out contracts on Kindred of these clans without just cause or considerable payment.

    Samedi typically Embrace those with a penchant for death, a trait that follows them into undeath. Many Samedi favor Mental Attributes and Knowledges while the martial, mercenary members of the bloodline cultivate Physical Attributes and Skills or Talents. Samedi rarely have Herd, Mentor, or Resource Backgrounds. A significant percentage of the Samedi bloodline, particularly the older members, practices the Discipline of Necromancy but it is unknown precisely where they would have come across this knowledge, as they appear to be on very poor terms with the Giovanni.


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    PostPosted: Sat Jun 24, 2023 1:57 pm
    Inactive Clan Vampires


    High Ranking Clan Vampires:


    Troile
    Carthage
    Rancor
    Mandy
    Mael
    Arikel Desmarais
    Anastasia Tussaud
    Tremere
    D.L. Harmon IV
    Cameron
    Lorelai
    b***h
    Izabel Batista
    Miyavi d’Achire
    ???
    Dracula
    Valleria


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      Switchblade Bethany - No valid link


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    • Malagan Salaed - No valid link
    • Mitchell Channis - No valid link



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    • Moloch


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