These lists contain links to the members of each Bloodline and their Bloodline info.
Bloodline is a term used to describe a group of vampires who share a common lineage. While the term can be used to refer to vampires who share a sire, grandsire, or so on, it usually refers to those lineages that have some inherent distinction from the thirteen traditional clans, be it in their weaknesses, Disciplines, or both. Many of these bloodlines are, in effect, a clan within a clan.
If you would like to read the general rules regarding Vampires that info can be found here.
Posted: Tue Oct 22, 2024 6:21 am
Bloodlines Overview
The childe of a vampire who belongs to a bloodline will always belong to the same bloodline as her sire, and there is no traditional method to change one's lineage. Therefore, bloodlines are generally the product of unique supernatural events, and are functionally just smaller clans. Bloodlines are not necessarily tied to specific clans, however, and they are created in a variety of ways:
- Mystical methods: Some bloodlines are created through mystic rituals that transform their founders, such as with the Gargoyles and Kiasyd, albeit not necessarily deliberately.
- Flawed Embrace: Sometimes, for whatever reason, a childe does not inherit their sire's clan, instead becoming something different, as seen with the Maeghar, the Caitiff, and even potentially with the Baali founders.
- Divergent Evolution: A bloodline splits off from the clan when they are geographically isolated from the parent clan and develop their own customs, such as with the Anda.
- Convergent Evolution: The reverse of the former method, and a subset of the first. Through extrinsic mystical changes in the blood, Kindred of an existing bloodline who choose to associate with another (or more specific) clan may eventually begin to exhibit characteristics in common with mainline members of the clan, losing their old curses and compulsions in favor of those of their new compatriots. This has evidently been the case for the Nagaraja and Samedi who have chosen to join Clan Hecata.
- Diablerie of Antediluvian: All clans have their own Antediluvians; on more than one occasion, that Antediluvian has been replaced, resulting in the original clan being "demoted" to bloodline status. The Harbingers of Skulls, Salubri, and True Brujah bloodlines can all claim this distinction. Note that it's not simply sufficient for an Antediluvian to die; many Antediluvian founders have been slain by the modern nights (notably the Ravnos, Tzimisce, and Lasombra Antediluvians), but are still considered clans.
- Independent Origin: Some bloodlines claim no connection with the clans, having arisen independently through encounters with god, spirits, and eldritch entities, such as the Bonsam, Impundulu, and Ramanga.
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Additionally, some variants of the Blood do not necessarily qualify for full bloodline status, and might be described as mere variations of the clans. For the most part, these are offshoots of the main clans that differ only in outlook or culture, but are generally considered by Cainite society to still belong to their parent clan – Salubri antitribu are still Salubri, and the Assamite Vizier caste are still Assamites. In other cases, some of these minor bloodlines can display different weaknesses or clan disciplines, showing signs of divergent evolution. These subtle differences might not be visible to outside observers, but they are part of what makes vampiric society so diverse and confusing. Here are some causes for the minor variations of the Blood:
- Caste system: Some clans are separated into caste systems, with certain castes possessing different disciplines and weaknesses from the parent clan. Certain clans (the Assamites, Ravnos, Salubri, Setites, and Tzimisce in particular) have internal variants with different attributes and Embraces, but which are still socially part of the parent clan.
- Differing beliefs: In some cases, Clan Variants arise in the case of cultural and /or geographical splits from the main Clan without diverging into a full fledged bloodline. Examples are the Old Clan Tzimisce, the Telyavelic Tremere and the Daitya.
- Antitribu: Also known as anti-clan, are groups that have diverged from their parent clan in order to join a different sect. Largely a social division, the antitribu frequently begin to demonstrate slightly different weaknesses, and then different disciplines altogether. This is largely an early example of divergent evolution as described above.
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Posted: Tue Oct 22, 2024 6:29 am
Bloodline Vampire Specialties: (Cannot be used by Clanless Vampires unless they join a bloodline)
The Carnival: The Show, Celerity, Vigor, Majesty
Ananke: Auspex, Dementation, Presence, Haruspex
Dead Wolves: Animalism, Protean, Resilience, Sublunario
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.
Auspex: is a Discipline that grants vampires supernatural senses.
Cachexy: Cachexy is the unique Discipline of the Morbus bloodline of Kindred. Extending their connection to disease, Cachexy allows them to spread disease selective, inflict symptoms upon victims or exacerbate the afflictions of those already suffering from a disease. Given the Morbus need to drink the blood of diseased mortals, it is very important among them; indeed, a Kindred is not considered a "proper" member of the bloodline until they achieve some knowledge of the Discipline.
Most Cachexy powers only work on mortals, since supernatural creatures are often resistant to disease.
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.
Flight: Flight is a supernatural Discipline, unique to the Gargoyle bloodline, that allows these vampires to fly.
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.
Meminisse - Meminisse is the source of the mental gestalt that the Mnemosyne have long been known for; any member of the clan with enough ranks in Meminisse can become a part of the massive memory network. However, Meminisse comes at a cost to one's personal memories; inundated with all that new information, it is common that the user loses sight of who they are, especially who they were before the Embrace.
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.
Nepenthe: Nepenthe is a discipline that mimics the feelings produced by drugs, specifically opiates and derived drugs such as Ecstasy or heroin. It is the focus of the Anvari bloodline of the Daeva, an ancient group of drug dealers. Thematically, it is similar to Cachexy and Asphyx, in that its development was partially to aid the user in acquiring drug-tainted Vitae to feed off of.
Nightmare: Nightmare is the Kindred Discipline of striking fear and dread into the hearts of others. Practitioners learn to manifest their inhumanity in their appearance or by letting unfortunate onlookers peer deep into their Damned souls. The Discipline can have a variety of effects, from shocking even the most jaded individual to literally frightening a victim to death. Nightmare is the signature Discipline of clan Nosferatu.
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.
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.
Resilience: Resilience is the Discipline that endows Kindred with a superhuman capacity for toughness. Skilled practitioners of Resilience are capable of walking through a hail of bullets, shrugging off even the most punishing blows, and even resisting the deadly kiss of sun and flame.
Sanguinus: Sanguinus is the Discipline of the Blood Brothers, which grants members of the bloodline their bizarre ability to share and exchange their mind and body parts with those in their family circle.
Taurobolium: The Galloi claim to have originated in the Cult of the goddess Cybele, whose mortal members bathed in the fresh hot blood of a multilated bull during an initiation rite known as the Taurobolium. The vampiric worshippers of Cybele used the blood of mortal humans, and developed the rite into a Discipline allowing them to bathe another in their Vitae, granting the bather blessings from Cybele.
Sielanic: Sielanic Thaumaturgy is a form of Thaumaturgy inspired by the pagan god Telyavel and practiced by the Telyavelic Tremere, a bloodline of the Tremere native to Lithuania.
Sublunario - Although the Dead Wolves are now Kindred, and could never awaken as true werewolves, this Gangrel line still retains a deep tie to the moon, which manifests itself as the discipline of Sublunario.
Thaumaturgy: is a closely guarded form of blood magic.
The Show- The Show is a unique Discipline possessed by members of the Kindred bloodline known as the Carnival. Already deformed, the appropriately nicknamed Freaks use this Discipline to become even more bizarre, putting on a Show which both captivates and revolts an audience.
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.
Visceratika: The Discipline of Visceratika is the exclusive possession of the Gargoyle bloodline and is an extension of their natural affinity for stone, earth, and things made thereof.
Bloodline Vampire Ability Rank Use:
Posted: Tue Oct 22, 2024 6:41 am
Bloodline: The Carnival Parent Clan: Daeva Nicknames: Freaks
This Daeva bloodline is a nomadic cult of carnival freaks. They have access to the unique Discipline The Show.
Physical appearance may vary, but they are always deformed or mutated in some way. Their appearance prior to joining the Bloodline is irrelevant, their appearance had been irreversibly changed into something inhuman. Each change is unique, and there is no factor to determine what kind of change someone will get. Some Freak were changed so much that they become disabled.
Every Freak suffer a deformity, making them standout amongst the rest of the Daeva Clan. Their bodies are twisted in a way that disgusts onlookers. Those that choose a freakier mien gain the weakness of the Nosferatu Clan, while those who choose a physical handicap Speed is reduced.
In the modern day, the Carnival remains a mostly closed society.
A remnant of a bygone age, members of the Ananke bloodline are said to have kept the ancient temples, where oracles performed haruspex (the art of divination through reading the entrails of a freshly killed animal) to read truths in blood. Ananke believe that the secrets of the universe can be witnessed in a microcosm by scrutinizing the bodies of the recently dead. Wisdom can only be gained by savagely tearing into the corporeal, physically delving through the inner workings of each creature in creation. This means that an Ananke Malkavian often has a low morality, sacrificing their Humanity to their search for grisly answers.
Although the bloodline is experiencing a resurgence (more promising childer are available, due to the modern fascination with serial killers), by and large the Ananke are few. A member of this bloodline is compelled to collect trophies of their murderous exploits, using Auspex on them in meditative contemplation. They surrounds themselves with the visceral "workings of the universe" in an attempt to find deeper understanding.
Additional Weakness: All Ananke are compelled to take grisly trophies of their activities, and if deprived of the opportunity to take a trophy they become utterly unreasonable.
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Bloodline: Dead Wolves Parent Clan: Gangrel Nicknames: Wolves of Blood
The Dead Wolves are a bloodline among the Gangrel that originated in the Mexican wilderness. They are a curious mix out of Wolf-blooded and vampiric vitae.
According to legend, the first Dead Wolf was a young man named Juan Colmillo, who lived in Northern Mexico. Colmillo was born a werewolf, but before his First Change he was Embraced by a Gangrel vampire hunting displaced families. Just why this Gangrel damned Colmillo varies depending on who's telling the story - some say Colmillo was planning to take his family and start new lives, others say Colmillo's wife had once been the Gangrel's wife when he was alive. Most stories agree, though, that Colmillo was made immortal so that he could witness America's eventual suffering and defeat on its Mexican border.
Heartbroken over Colmillo's fate, one of his werewolf cousins came to him in the night and tried to undo the vampire's curse. The werewolf bit him, stuck him with silver, and even gave Colmillo some of his blood in an effort to rouse his primal rage to overthrow his vampiric blood. Desperate to save his cousin, the werewolf provoked Colmillo into a bestial frenzy in the light of a full moon, hoping that Colmillo's inner wolf would slay his vampiric Beast. Instead, says the legend, Colmillo killed the werewolf and drank him to dust. Colmillo was never the same. Though nothing could free him from the damnation of the Requiem, his blood did change to reflect his familial connection to Father Wolf and Mother Moon. The Dead Wolves bloodline was born that night, with the death of one werewolf for the sake of his fallen kin.
The Colmillo legend seems to be a parable illustrating how werewolves should be willing to give their lives for the sake of the Damned and how vampires should be willing to adapt to make peace with their cousins, the Uratha. The legend is also held up by many diplomatic Uratha as a reminder that the Kindred are not necessarily, in their nature, blood-sucking monsters. Many of them were in the midst of other lives when they met with damnation, and many of them did not ask for it. Werewolves should consider each vampire as an individual, not as a breed.
The Dead Wolves have inherited the Uratha's weakness against silver, which deals additional damage against them.
Also, the Dead Wolves are affected by the phases of the Moon. On nights of the full and new moons, a Dead Wolf must consume additional Vitae to stay awake and active.
The Mnemosyne are a bloodline of the Mekhet Clan that concerns itself with memories. They feed on it together with blood, which makes them feared and respected among the Covenants.
Ironically, no one remembers where the Mnemosyne came from. They belonged to the Cult of Augurs, a branch of the Roman Camarilla who dealt with prophecy and magic, grants privileges to the childer of a vampire belonging to the "Mnemosynidae". The Mnemosyne don't keep their own histories; they're too busy playing with the pasts of others. Broods of them exist, small families who settle in areas and absorb the local culture.
The Mnemosyne have their clan weakness also. While the unique power of a Mnemosyne depends upon drinking Vitae, it has the side effect of making the Keeper crave it. A Mnemosyne may suffer a specific blood addiction.
Mnemosyne are prone to derangements.
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Bloodline: Azaneali Parent Clan: Baali Nicknames: Black Angels, Puppets, Husks
The Azaneali (also sometimes referred to, perhaps confusingly, as the Black Angels) are a variant that has branched off of the Baali bloodline. Supposedly, the Azaneali are the result of a pact made by the Baali methuselah Azaneal and infernalist Black Angels. The Azaneali are dead-hearted, spiritually compromised diabolists even by the standards of the Baali. The Azaneali serve powers of shadow, and often work with the "Black Angels" of the Lasombra in pursuit of their goals.
As masters of darkness, the Azaneali use the Discipline of Obtenebration in lieu of Daimonion or Presence. However, Azaneali have surrendered much of themselves to the shadows that they serve: many of them have effectively lost their free will to their masters' desires.
The Noiad are a Gangrel bloodline that dwelled in Northern Europe during the Dark Ages. They are depicted as an alien bloodline that may represent the first Cainite presence on the continent of Europe.
They suffer from a variation of the Gangrel curse that makes them unable to gain sustenance from animals.
The origin of the Noiads has been forgotten by Cainite and mortal alike. In the mind of the Noiads, they always dwelt in the North, guiding and protecting the Sámi tribes in northern Scandinavia.
As they were extremely dependent on their mortal herds, the Noiads viciously denied any changes in their society, driving them further and further northward. In doing this, the Noiads harmed their herds more than they helped them, leading to the death of many tribes.
The Noiad usually saw one another when they came to witness the guovssahas, the Northern Lights (this also gave them the opportunity to make sure the gods were all telling them the same things). The Noiad also used animals, either ghoul or those controlled by Animalism, to keep in some kind of contact.
The Noiads believed themselves divine beings, sent by the gods to guide and protect their chosen people from supernatural and mundane threats, as well as interpreting the omens of the Gods.
The relation between the Noiads and their tribe was somewhat symbiotic: the Noiad would protect the tribe from enemies and act as a guide, shaman, and teacher to them, while the tribe gave willingly of their blood and sheltered the Noiad during the long months with no darkness. In times of famine, the Noiad would ghoul members of the tribe to ensure their survival.
Those selected for Embrace tended to be those with talent for divination, as well as dream and star interpretation. The Noiad also watched children descended from families that included at least one vampire, looking for the traits they favored. Physicality was not a primary concern, but only because Sámi that were not physically capable of thriving in the harsh climates did not live long enough to be considered for the Embrace anyway.
The Tlacique reside in Latin America and are believed to be descended from the Followers of Set.
Rather than Set, these Mesoamerican vampires venerate Tezcatlipoca, the god of the darkness and sorcery. This variant possesses Protean instead of the clan discipline of Serpentis, often taking the shape of a jaguar rather than a wolf. They also practice a unique type of shamanistic blood sorcery known as Nahuallotl.
In modern nights, the Tlacique are widely believed to be extinct by the few Kindred outside of the bloodline who even remember their existence. However, a handful of bitter survivors persist on the fringes of vampire society, scattered from the jungles and mountains of South America to barrios in the American Southwest.
They Embrace exclusively from Native American groups, still resenting the European destruction of their homelands. Increasingly, they are forming an alliance with the Pisanob Necromancers.
Some of the younger Setites speculate and wonder if they have mistakenly adopted the Tlacique, confusing them with some obscure and dangerously ambitious Gangrel bloodline. Perhaps one composed of Embraced Balam Kinfolk.[4]
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Bloodline: Nictuku Parent Clan: Nosferatu Nicknames: The Hungry
The Nictuku, also spelled Niktuku, are a bloodline of vampires, most commonly believed to hail from the original progeny of the Nosferatu Antediluvian, and they are rumored to be blood bonded to him since their Embrace.
To most vampires outside of the Nosferatu, they are believed to be merely a paranoid delusion of the hideous clan.
According to Nosferatu lore, the Founder of their clan gave birth to two major bloodlines: his firstborn children, the Nictuku, who are all Blood bound to him; and a second bloodline, descended from a tribal priestess (possibly Baba Yaga) who escaped his will and gave origin to the entirety of the modern Nosferatu clan.
The Founder did not take this disobedience lightly and considers that the modern clan is worth nothing more than extinction. The agents of this extinction are supposedly his firstborn children, the Nictuku, hideous creatures perpetually engaged in a crusade to wipe out the clan's strays. Some claim that the Antediluvian hopes that the curse upon him will be removed and that he will then be as beautiful as he once was.
The word "Nictuku" supposedly came from a primeval word "nek-duku", meaning "they who guide death". Their entire system of belief centers around a supposed crime that the Nosferatu's progenitor committed; it was so terrible, so heinous, that every last one of the filthy Lepers should be destroyed for it. And yet despite the horror of that crime, its details have been largely forgotten by the bloodline that seeks to extract retribution for it. But the Hungry do not care; they will do whatever is necessary to make things "right", starting by slaying and devouring their kin, the Nosferatu.
The Hungry will not haven where they cannot see the moon when they rise and leave each night. They tend toward isolated locations in wild places near enough to the kine to feed and capture would-be-fledglings, but in places naturally dangerous enough to avoid most contact. Sheer cliff faces work well for the Hungry. They loathe the underground and will not haven there. Ever. This may be related to, or the cause of, the Nosferatu desire to dig.
Their prey is vampires, pure and simple. The Hungry get so little sustenance from the blood of kine that they must feed on vampires. Of course, they tend to be stationary and rarely venture from their territories in isolation. So where does the blood come from? Nosferatu whisper of kidnappings and Cainites of other clans held in perpetual captivity, fed by human cults who worship the Hungry. Similarly, they believe that the youngest assassins hunt in cities, bringing back the blood in their bodies for their sires.
They hunt, they kill, they eat other vampires, but they are at their most dedicated and cruel when on the hunt for a Prior. Because of their feeding habits, most members of the bloodline are diablerists, a state they seem to embrace rather than suffer from. They are all, by design or because of the Amaranth, of relatively lower generation, even the youngest.
For reasons best known to the bloodline alone, they tend to select the most beautiful youths they can find, grabbing up particularly fetching youths and maids from any village close to their havens. While healthy and capable specimens are ideal, sires favor beauty above all else, with a focus on youth and physical appearances far above the norm. They prefer these youths just at the cusp of adulthood, the blurry line between child and adult. The Hungry possess a great eeriness, though few see them long enough to put a finger on why. They are wide-eyed, their skin too perfect, their teeth too white, their fingers too long and graceful. Both their hunger and their beauty are inhuman.
Beyond their tendencies for whom to Embrace, little is known about what happens at the Embrace, though surely they must be starving for vampire blood at the moment they have turned. That hunger could lead to violence, and so it is likely that all Hungry undergo the blood oath before the Embrace or as part of the process. This ties into the Nosferatu theory that they build small cults in their isolated territories. Being bound at Embrace would also explain the bloodline's single-minded obsession
Just before and after the Embrace, rigorous training starts to prepare the young assassins in how to hunt down and kill Nosferatu hold-outs.
The Hungry suffer from an inability to gain sustenance from kine blood. If a Nictuku were to drain a human completely, they would only be capable of drawing sustenance from roughly a third of the blood drained. However, Cainite vitae nourishes them normally.
Additionally, age is difficult and transforming on the bloodline. For every hundred years since their Embrace, the Hungry become more monstrous in appearance. But their physical bodies also grow stronger, until they reach the peak of human (and vampiric) physical potential. They grow slowly but decidedly bent, twisted, and ever more deadly, slowly aging grotesques that blame the Nosferatu for their condition.
It is difficult to say if and how the bloodline organizes. There are blessedly few of them and their only interaction with Cainites is to feed or kill. It is possible that they form small cults of humans and young vampires around a central elder, but this is merely supposition.
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Bloodline: Wu Zao Parent Clan: Salubri Nicknames: Orphans
The Wu Zao, or the Watcher Caste in the Dark Ages, are an Asian bloodline of Salubri who came about during Saulot's travels to the East, where he was known as Zao-lat. He chose two individuals to Embrace: Zao-zei, a thief capable of obtaining the secrets of the Thousand Hells, and Zao-xue, a scholar who could decipher those secrets. The three adventured around the Middle Kingdom, plundering the lairs of the akuma and stealing their plans.
The Wu Zao are, perhaps uniquely among Cainites, capable of switching between their castes of scholars and thieves. During the Dark Ages, The Watchers acted as protectors of the Cainites, protecting them against those that would deny their right to even exist and earn redemption, like Lupines or the Wan Kuei. Additionally, they sought for knowledge that will allow Cainites survive the cataclysmic turns of the Wheel of Ages. Only rarely did they traveled into the West, seeing it as more important to preserve Zao-lat's wisdom than his descendants. Contact was only established during the invasion of the Golden Horde, during which the Watchers often masqueraded as members of other Clans or Castes.
Interestingly, the Wu Zao do not share the clan weakness of other Salubri. This is because Saulot's order that Zao-xue and Zao-zei gather secret knowledge permeates the blood of every Wu Zao. Thus, each Wu Zao must choose an area of arcane lore that becomes the focus of her unlife.
A secret lineage of Toreador antitribu, the darkly beautiful Volgirre were experts in the blackest pursuits of art, employing Vicissitude to produce twisted and horrific works of repugnant beauty.
As part of a secret agreement, the Volgirre have recently been allowed to reintegrate into the Camarilla Toreador, having defected from the Sabbat. The jaded main body of the Toreador Clan got centuries' worth of darker arts to enjoy as well as access to a Discipline uncommon among the Camarilla, while the Volgirre received false names and lineages to conceal their true origins from the other Camarilla clans.
The Telyavelic Tremere were a bloodline that grew out of the Tremere during the Dark Ages, but it is currently part of the Sabbat. I n the early nights of Clan Tremere, before the diablerie of Saulot, a small band of Warlocks made its way into Lithuania. Clan records state that the original goal of this journey was to expand the clan's influence into these lands or to find allies. Some elder Tremere, though, claim that these pilgrims took the journey to escape from the clutches of their clan once and for all.
Whatever the original motive behind the exodus, when the Tremere arrived, they fell in with the pagan peoples of Lithuania and learned of Telyavel, the protector of the dead. The local people saw the vampires — nocturnal, bloodthirsty, and obviously magical — as incarnations or avatars of their death-gods, and the Tremere grew to believe them. They cast off the name “Tremere,” and simply became the "Telyavs". While they had some infrequent contact with chantries outside of Lithuania, for the most party they remained patrons and predators to the villagers.
This was not to last, however. The Ventrue warlord Jürgen the Sword-Bearer destroyed one of the last remaining enclaves of the Telyavs under the leadership of Deverra. The bloodline managed to limp along for another few centuries, but eventually, the main body of the Tremere reported that all of them had been destroyed when the union of Lithuania and Poland results in the triumph of the Christian religion over paganism through the Inquisition.
While it is believed that the Telyavs did not survive to see the modern nights, a small group of them feigned their demise and joined the Sabbat, posing as regular antitribu out of fear of retribution from the main clan. They are also constantly watchful for any signs of Inquisitorial interest in their activities, as their magic deals with spirits that could, combined with their revulsion to True Faith, quickly be interpreted as indications of infernalism.
The founders of this bloodline split from their parent clan when they were sent to learn the magic of eastern European pagans (which resembled Koldunism in some ways). Those Tremere converted to the worship of the deity Telyavel and developed their own animistic branch of Thaumaturgy, taught by Telyavel himself, called Sielanic Thaumaturgy.
Most of the Telyavs used a chantry near Riga as their haven. This chantry was situated in a copse of trees atop a sacred hill, and remained one of the clan's best-kept secrets. While other Tremere knew of its existence, only the Telyavs knew its location. A few other chantries of this bloodline existed throughout Lithuania and Poland, but in addition to their chantries they often maintain secondary homes, which also served as shrines for pagan worship.
Unlike most Tremere elsewhere in the Dark Medieval world, the Telyavelic actively Embraced women, seeing them as embodiments of the dark mother-goddess figures of local paganism. Although the majority of this group is still male, nearly a third is female, and many of these were created during the middle age.
Candidates for Embrace must come from the ranks of pagans. Many of them are priests and priestesses of the old religion. Although most of the Telyavs have shamanic or druidic concepts and favor mental attributes and knowledge, Lithuania has become a battleground between the pagan tribes and the Christian Order of the Sword, so a few Telyavs also come from warrior stock.
The Telyavs bound their fates so tightly to their pagan herds that they took on some of the same fears and enemies. They are weak against Christian symbols and True Faith.They recoil from the sight of the cross or other symbols of the Christian faith.
The Tremere of Lithuania adhere to a modified Pyramid. Each generation drinks twice of the blood of the previous generation, thus bringing them to the verge of forming a Blood Oath with their sires generation. Typically, a number of Telyavs gather together to oversee the Embrace of a new number, thus ensuring a sufficient supply of elder blood to establish the hierarchical bond between generations.
The Blood Brothers were a rare Kindred bloodline of the Sabbat, created by a group of Tremere antitribu and Tzimisce kolduns.
Designed to function as perfect combat units, Blood Brothers possessed a sort of shared consciousness, working exclusively with the "circle" of Blood Brothers with whom they share their "hive mind". The members of a circle would often be fleshcrafted by Tzimisce to appear identical, an outward reflection of their lack of individuality.
The Brothers were a relatively modern bloodline, but even so their numbers dwindled in the Final Nights as they were mostly unable to grant the Embrace (a limitation placed on them intentionally). With the loss of the Tremere antitribu, only a handful of Tzimisce knew the secrets of their creation, and it seemed likely they would die out before Gehenna comes.
One circle of Blood Brothers (Las Hermanas Hambrientas, "The Hungry Sisters") had learned to Embrace in a process of repeated vitae exchange that lasted days. Only 1 in 10 Embraces was successful, but their hunger to reproduce continued to grow with their hunger for blood.
An alternative origin for the bloodline is suggested. A member of the Blessed Choir circle claims to have found the original creation ritual for the Blood Brothers, as penned by a Vicissitude-wielding Toreador antitribu. Another section describes a rumour where a Ventrue is transformed into a Blood Brother, implying Kindred can be converted to the bloodline as well as mortals.
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Posted: Fri Oct 25, 2024 6:47 pm
Bloodline: Gargoyle Parent Clan: None, created byThaumaturgical ritual but controlled by Tremere Nicknames: Grotesques, Slaves, Rockheads, Runaways, Free-men
The Gargoyles are a vampiric bloodline created by the Tremere as their servitors. Although technically not a Tremere bloodline, the bloodline is largely under their control.
The bloodline was first created via Thaumaturgical ritual. For the first several centuries after their creation, all their "powers" were in the form of rituals cast upon them by their Tremere masters, and during those early nights, the original gargoyles came into being only in three variants made to fill different roles for their Tremere masters.
Originally, all Gargoyles were created using the blood of three different clans: the Gangrel, the Nosferatu, and the Tzimisce. The blood was combined to form three specific types of Gargoyle: scouts (Gangrel-Nosferatu), warriors (Gangrel-Tzimisce), and sentinels (Nosferatu-Tzimisce). Eventually they evolved into a full-fledged bloodline and became somewhat independent of the Tremere and their blood magic. Those Gargoyles created via the original ritual differ from those that have been Embraced into the bloodline in several ways. For example, Visceratika is an out-of clan discipline for them. While rare since the Montmartre Pact, some of the old variants survive.
The Scouts (Gangrel-Nosferatu) were made to observe the Tremere's enemies and to report any important information to their masters quickly and reliably, and would therefore focus on mastering the art of stealth and Flight.
Scouts were originally created to advance into enemy territory. They were designed to turn to stone if heavily damaged so that the Tremere or other Scouts could retrieve them later to claim any information they were unable to report back.
When a Scout Gargoyle is wounded, the flesh around it turns to stone. The flesh turns normal again when the Gargoyle has fully regenerated.
The Warriors (Gangrel-Tzimisce) were constructed to serve as front-line soldiers, destroying enemy vampires by focusing on Potence and combat abilities which enabled them to deal more damage to their foes.
The Warriors were created for the single purpose of defending House and Clan from its numerous enemies. Inspired by the szlachta of the Tzimisce, they were built to win battles through fear, intimidation, and physical punishment.
Whenever a Warrior Gargoyle frenzies, a part of their body turns to stone. Any associated activity with the petrified body part is considered an automatic failure until the next evening.
The Sentinels (Nosferatu-Tzimisce) were crafted to serve as glorified housekeepers, keeping an eye on their masters' havens and areas of interest and protecting them from harm, which led to them focusing on Fortitude and keeping alert for any intruders.
Sentinels are created as protectors, a sentiment that they extend to their fellow Gargoyles. As the most social of the original variants, Sentinels are a lot more friendlier than most would assume.
When alone or without a person they trust, Sentinel Gargoyles find themselves confused,.
Gargoyles have a strong sense of community. They often keep communal havens. Sometimes Gargoyles petition the Prince for the release of slave Gargoyles, but more often they just tear slave owners to pieces. With no community, Gargoyles are likely to Embrace and build their own.
Gargoyles, regardless of their affiliation, deeply care for each other. New gargoyles are groomed by all to survive and adhere to the Masquerade despite the difficulties. Special focus is on teaching a fledgling to fly, since this is an experience unique to the Gargoyles.
Slave Gargoyles sleep wherever their masters allow them — closets, basements, crypts, cells. Free Gargoyles prefer sleeping in havens high above the ground. Bell towers and disused high-rises are favorites. Gargoyles are often muscle for other Kindred, sometimes in exchange for a bare-bones haven.
Most Gargoyles are not Embraced, but are rather created by the Tremere using Kindred from other clans (Nosferatu, Gangrel, and Tzimisce). However, the Gargoyles are still capable of siring childer, and some free Gargoyles have begun to do so.
The process of creation is particularly intense for Gargoyles, especially for those taken directly by the Tremere. The surge of competing strains of vitae, combined with the magical energy inherent to the transformation, serves to wipe away the pre-existing memories and loyalties of a new Gargoyle, leaving a tabula rasa on which the Tremere can work. The process is a trifle gentler for Gargoyles Embraced by other Gargoyles, who sometimes retain at least vague senses of their former lives, but even so most of their past just dissolves under the occult onslaught.
As for what drives a Gargoyle to Embrace a mortal, most times it is a case of simple obsession. There is neither reason nor rhyme to the matter, and even the most eloquent members of the bloodline shrug and put it down to "gut feeling".
All Gargoyles, much like the Nosferatu, are hideous to look at, a byproduct of their occult origins (and the varied Kindred stock from which they originate). This means that Gargoyles, just like the Nosferatu, have to hide their existence from common mortals, as their mere appearance is a breach of the Masquerade.
In addition, the nature of the bloodline's origin manifests itself in the fact that Gargoyles are highly susceptible to mind control of any source. This weakness is intentional; a flaw placed into all Gargoyles by the Tremere in the hope that it would make them easier to control (and less likely to rebel).
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Bloodline: Maeghar Parent Clan: Any Nicknames: Relics, Lost Butterflies
The Maeghar were never a bloodline. Most share no common ancestry with each other, and many do not even hail from the same Clan.
They are merely a collection of accidents, a mixture of blood and fae-blooded wyrd that should never have been possible, effectively a specific kind of Caitiff. There is no kinship here, no sense of shared destiny.
Originally, the Maeghar were called Kiasyd, a collection of isolated accidents that appeared when a Cainite tried to inflict his curse on a being with fae-blood. When the Middle Ages drew to a close, the Renaissance picked up, and the Kiasyd began disappearing as one of their lot sought to rule alone; they did not fight back. They did not speak out; they did not resist. They simply packed their belongings and left both disputed territory and their old name behind.
In the modern nights, Maeghar are solitary wanderers who travel from place to place, having no real ties to mortals or Kindred. They avoid the Sabbat and Marconius' Kiasyd brood. Typically, they will have a single prized, and disturbing, collection of some small item like children's teeth, finger bones, or broken dreams.
All Maeghar have some physical feature indicating their fae nature, which can range from the subtle (snow white skin and ebony hair) to the blatant (six arms).
In the rare event a Maeghar Embraces, the childe will only be Maeghar if they were faerie-blooded (that is, a kinain or changeling), otherwise they will be Caitiff.
The Maeghar's weaknesses are three-fold – like the Kiasyd, they are vulnerable to cold iron; the ability to identify them as otherworldly is reduced; and they are repulsed by drinking from mortals directly, requiring the blood to be drained into a container, although they can feed from vampires directly.
In earlier times, when the Maeghar held the Kiasyd name, even those of their childer who had not been faerie-blooded in life became Kiasyd, and they could drink from mortals directly without resorting to a container. They had access to Mytherceria and two Disciplines from their original sire's list; Necromancy was not yet common amongst them.
Maeghar are solitary creatures, often more interested in the Shadowlands than contact with the world of the living. When they meet with another of their kind, the exchange will be brief, but polite, before both will leave each other behind.
Recognizing the need for some form of support in a dark and dangerous world, many Maeghar have fallen in with the Tal'Mahe'Ra and will provide services to that sect.
The Morbus bloodline of the Mekhet Clan dates back to the Camarilla and is specialized on feeding from the sick and infirm.
The Morbus condition, as it is also called, was first documented by modern vampiric historians during a plague that afflicted mortals and have been associated with plagues and their effects ever after. The modern bloodline was founded by Thascius Egnatianus Hostilinus. According to tales the first true Morbus were early religious vampires. Prior to the rise of the Lancea et Sanctum, these religious kindred faced discrimination and were forced to feed among the most wretched of the poor. When plague struck, the religious vessels were hit hardest, but they were granted the ability to manipulate disease and inflict it on the proudest and most powerful as well as the poor.
The early Morbus served the Lancea, spreading their diseases among the unfaithful and delivering the wasting and dying from their pain. Their activities brought them under the scrutiny of the Senex, who disapproved of the spreading of disease among the Canaille.
Most Morbus, however, do not concern themselves with their origin, instead focusing on surviving the modern nights. No longer harbingers of holy judgement, the Fog of Eternity has reduced them to wandering fugitives that find it difficult to ingregate themselves into the modern society of mortals, whose medicinal accomplishments make the feeding habits of the Morbus serious threats to the Masquerade, and the Danse Macabre, as most Kindred shun the Carriers out of fear of being infected by them.
The Morbus are slaves to a highly rarefied palate. Only the blood of diseased and dying mortals sustains them, while healthy blood turns to ash in their mouths (though they may take Kindred Vitae and be nourished by it as normal). They can feed from other vessels only when frenzying, but doing so does not replenish their Vitae to any degree whatsoever. Some Morbus feel compelled to drink blood infected with only one specific disease, but this restriction is only a matter of taste or a psychological limitation. Should such a member be brave or desperate enough to drink from a victim with a different affliction than his preferred one, he suffers no penalty. While these diseases don't adversely affect the Morbus themselves (usually), they can occasionally be transmitted when the Kindred feed, share blood with their ghouls or have sex.
The Morbus bloodline is a shameful aberration in the eyes of most Mekhet, which makes it all but impossible for a confirmed Morbus to gain any Status Merit or clan offices among the non-afflicted. What's more, a surviving descendent of a confirmed Morbus who is not a member of the bloodline stands to lose standing by association, both from Mekhet who expect him to follow in his ancestor’s footsteps and from other Morbus who wonder why he’s afraid to do so.
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Posted: Fri Oct 25, 2024 6:50 pm
Bloodline: Rötgrafen Parent Clan: Ventrue Nicknames: Sea Kings, Red Dukes
The Rötgrafen are a bloodline from the Ventrue Clan of vampires. Undead pirates, they are a menace of the seas and known for their battle-lust.
They are usually affiliated with either the Circle of the Crone or the Carthian Movement.
The founder of the bloodline was Sigrún Ericsdottir, who claimed to have been a b*****d daughter of Eric the Red. Sigrún was a competent raider and was part of a expedition to Canada, along with two rival ships under the control of the brothers Sindri and Tryggvi. When Sigrún was unable to convince the two to abandon the expedition, she claimed that they plotted to kill her. She and her crew attacked their settlement, where Sigrún slaughtered the unarmed women and children when her crew refused to. After she had to flee back over the sea to her base, news of her crime had spread and Sigrún was banished. She sailed back to Norway, where a Ventrue already awaited her, intrigued by the tales of her deeds. As the Embrace was not sanctioned by the local Prince, Sigrún found herself banished again, cast adrift a ship to await the sun. Sigrún herself tells that she was approached by the god Loki, who told her that her deeds in life had amused him. He said that he would help her survive to see another night if she would offer her service, and the service of all she created, to fight in his army of the unholy dead at Ragnarök, the great battle at the end of the world. He offered her the blood of his own children to seal the pact. The blood of Fenrisulfr, he explained, would enhance her natural ferocity and gift her with the power to shift her form. The blood of Jörmungandr would help rejuvenate her corpse and grant her the power to withstand any assault. The blood of his daughter Hel would grant her rightful rule over a great army of the undead. Sigrún agreed.
While modern Kindred often dispute this legendary tale, soon afterwards, numerous "ghost ships" under the leadership of Sigrún began to terrorize the Seas. Numerous of Sigrún's childer were installed as jarls of important ports, while her fleet controlled much of the northern seas. When Sigrún, however, attacked a small village under the protection of the Lancea Sanctum. The attack sparked numerous Sanctified Crusades against her, which eventually resulted in Sigrún's Torpor around the beginning of the 14th century. Without her leadership, the bloodline fell into vicious infighting and much of their control over the seas slipped from them. Loyalists to Sigrún and her ideology joined with the Circle of the Crone, while others, called the Votaries of Hel, rejected her and her mythology and instead fled across the Atlantic. They inserted themselves into the Carribean. There, numerous members affiliated themselves with proto-Carthian movements.
The modern Rötgrafen are usually nomadic, taking efforts to remain close to the sea. Most of the Sea Kings, even those sired recently, buy into the idea that the sole purpose of their Requiem is the preparation for Ragnarok. They emphasize martial prowess, and if their home domain is one of relative peace among the Kindred, many Sea Kings will take to the seas and hunt, keeping their skills sharp.
In addition to the weakness of the Ventrue Clan, the Rötgrafen are even more susceptible to fire and are likelier to fall into fear Frenzy in the presence of fire.
Anvari are a bloodline of the vampiric Clan Daeva who can only feed on the blood of someone currently high on opiates or opiods. They are looked down on by the rest of their Clan and by vampire society at large for their association with human addicts: some worry that they are putting the Masquerade at risk, while others simply see a herd of chemically dependent kine as distasteful. This leaves Anvari in a precarious position, vulnerable to both their fellow Kindred and mortal law enforcement if their ties to the narcotics trade are uncovered.
Anvari only gain half vitae if they attempt to feed on a human who is not currently intoxicated by an opium derivative or synthetic substitute; their signature discipline, Nepenthe, allows them to inflict the effects of an opiate high on the target for feeding purposes. Of course, Anvari also experience the effect of the drugs after feeding, which can make them extremely vulnerable. Anvari are also uniquely sensitive to their Vices.
The bloodline traces is origins to Sepehr Anvari, a Persian opium merchant. Anvari was Embraced by an opium-addicted sire, and he himself found his clients to be an easy and abundant source of blood. His childer followed the opium trade around the world, pushed nearly to extinction where it was suppressed and flourishing where it ran wild. In modern nights, the largest numbers of Anvari are found in the North America and Western Europe, the largest markets for recreational opiates, though smaller numbers are found in opium-producing countries.
The Galloi are a bloodline of the Nosferatu Clan of vampires.
Vitae contains undeniable power and the Galloi know this. These vampires believe themselves to be prime examples of what the Blood can truly do. The Kindred of this bloodline believe that the Blood has reversed the Nosferatu curse. They claim that Vitae not only feeds them and empowers them but has also literally made the fiendish beautiful once again, if only for a time. To re-form his gruesome carcass, the Galloi bathes in blood, immersing himself completely within it. Once he withdraws from his bath, his monstrous flesh is replaced with an eerily perfect figure. Others call this bloodline the “Pretties,” a bitter sobriquet illustrating the alarmingly unnatural beauty of these monsters.
The Galloi do not discourage the epithet. The bloodline has carried the knowledge of the ritual bloodbath since the primeval nights. The Pretties do not question from whence the power or wisdom comes. Revering the goddess Cybele, these blood-smeared cultists act as her voice among the Acolytes of the Circle of the Crone.
A Galloi must mix vitae with water, perfumes, oils and other arcane emollients. She must then immerse herself beneath the surface for a full hour. If she does this, she emerges from the bath changed. This beauty lasts for a number of nights.
If she does not immerse herself in another appropriate bloodbath before that time runs out, her appearance becomes skeletal and her body emits an odor of putrescence. Mortals within five yards of her are subject to a nauseating smell. Worse, when in this state, the vampire suffers from the Inferiority Complex derangement (mild), or Anxiety (severe) if she already has the mild version.
The Lamiae (singular Lamia) were a bloodline of the Cappadocian clan, founded by Lamia (a rumored descendant and high priestess of Lilith). Members of this bloodline served the Cappadocians as dervishes and warriors until the purge orchestrated by the Giovanni.
According to the Giovanni, when Lamia herself was diablerized, she passed on the curse to the Giovanni, which manifested as the Giovanni's extraordinarily painful Kiss.
The Lamia were a bloodline of Cainites devoted to defending Clan Cappadocian, though originally they were a group of cultists that claimed to be descended from Lilith, Adam's first wife. Their high priestess (who claimed the name Lamia) was rumoured to be a direct daughter of the Dark Mother. According to legend, the Cappadocian elder named Lazarus found her performing sacred rites to Lilith. Impressed by her skill and perhaps taken with her fierce beauty, he Embraced the high priestess.
While she died and the Change took her, Lilith was said to have given her a vision; a deep understanding of her future and that of the Cappadocians. When she recovered, she whispered something to Lazarus, and the Cappadocian elder fled in terror.
Lamia did find her way back to the clan, though, and her bloodline became the warriors and guardians of the Cappadocians. They were never very numerous, but important Graverobbers often had at least one Gorgon standing at their side. The Lamia learned to feed sparingly, since their bite carried disease, and developed their own path of Necromancy based on the four humors. Over the centuries, they became an important resource for the Cappadocians. And yet, behind their loyalty was perhaps a greater dedication to the Dark Mother and to the vision of their founder.
The Lamia were a cult, still practising their rituals, and devoutly spreading the word (and disease) of Lilith. While men were Embraced, women were seen as closer to Lilith and had a much greater influence over the bloodline.
The sire-childe relationship in the Lamia was very strong, as most Lamia had to remain with their sires for at least a year to achieve the necessary combat skill to be of use. Lamia remained the leader of the bloodline until her destruction, but her first and most important order to her daughters was to serve the Cappadocians.
As worshippers of death in the form of the Dark Mother, the Lamia carry a curse they call the "Seed of Lilith", which is a virulent disease akin a Black Plague-like pox that could infect those from whom they feed (especially men), and which was invariably fatal after only a few days. Other Kindred who fed from a Lamia were also infected, but they became carriers instead of being destroyed by the infection until they purged all Lamia vitae from their body.
While they are loyal to their parent clan, the Lamia are forever separate, and Lamia's childer worship the Dark Mother as she did in life. More physical and sensual than their studious parent clan, they are also great warriors and bolstered the defences of the Cappadocians.
The Lamia were somewhere between the High and Low Clans. They were not a Clan themselves, but were considered part of Clan Cappadocian in most Cainites' understanding. Other Cainites, however, treated them respectfully as servants or soldiers, both out of deference to their skills and to their patrons.
The Lamia did not share the Cappadocians' pallor, however. Many of them were of Mediterranean or Semitic descent, though as the Cappadocians traveled across Europe with their Gorgon bodyguards, other nationalities came into the bloodline as well. Though the bloodline was predominantly female, it was not uncommon for Lamia to dress as men (usually armed and armored).
Since the Lamia Embraced women almost exclusively, they seldom had the chance to Embrace trained warriors, since few women were trained in the art of combat during the Dark Ages.
Instead, the Gorgons often chose women who had some experience with death. Women who had attempted or contemplated suicide, or had recently committed murder, were common choices. Likewise, women with a pronounced interest in black magic or scholarly pursuits in general were candidates for the Lamia Embrace. The Gorgons reasoned that training in combat could come after the gift of immortality.
The Lamia shared havens with their Cappadocian patrons. When they made their own, they often chose crypts and sarcophagi, preferring to be alone among the dead (feeding on the recently dead also minimized their chance of starting an outbreak of plague).
Faction: Independent Disciple: Antediluvian: Durga Syn Methuselah:
The Phuri Dae are the only remaining caste of the Ravnos. Claiming descent from the Rroma, the Phuri Dae (literally "Old Mother") are seers, prophets, oracles and collectors of lore within the clan. The Phuri Dae use the Discipline of Auspex instead of Fortitude.
While the abilities of the Phuri Dae are not inherent to blood ties or lineage, they tend to appear more frequently in blood lines with previous Phuri Dae within them or are passed down from sire to childe. The abilities are a rare manifestation however and few Phuri Dae currently exist. Most remain within their Kumpania and are a praised asset by their Baro.Younger Phuri Dae remain with their Sire for many years. Though some have been known to wander far from home.
Amongst the gajo they are your typical fortune tellers, star chart and tarot readers. Anything to aleve an unsuspecting gajo of his or her coin and/or posessions.
There is also a family of power among the mortal Rrom known as the Phuri Dae; like the Ravnos Phuri Dae, they are renowned seers and lorekeepers.
The Oberlochs are a rural Gangrel bloodline which remain on the fringes of cities, often ignorant even of the existence of other Kindred.
The line began at a coal mine were a riot was incited against their oppressive bosses. Most of the family who owned the mine were killed horrifically; the Gangrel who had started the riot decided to Embrace the survivors, assuming they would be driven mad by hunger and destroy each other. Instead, after a period of wandering, the three Oberlochs decided to settle in a tiny town, which they could rule as a tiny kingdom of their own. They figured out how to Embrace childer, and when the "family" became too large to sustain themselves amongst the kine, they began to spread out to other rural towns where they could exercise their influence.
Unlike other Kindred, the Oberlochs continue to age after the Embrace, losing strength and stamina as their body degrades. "Old Alice" Oberloch, one of the original three, is rumored to still exist, too weak to survive without constant caretakers. They are obsessively loyal to their "family" and require any initiates to undergo horrific tests of endurance both before and after the Embrace. Local leaders are referred to as "Grandmother" or "Grandfather" and childer must show proper subservience to their sire.
Collectively the Oberlochs are almost entirely ignorant of the existence of other Kindred, never mind their society, as they shun the large cities where most vampires make their homes. They have some limited knowledge of werewolves, who they occasionally encounter in territory disputes. Their havens often take the form of "horror houses" full of bloodstained furniture and feral animals, and they prefer to prey on travelers and those at the fringes of their adopted communities.