Vampire: The Masquerade
LorebookThe largest VtM lorebook on Chubfrom Chub
by NeoConker626· on Chub· added
Tokens: 0 permanent · up to 582 lorebook · budget 582
Description on Chubfrom Chub
A lorebook for Vampire the Masquerade. Put a lot of work into it. It isn't comprehensive since, it is a huge setting, but I do believe it covers much more than any other VtM lorebook here on Chub. Covers most of the important general things, and some Chicago-specific characters and setting info.
Listed as “Neo's Vampire the Masquerade Lorebook”
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 149
- Favorites
- 33
- Messages
- 0
- Forks (upstream)
- 8
- Tokens (upstream)
- 6,759
Created Updated Archived since
Book description
A lorebook for Vampire the Masquerade. Put a lot of work into it, but it isnt comprehensive since it is a huge setting. Covers most of the important general things, and some Chicago-specific characters and setting info.
Vampire: The Masquerade
74 entries · scan depth 10 · budget 1,000 tokens · recursive
- #1Vampire
Keys: ancilla, leeches, kindred, lick, vampire, ancillae, cainite, elder, neonate
Vampires, or Kindred, are immortal beings created through the Embrace, where a mortal is drained and fed vampiric blood. Sustained by vitae, they wield Disciplines and belong to clans and sects like the Camarilla or Sabbat. Ranks include Neonates (under 100 years), Ancillae (100-300 years), and Elders (over 300 years), with power tied to generation.
- #2Werewolf
Keys: werewolf, garou, lupine
Werewolves, known as Garou, are shape-shifters protecting nature from corruption. They are enemies of vamppires, seeing them as a corruptive force against nature, as seen in the 1993 Chicago War where Lupines attacked Kindred. Vampires know little of Garou tribes or politics, viewing them as territorial threats.
- #3Generation
Keys: methuselah, sire, generation, progeny, bloodline, antediluvian
Generation measures a vampire’s closeness to Caine, the first vampire. Lower generations (e.g., 4th-5th) grant greater power, blood potency, and Discipline strength. Higher generations (e.g., 13th) are weaker. Diablerie, consuming another vampire’s soul, can lower generation, as some elders like Helena practice.
- #4Camarilla
Keys: prince, sect, ivory tower, elysium, inner circle, primogen, camarilla
The Camarilla is a global vampire sect enforcing the Masquerade and order via Princes (city rulers), Primogens (clan advisors), and Elysiums (neutral grounds). Valuing tradition, it dominates cities like Chicago, often opposing Anarchs and Sabbat.
- #5Anarch
Keys: movement, baron, anarch
Anarchs are vampires rejecting Camarilla authority, seeking freedom and equality, often led by Barons. Comprising mostly Neonates, they control cities like Los Angeles but face persecution in Camarilla strongholds like Chicago, where they risk Second Inquisition exposure.
- #6Sabbat
Keys: sword of caine, ductus, pack priest, vaulderie, sabbat
The Sabbat is a sect embracing vampiric monstrosity, rejecting the Masquerade, and worshiping Caine. Organized in packs bound by the Vaulderie ritual, they wage war against Camarilla and Anarchs
- #7Disciplines
Keys: power, auspex, celerity, supernatural, protean, potence, dementation, dominate, quietus, fortitude, presence, animalism, chimerstry, serpentis, ability, obfuscate, discipline, oblivion, blood sorcery, vicissitude
Disciplines are vampiric powers, with each clan specializing in three:
Auspex: Enhanced senses.
Celerity: Super speed.
Dominate: Mind control.
Fortitude: Resilience.
Obfuscate: Stealth.
Potence: Strength.
Presence: Charisma.
Protean: Shape-shifting.
Animalism: Animal control.
Blood Sorcery: Blood magic.
Vicissitude: Flesh-crafting.
- #8Caine
Keys: Cain, Caine
Cain, the biblical figure cursed for killing Abel, is the first vampire. His bloodline spawned the clans via the Antediluvians. Revered by the Sabbat, his rumored return signals Gehenna, the Kindred apocalypse, a myth shaping vampire culture.
- #9The Beckoning
Keys: beckoning, middle east, gehenna, call
The Beckoning is a mysterious call drawing elder vampires to the Middle East, possibly tied to Antediluvian awakening or Gehenna. It has depleted elder ranks in cities like Chicago, creating power shifts, with some resisting via diablerie.
- #10The Masquerade
Keys: hidden, masquerade, secrecy, breach
The Masquerade is the Camarilla’s law to hide vampire existence from mortals, preventing hysteria and hunter attacks. Breaches, like public feedings, risk Blood Hunts. Princes enforce it strictly to evade the Second Inquisition.
- #11The Traditions
Keys: law, traditions, tradition
Masquerade: Hide the existence of vampires. Domain: A kindred's hunting ground is his own territory, and he rules it absolutely. Progeny: Sire only with permission of one's elders. Accounting: Until childer are released, their actions are the responsibility of their sire. Hospitality: Honor the domains of others, and present oneself to the ruler of any domain you visit. Destruction: The right to kill Kindred is reserved for the Elder of a community. Only an elder may call a Blood Hunt.
- #12The Second Inquisition
Keys: hunters, second inquisition, si
The Second Inquisition is a mortal coalition of intelligence agencies and religious groups hunting vampires with advanced technology. Triggered by Masquerade breaches, it threatens Kindred globally, forcing vampires to use analog communication to avoid detection.
- #13Antediluvian
Keys: founder, before the flood, sleeping horror, blood god, usurper, clan founder, antediluvian, third generation
Antediluvians are the Third Generation vampires, believed to be the founders of the 13 clans. As Caine's grandchildren, they are god-like beings with immense power, often associated with myths and the prophesied apocalypse, Gehenna. Many are thought to be in torpor or dead, but their potential awakening is a source of fear and intrigue among Kindred. Examples include Ravnos, Cappadocius, and Lasombra, each tied to their respective clans' origins and destinies.
- #14Methuselah
Keys: methuselah, ancient, fourth generation, fifth generation
Methuselahs are ancient vampires, typically of the Fourth or Fifth Generation, who have survived for millennia. They are masters of the Jyhad, often manipulating younger Kindred from the shadows while in torpor. Many suffer from the "Thirst of the Methuselah," requiring them to feed only on vampire blood. Notable examples include Baba Yaga (Nosferatu) and Helena (Toreador), whose influence extends to cities like Chicago.
- #15Chicago
Keys: Chicago
Camarilla State: Proclaimed the “unassailable throne of the American Camarilla” by Prince Kevin Jackson, Chicago is a stronghold favoring Ventrue and Toreador. Jackson’s progressive facade hides persecution of Anarchs, Clanless, and Duskborn, with “education” involving threats and Blood Bonds.
Timeline: 1993: Chicago War: Lupines attacked the Succubus Club, prompting Lodin’s Blood Hunt. One-third of vampires, including Lodin, died amid Sabbat and Lupine assaults.
Post-1993: The Primogen Council ruled, brokering peace with Lupines and delineating territories.
Late 2010: Kevin Jackson became Prince, toppling Joseph Peterson. He eradicated gangs and focused on STEM, aiming to make Chicago the Camarilla’s crown jewel.
Modern Nights (2025): Jackson’s rule crushes Anarchs, hunts Clanless and Duskborn, and silences dissent with Hounds burning havens.
- #16Succubus Club
Keys: Portia, Helena, Succubus
An iconic Chicago nightclub and Elysium, opened in 1982 under Brennon Thornhill, childe of Prince Lodin. Built over Helena’s torpid haven, it serves as a key vampire gathering place. Attacked by Lupines during the 1993 War of Chicago, resulting in Thornhill and Lodin’s deaths. Helena, under the public alias "Portia," reopened it post-1991 awakening. A mobile franchise operated across American cities in the late 1990s. The club remains a central hub for vampire politics, with Helena using it to maintain influence over Chicago’s Kindred.
- #17Golconda
Keys: golconda, dah
A mystical state of enlightenment where a vampire is no longer subject to the Beast, or alternatively the Beast and human aspects of a vampire are in balance.
- #18Humanity
Keys: remorse, Humanity, conscience, stains
Humanity reflects a vampire’s remaining empathy, conscience, and connection to mortal ethics. Every act of cruelty, predation, or betrayal risks leaving a “stain” — a moral wound that erodes self-control and drags the vampire closer to the Beast. Vampires with high Humanity can blend among mortals and feel genuine remorse, while those who abandon it become cold predators, alien in thought and instinct. The struggle to preserve Humanity is constant; without it, a Kindred becomes little more than the hunger that drives them.
- #19The Beast
Keys: frenzy, wassail, beast
The Beast is an innate demonic predator that awakens within each and every vampire upon their Embrace. It stands in direct opposition to a vampire’s Humanity and is responsible for many of the debased urges they feel on a nightly basis. In times of extreme distress the Beast can overwhelm a vampire forcing them into a state of pure animalistic fight or flight, which is referred to as Frenzy or Rötschreck. If a vampire forsakes their humanity or Path of Enlightenment too deeply, they will be fully taken over by the Beast, undergo the Wassail, their final frenzy, and turn into a Wight for the rest of time.
- #20Gehenna
Keys: , gehenna, final nights
In Noddist mythology, Gehenna is the Kindred apocalypse. It is the time when the Antediluvians will rise from their slumber and devour their descendants.
Modern Kindred mark either the turn of the millennium or the mid-to-late 2000s (mostly depending on perspective) as the beginning of Gehenna, with the shape that the in-progress event has taken in the following decades being referred to as the Gehenna War.
- #21Eternal Struggle
Keys: eternal struggle, jyhad
The ongoing battle for dominance between Methuselahs (ancient Kindred, possibly including the Inconnu) and the Antediluvians that began during the time of the First City and continues into the Modern Nights. It is a subtle conflict which is fought in the every-night interactions of younger vampires, most of whom are entirely unaware they are being controlled and used as pawns.
The Camarilla long maintained a policy of officially denying the reality of the Jyhad, as they also did the existence of the Antediluvians. The Sabbat, on the other hand, seeks to end the Jyhad and its players, especially the Antediluvians.
- #22The Embrace
Keys: sired, sire, childe, embrace, siring, progeny, childer
The act of transforming a mortal into a vampire. It is the only act of reproduction of which the Cainites are capable. A vampire drains and replaces a victim's blood with a bit of their own to pass the curse of vampirism to a mortal.
A vampire who has changed another into a vampire is known as a sire. Alternatively, the act of committing the Embrace is known as "siring."
A sire's progeny are known as their childe or childer (plural).
- #23Diablerie
Keys: diablerie, cannabilism, amaranth
The act of drinking another vampire's blood and drawing their soul into one's own. Diablerie involves the consumption of another Kindred's vitae to the point of Final Death, but as the soul is consumed with the vampire's heart's blood, the vampire's destruction is absolute. The aggressor, dubbed the diablerist, automatically loses some of its Humanity and is branded by black streaks in their aura that may persist for several years. Still, the practice holds a great deal of allure, for it is said to bestow the greatest pleasure imaginable to the diablerist. The act can confer power to the diablerist, and if the victim was of significantly lower generation, the diablerist's own generation will lower.
- #24The Kiss
Keys: the kiss, bite, feeding
The act of biting and drinking blood from a victim, as well as the pleasure that it provides both participants. For a vampire, the act of feeding becomes highly sensual, regardless of their gender or previous sexual orientation. This applies to the victim as well. It is an extremely intimate experience, perhaps the most intimate experience either participant will ever experience. For the victim, a vampire's bite brings exquisite bodily pleasure, comparable to or even greater than the height of sexual release. The victims become paralyzed with euphoria, preventing them from escaping, and dulling their senses to the environment. A vampire can close the wounds from their feeding by licking the bite marks after.
- #25Blood Asceticism
Keys: asceticism
An uncommon practice some vampire's undertake to slowly starve their Beast in order to lessen their blood additiction. This requires great willpower, and practitioners often resort to distracting their hungry Beast through the agony of self-mortification or fully embrace isolation and privation.
- #26Hunger
Keys: thirst, hunger
The drive to feed, as it is with mortals and animals. For vampires, though, it is much more intense and takes the place of every other drive, urge, and pleasure.
- #27Kine
Keys: human, mortal, Kine, canaille, herd
A somewhat old-fashioned and derogatory term used by the Kindred to refer to mortals, referring specifically to the living as the herd upon which they feed. The expression “Kindred and kine” refers to all the people of the world, both living and unliving. The archaic singular (kow) isn't used. Canaille is an archaic term with the same general meaning as "kine", but even more dismissive of the mortal herd as a whole.
- #28Blood Bond
Keys: bond, blood bond, coeur-vrai, coils of apep, blood oath
A supernatural link of fidelity and dependency of one individual (the thrall) on a vampire (the regnant), created and maintained by the repeated consumption of vitae. After the first sip, a potential thrall develops positive feelings towards the vampire. After the second sip, the regnant becomes a very important person to the thrall, who may go out of their way to seek the regent's attention or please them. After the third sip, the blood bond is complete. The thrall is now subject to the regnant completely and loves them as much as they are capable of loving anyone
- #29Vitae
Keys: blood, vitae
The primal essence and energy of a vampire. Vitae, in vampire terminology, is blood. The blood is what sustains an undead body, although it doesn't produce it by itself, thus the reason vampires must take the blood of others in the form of feeding. It is used to power their body and their supernatural Disciplines.
- #30Clan
Keys: bloodline, clan
Clans are the primary social and familial units among vampires. Each clan represents a lineage of vampires sharing common traits, disciplines, and often a shared sire, tracing back to one of the Antediluvians. Clans are central to vampire society, influencing their members' behaviors, abilities, and allegiances. There are 13 main clans, each with its own history, culture, and role in the Jyhad, the eternal struggle for power among vampires. Clans can be aligned with different sects, such as the Camarilla, the Anarch Movement, or the Sabbat, though some clans are more independent or have members across multiple sects.
The 13 major clans From the Dark Medieval into the modern nights, the thirteen recognized clans are:
Clan Banu Haqim (formerly Assamite) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor. Clan Brujah - once philosopher-kings of an ancient civilization, but now rebels and rogues with a fearsome inclination toward frenzy. Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery. Clan Hecata (both subsumes and replaces Clan Cappadocian and Clan Giovanni) - an insular, extended family of vampires who practice the art of commanding the dead while commanding global finances. Clan Lasombra - proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say. Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity. Clan Ministry (formerly Followers of Set) - a religious movement that evangelizes the example of a chthonic god, while seeking out the world’s secret places and protecting ancient artifacts. Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect. Clan Ravnos - nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in. Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls. Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice. Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim. Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.
- #31Ghoul
Keys: retainer, servant, ghoul
A mortal who has been fed vampire blood, granting them enhanced abilities and longevity but also binding them to their vampire master through the Blood Bond. Ghouls serve as retainers, bodyguards, or spies for their sires and are crucial to many vampire operations. However, they are not true vampires and cannot survive without regular doses of blood.
- #32Blood Hunt
Keys: Lextalionis, Blood Hunt, Lex Talionis
Lextalionis, "an eye for an eye." A formal declaration by a Prince or other authority figure within the Camarilla to hunt down and destroy a vampire who has committed a severe crime, such as breaking the Masquerade or practicing diablerie. It is a serious matter, often resulting in the target's final death, and participation is expected from all loyal Kindred.
- #33Sheriff
Keys: hounds, enforcer, sheriff, hound
In Camarilla cities, the Sheriff is the Prince's chief enforcer, responsible for maintaining order, enforcing the Traditions, and carrying out punishments, including Blood Hunts. The Sheriff is typically a powerful and trusted vampire, often with combat-oriented disciplines. The work with Hounds, deputy enforcers who carry out their orders.
- #34Elysium
Keys: elysium, neutral ground, safe haven
Elysium is a location declared by the Prince as a safe haven where no violence or hunting is allowed. It serves as a neutral ground for Kindred to meet, negotiate, and socialize without fear of attack. Common Elysiums include nightclubs, mansions, or other secure locations.
- #35Justicar
Keys: justicar, high authority
Justicars are the highest-ranking members of the Camarilla, serving on the Inner Circle and acting as judges and enforcers of the sect's laws. There are typically seven Justicars, each responsible for a specific region or issue, and they have the authority to call Blood Hunts or intervene in princely disputes.
- #36Prince
Keys: praxis, ruler, prince
A Prince is the ruler of a city within the Camarilla, holding absolute authority over the Kindred within their domain. Princes are responsible for maintaining the Masquerade, enforcing the Traditions, and defending their city from threats, both internal and external.
- #37Primogen
Keys: elder, council, primogen
The Primogen are the council of elders representing each clan in a Camarilla city. They advise the Prince, help govern the city, and can influence policy and decisions. While their power varies by city, they are generally respected and influential figures.
- #38Baron
Keys: Baron, anarch
In Anarch-controlled cities, a Baron is the leader or ruler, often elected or recognized by the local Anarch population. Barons maintain order and represent the Anarch ideals of freedom and equality, though their methods and philosophies can vary widely.
- #39Menele
Keys: meneleus, menele
Menele is a Brujah methuselah and a longtime rival of Helena, the Toreador methuselah. Their feud dates back to ancient times, with Menele seeking vengeance for Helena’s betrayal during the Punic Wars. In modern nights, Menele has succumbed to the Beckoning, leaving Helena without her primary adversary.
- #40Helena
Keys: helena, succubus club, portia
Helena is a Toreador methuselah, one of the oldest and most powerful vampires in existence. Known for her beauty, political cunning, and mastery of Disciplines, she operates under various aliases. In modern Chicago, she operates as a younger ancillae named "Portia," guarding the truth of her identity as an ancient. She controls the Succubus Club and is involved in numerous schemes, making her a pivotal figure in Kindred society. She feeds via diablerie, having her servants Embrace mortals before feeding on them in an effort to stave off the Beckoning.
- #41Kevin Jackson
Keys: kevin jackson, kevin, jackson
Kevin Jackson is the current Prince of Chicago, a Ventrue known for his progressive yet authoritarian rule. He rose to power after the War of Chicago and has since worked to make Chicago the "unassailable throne of the American Camarilla." His policies include strict Masquerade enforcement and the persecution of Anarchs and Duskborn.
- #42Lodin
Keys: lodin
Lodin was the Ventrue Prince of Chicago for centuries until his death during the War of Chicago in 1993. Known for his iron rule and paranoia, he maintained strict control over the city’s Kindred, purging rival clans and enforcing the Masquerade. His legacy continues to influence Chicago’s vampire politics.
- #43Ballard
Keys: ballard, horatio, ballard industries
Horatio Ballard is a powerful Ventrue elder and the head of Ballard Industries, a major financial empire in Chicago. His sire was Lodin. He is a supporter of Prince Kevin Jackson and plays a significant role in the city’s economy and Kindred society. His wealth and influence make him a crucial ally or formidable enemy.
- #44Alan Sovereign
Keys: alan, alan sovereign, sensechal, sovereign
Alan Sovereign is a Ventrue vampire and the Seneschal of Chicago under Prince Kevin Jackson. He is known for his financial acumen, controlling much of the city’s banking industry, and his paranoia about the Second Inquisition. His complex relationships with other Kindred, including his sire Horatio Ballard, make him a key figure in Chicago’s politics.
- #45Prias
Keys: prias
Prias was Helena’s mortal lover and later her ghoul. He played a crucial role in her early vampiric life, helping her diablerize her sire Minos, and organizing the construction of the Succubus Club as her haven. He was killed during the War of Chicago, but his influence on Helena’s schemes persists through his research and legacy.
- #46Ventrue
Keys: clan of kings, monarchs, blue bloods, ventrue
The Ventrue, known as the "Blue Bloods," or "The Clan of Kings," are aristocratic vampires who value power, prestige, and control. They often hold positions of authority in mortal society and within the Camarilla. Their disciplines - Dominate, Presence, and Fortitude - allow them to command others, inspire awe, and withstand physical harm. They are primarily aligned with the Camarilla.
- #47Brujah
Keys: brujah, rebels, rabble
The Brujah are passionate, often rebellious vampires who champion causes and fight for what they believe in. They are known for their strength, speed, and charisma, with disciplines like Celerity, Potence, and Presence. The Brujah are split between the Camarilla and the Anarchs, reflecting their diverse ideologies.
- #48Toreador
Keys: toreador, torries, aesthetes, degenerates, artists, clan of the rose
"The Clan of the Rose," Toreador are the artists and aesthetes of the vampire world, valuing beauty, creativity, and culture. They often influence art, fashion, and entertainment, with disciplines like Auspex, Celerity, and Presence enhancing their senses, speed, and charisma. They are primarily aligned with the Camarilla.
- #49Gangrel
Keys: nomads, ferals, gangrel, outlanders, clan of the beast
"The Clan of the Beast," Gangrel are nomadic vampires in tune with nature, often seen as outsiders. They have a deep connection with animals and can shapeshift, with disciplines like Animalism, Fortitude, and Protean. They are independent, with some aligning with the Anarchs.
- #50Nosferatu
Keys: nosferatu, sewer rats, spooks, orloks, clan of the hidden, horrors, haunts
"The Clan of the Hidden," Nosferatu are monstrous, often hideous vampires who live in the shadows. They are the information brokers of the Kindred world, using Animalism, Obfuscate, and Potence to survive and gather secrets. They are primarily aligned with the Camarilla.
Showing 50 of 74
1 file
- .jsonjson_lorebook
78.6 KBfirst seen cd12b8b403e4119e
Opens with the tab.
