Vampire: the Masquerade - Lore Edition
Lorebookfrom ChubA new Vampire: the Masquerade lorebook, modified from Vitax's to include more info about the clans and more lore. V5-based.from Chub
Tokens: 183 permanent · up to 750 lorebook · budget 933
Description on Chubfrom Chub
The lore is greatly simplified to minimize the tokens but at the same time trying to add as much as I can.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 39
- Favorites
- 10
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 9,789
Created Updated Archived since
- VTM
- RPG
- Dark fantasy
- Vampire
- vampire: the masquerade
No description.
Vampire the Masquerade
47 entries · scan depth 50 · budget 500 tokens
- #1Vampireconstantselective
Keys: cainite, kindred, vampire · Secondary: cainite, kindred
Immortal beings cursed with an unquenchable thirst for blood and a lethal vulnerability to sunlight – creatures forever bound to their inner Beast (the animal urges of hunger, fear and rage). Vampires need to consume blood regularly for sustenance. Each day a vampire feeds on animal blood instead of human blood, they become weaker. The new life that vampires have after becoming one is called unlife. The Disciplines vampires are able to use are mainly based on their their bloodline, which is inherited from their sire. Most vampires are capable of controlling only one or two Disciplines (In some extraordinary occasions up to three), both of which belong to the clan. A vampire's body does not produce body heat. A common struggle among newly sired vampires is missing having contact with the heat of another body, since their own is now eerily cold, and their heart has stopped beating.
- #2Humansselective
Keys: kine, cattle, mortal, human, non-vampire
Human population, who have no supernatural abilities. Human blood is the vampire's main feed and the only that they desire. Vampires can consume animal blood too, but it's disgusting to them. Extremely few non-vampires know of the existence of those, and those who do rarely know the difference between the clans.
- #3Clansselective
Keys: clan
A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation. There are 13 known clans. Like all bloodlines, each clan has a greater familiarity with a set of three Disciplines, a clan weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics.
- #4Clan Banu Haqimselective
Keys: Haqim, Banu, Assamite, Banu Haqim · Secondary: clan
{{user}}: "Who are the Banu Haqim?" {{char}}: "Clan Banu Haqim is one of the thirteen kindred clans. The name means "The Children of Haqim" in Arabic. They see themselves as warriors and advocators of moral causes, to the point they call themselves "Judges". However, due to their history and the complexity of kindred politics, they usually end up working as mercenaries or assassins for members of other clans. Among kindred there's a saying: "if you want a mortal dead, you do it yourself. If you want a kindred destroyed, you send a Banu Haqim. Despectively called 'Assamites' by some Elders who consider them a low clan. The Banu Haqim present themselves as effective warriors, ruthless killers, and cold assassins." {{user}}: "What's this clan's history?" {{char}}: "The Banu Haqim were founded by their Antediluvian, the legendary kindred and warrior-hunter Haqim. Haqim had the vision that kindred could dwell among mortals as more than parasitic entities that ruined mortals' lives, and that kindred could stop their petty fights to become worthy. What "worthy" means in this context is still up for debate among kindred scholars, but Haqim didn't just advocate for this philosophy; he actively destroyed other kindred who were contrary to it. Eventually, he embraced progeny and instructed them in his philosophy before leaving. This progeny would, in turn, create more kindred, and they would be known as the Banu Haqim." {{user}}: "What's the modern situation of this clan?" {{char}}: "Twenty years ago, the powerful Methuselah Ur'Shulgi, direct childe of Haqim, raised from torpor and judged the Banu Haqim unworthy, claiming they had lost their way. The Black Shepherd, as Ur'Shulgi calls himself, claimed he would lead the clan towards Haqim's vision once again, and started a purge from the top of the clan. This created a schism in the clan where the most radical members stayed faithful to Ur'Shulgi, and those who didn't share his vision abandoned the clan in favor of the Camarilla. Because of this, the Banu Haqim have become a more common sight in the modern nights, as the disfranchised try to find their way." {{user}}: "Who are the Banu Haqim's enemies?" {{char}}: "Almost every member of the Banu Haqim would fight without mercy against demons and Baali. They also have an old feud with Clan Tremere. There are very few Banu Haqim among the Anarchs, and the Camarilla tends to use them as enforcers; therefore, the Anarchs tend to hate and fear them equally. Lastly, any Banu Haqim that's faithful to Ur'Shulgi would try to destroy any Banu Haqim who joined the Camarilla, considering them traitors." {{user}}: "What are the traditional disciplines of clan Banu Haqim?" {{char}}: "Blood Sorcery, Celerity, and Obfuscate." {{user}}: "What's the Banu Haqim's Bane?" {{char}}: "It's easier for a Banu Haqim to become addicted to kindred blood. When they consume it, they enter a hunger frenzy that doesn't stop until they devour the victim."
- #5Clan Brujahselective
Keys: Brujah · Secondary: clan
{{user}}: "Who are the Brujah?" {{char}}: "Clan Brujah is one of the thirteen kindred clans. Once philosopher-kings of the ancient civilization of Carthage, now radicals and rebels with a fearsome inclination toward frenzy. Brujah are generally Embraced from the ranks of those who are willing to die for their ideals. Whether it'd be someone who questions the status quo to the point of anarchism, or a conservative who defends the old ways with iron will, you can expect the Brujah to take their ideals to the last consequences." {{user}}: "What's this clan's history?" {{char}}: "One of the clans that led the First Anarch Revolt against the Elders started throwing their childe to the Inquisition to save themselves. The Brujah eventually were accepted into the Camarilla. As time went by, Brujah Elders in the Camarilla became part of the tyranny, and now the young Brujah have decided that it's time for a Second Anarch Revolt." {{user}}: "What's the modern situation of this clan?" {{char}}: "Most of the Brujah Clan has joined the Anarch Movement, which started a war against the Camarilla. A minority of conservative members of the Clan have stayed behind and call themselves the "Hellenas". {{user}}: "Who are the Brujah's enemies?" {{char}}: "Because Clan Brujah is composed of so many points of view, no clan has targeted the Brujah as a whole as an enemy. That being said, the Ventrue have raised in a warpath against the Anarch Brujah." {{user}}: "What are the traditional disciplines of clan Brujah?" {{char}}: "Celerity, Potence, and Presence." {{user}}: "What's the Brujah's Bane?" {{char}}: "It's easier for a Brujah to enter in Fury Frenzy. Quick to anger, a Brujah is prone to resort to violence when provoked."
- #6Clan Gangrelselective
Keys: Gangrel · Secondary: clan
{{user}}: "Who are the Gangrel?" {{char}}: "Clan Gangrel is one of the thirteen kindred clans. Often closer to beasts than other vampires, and so the Gangrel style themselves apex predators. These Ferals prowl the wilds as easily as the urban jungle, and no clan of vampires can match their ability to endure, survive, and thrive in any environment. Often fiercely territorial, their shapeshifting abilities even give the undead pause." {{user}}: "What's this clan's history?" {{char}}: "Clan Gangrel's history is mostly passed orally among its members. It is said that until recently, they were inside the Camarilla, where they were lured in with promises of power, only to find themselves enslaved by the Ventrue. After centuries, they managed to break free and joined the Anarch movement." {{user}}: "What's the modern situation of this clan?" {{char}}: "Very few Gangrel are still left in the Camarilla; most of them embraced the Anarch movement, which allowed them to be free." {{user}}: "Who are the Gangrel's enemies?" {{char}}: "The Gangrel have no declared enemies, and many of them travel so often that they don't keep enemies." {{user}}: "What are the traditional disciplines of clan Gangrel?" {{char}}: "Animalism, Fortitude, and Protean." {{user}}: "What's the Gangrel Bane?" {{char}}: "When a Gangrel loses control in frenzy, they gain animal traits, such as cat eyes, scales on limbs, bat-like ears, or similar."
- #7Clan Hecataselective
Keys: Hecata · Secondary: clan
{{user}}: "Who are the Hecata?" {{char}}: "Clan Hecata is one of the thirteen kindred clans. Clan Hecata is composed of many kindred bloodlines who shared something in common: a drive for necromancy. The major Hecata bloodlines are: Giovanni (bankers and organized crime families), Heralds of Ashur (the original Clan of Death betrayed by their Antediluvian), Nasyon San An ("Nation of Blood", voodoo practitioners and spiritists), Lamiae (Remnants of the Lamia who are devoted to the Bahari faith)" {{user}}: "What's this clan's history?" {{char}}: "After the original Antediluvian Ashur went mad and betrayed his original clan, the Giovanni stole their power and became the new Clan of Death. However, five hundred years later, the Giovanni crumbled in a civil war, which ended up reorganizing the clan in the Hecata." {{user}}: "What's the modern situation of this clan?" {{char}}: "The Hecata are a new clan where different bloodlines gather. Many of them don't feel too comfortable with each other, but recognize themsevles as 'family' and work towards the clan's objectives." {{user}}: "Who are the Hecata enemies?" {{char}}: "The Hecata are the only clan that's almost entirely neutral in the war between other kindreds. This means that no one is their particular enemy, but at the same time no one thinks of them as true allies." {{user}}: "What are the traditional disciplines of clan Hecata?" {{char}}: "Auspex, Fortitude, and Oblivion." {{user}}: "What's the Hecata Bane?" {{char}}: "The Hecata cannot give the kiss, their bite only causes agony and death."
- #8Clan Lasombraselective
Keys: Lasombra · Secondary: clan
{{user}}: "Who are the Lasombra?" {{char}}: "Clan Lasombra is one of the thirteen kindred clans. The Lasombra are a Darwinist clan which always looks for control. They have the philosophy that there are two kind of people: those who take power and those who are too weak to do so. From ruthless CEOs to merciless gang leaders, the Lasombra all look for power." {{user}}: "What's this clan's history?" {{char}}: "The Lasombra held great status among the Sabbat not long ago. However, as the sect became more fanatic, the Lasombra saw their land and power threatened, and abandoned them for the Camarilla. Historically, this clan has managed to infiltrate the Christian, Muslim, and Jewish faiths as no other clan has managed to." {{user}}: "What's the modern situation of this clan?" {{char}}: "The Lasombra are slowly fighting to be accepted in the Camarilla while at the same time keeping their dignity and acquired power. Some princes demand that the Lasombra bring the heads of members of the Sabbat to be accepted in the Camarilla." {{user}}: "Who are the Lasombra enemies?" {{char}}: "Lasombras have an old rivalry with Clan Ventrue. Members of the Sabbat target Camarilla Lasombra the most for their treasons." {{user}}: "What are the traditional disciplines of clan Lasombra?" {{char}}: "Dominate, Oblivion, and Potence." {{user}}: "What's the Lasombra Bane?" {{char}}: "Members of Clan Lasombra possess no reflection. It is said this means they lack a soul entirely. Technology around them doesn't register them, and it tends to malfunction in their presence. Security recordings can still notice them."
- #9Clan Malkavianselective
Keys: Malkavian · Secondary: clan
{{user}}: "Who are the Malkavian?" {{char}}: "Clan Malkavian is one of the thirteen kindred clans. 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." {{user}}: "What's this clan's history?" {{char}}: "It is said that madness connects all Malkavians. They themselves don't know it, but their Antediluvian, Malkav, resides in all of their minds, like a parasite that forces their madness, and at the same time connects them all, giving their supernatural insight to its members, who have a reputation as seers and mediums throughout kindred history." {{user}}: "What's the modern situation of this clan?" {{char}}: "The Malkavian is the clan of Madness, and as such, they are disorganised but always mystically communicated through their elders. This means that there are Malkavians in both the Camarilla and the Anarchs." {{user}}: "Who are the Malkavian enemies?" {{char}}: "The Malkavians don't have set enemies, as most other clans think of them as madmen unworthy of much of their time." {{user}}: "What are the traditional disciplines of clan Malkavian?" {{char}}: "Auspex, Dominate, and Obfuscate." {{user}}: "What's the Malkavian Bane?" {{char}}: "All Malkavians are mentally unstable in different and unique ways. Most of them are functional, but suffer from a chronic disorder: bipolarity, paranoia, depression, etc. The Elders of the clan, however, sometimes are completely out of touch with reality itself."
- #10Clan Ministryselective
Keys: Followers of Set, Ministry · Secondary: clan
{{user}}: "Who are the Ministry?" {{char}}: "Clan Ministry is one of the thirteen kindred clans. The Ministry embrace from those with the will and means to sway, entrap, and ultimately liberate their targets from whatever they seek: the victim’s possessions, allegiance, or even faith. The majority of them adhere to a disruptive system of beliefs. They are known as charismatic sect leaders who try to gather groups of mortals and kindred into their cults." {{user}}: "What's this clan's history?" {{char}}: "Previously known as the Church of Set, a cult of kindred of a single clan who devoted their unlives to their God-Antediluvian, Set. However, after the Sabbat started the Gehenna War and they started to throw the young ones to the fires to save themselves, a schism started in the clan, and much of its lineage, now calling themselves The Ministry, joined the Anarchs." {{user}}: "What's the modern situation of this clan?" {{char}}: "Most of the Ministry members find themselves in the Anarchs, as the Camarilla closed its doors on their kind. They tend to find their place naturally as advisors and spiritual leadership of coteries of Anarch kindred who look for guidance." {{user}}: "Who are the Ministry's enemies?" {{char}}: "The Church of Set considers the Ministry heretics of their clan who betrayed their God-Antediluvian Set, and thus unworthy of the blood and marked for destruction. There is a rumor in the streets, however, that the Church of Set actually controls the Ministry, and it's their latest plan at infiltration of kindred society." {{user}}: "What are the traditional disciplines of clan Ministry?" {{char}}: "Protean, Obfuscate, and Presence." {{user}}: "What's the Ministry Bane?" {{char}}: "Ministry are destroyed almost instantly by the sun. It is said by the Church of Set that the enemy of their God-Antediluvian, Amon Ra, inflicted this curse upon them."
- #11Clan Nosferatuselective
Keys: Nosferatu · Secondary: clan
{{user}}: "Who are the Nosferatu?" {{char}}: "Clan Nosferatu is one of the thirteen kindred clans. Members of Clan Nosferatu are the spymasters of the kindred, information brokers, undercover agents, and farmers of secrets. They are also the masters of the underground, living in the sewers for protection and herding those who have been casted away from society to make them their followers." {{user}}: "What's this clan's history?" {{char}}: "It is said that the Nosferatu clan fear their Antediluvian, Absimiliard, more than anything. Ashamed by his hideous progeny, Absimiliard sent the Niktuku, embraced monstruosities, to destroy them all. Since then, the Nosferatu are obsessed with survival, mastering the art of trapmaking and tunnel digging in order to hide from their dark father." {{user}}: "What's the modern situation of this clan?" {{char}}: "The Nosferatu are found both in the Camarilla and the Anarchs. While the Camarilla and the Anarchs are in open war against each other, the Nosferatu of both sects silently keep helping each other, sharing information and playing both sides." {{user}}: "Who are the Nosferatu enemies?" {{char}}: "The Nosferatu don't have declared enemies, but they all heard the rumors of the Niktuku, and most of them believe in them, so they're always paranoid about these creatures hunting them down. Ironically, almost no one has ever seen a Niktuku." {{user}}: "What are the traditional disciplines of clan Nosferatu?" {{char}}: "Animalism, Potence, and Obfuscate." {{user}}: "What's the Nosferatu Bane?" {{char}}: "The Nosferatu are all hideous. The Neonates are simply ugly in creative ways, but the Elders cannot even pass for humans."
- #12Clan Ravnosselective
Keys: Ravnos · Secondary: clan
{{user}}: "Who are the Ravnos?" {{char}}: "Clan Ravnos is one of the thirteen kindred clans. Masters of misdirection, the Ravnos prefer not to fight or bleed for something they can obtain through subtler means. They can charm and vanish within the same mortal breath, and those once fooled quickly learn to question their very senses when in the company of Ravens. Always on the move, the Ravnos can never rest in the same place for long lest their curse light them on fire as they slumber." {{user}}: "What's this clan's history?" {{char}}: "Very few people know this, but Ravnos Antediluvian, Zapathasura, has been destroyed. When this happened, two decades ago, the Ravnos went through a traumatic event called the Week of Nightmares, where they all entered in frenzy and killed each other. In modern nights, only a few Ravnos are left." {{user}}: "What's the modern situation of this clan?" {{char}}: "The Ravnos are almost extinct after the Week of Nightmares. Since they usually spend their unlives traveling from city to city, this means that it's hard to find them, and even harder to keep track of them. Most Ravnos are either independent of the sects or Anarchs." {{user}}: "Who are the Ravnos enemies?" {{char}}: "The Camarilla tends to loathe the Ravnos, as they bring chaos to their domains, and try to make them leave." {{user}}: "What are the traditional disciplines of clan Ravnos?" {{char}}: "Animalism, Presence, and Obfuscate." {{user}}: "What's the Ravnos Bane?" {{char}}: "Ravnos are forced to wander the Earth. They can't sleep in the same place two days in a row, or their bodies start to suffer damage."
- #13Clan Toreadorselective
Keys: Toreador · Secondary: clan
{{user}}: "Who are the Toreador?" {{char}}: "Clan Toreador is one of the thirteen kindred clans. Known for their seductive nature, enthralling demeanor, and eloquent grace to the point of obsession, Toreador vampires Embrace artists and lovers into their ranks, forever trying to stir their own deadened hearts. Supernaturally graceful and charming, the Divas are always looking for the next thrill, leaving a detritus of discarded lovers and victims in their wake." {{user}}: "What's the modern situation of this clan?" {{char}}: "Clan Toreador is one of the clans that impulsed the creation of the Camarilla, and it's common to find them there. However, Toreadors are always in connection with their emotions, and as such, they make good Anarchs as well, so you can find them on both sides." {{user}}: "Who are the Toreador enemies?" {{char}}: "Clan Toreador doesn't have declared enemies." {{user}}: "What are the traditional disciplines of clan Toreador?" {{char}}: "Auspex, Celerity, and Presence." {{user}}: "What's the Toreador Bane?" {{char}}: "Toreadors desire to be surrounded by beauty. When they are placed in environments they deem particularly hideous, they become agitated, aggressive, and they feel the need to abandon the place or lash out against others."
- #14Clan Tremereselective
Keys: Tremere · Secondary: clan
{{user}}: "Who are the Tremere?" {{char}}: "Clan Tremere is one of the thirteen kindred clans. They are a clan of warlocks who specialize in Blood Magic and sell their services. Their power makes them valuable, but few vampires trust their scheming ways." {{user}}: "What's this clan's history?" {{char}}: "The arcane Clan Tremere were once a house of mortal mages who sought immortality but found only undeath. In their search for immortality, they destroyed the Salubri Clan in the process and took their place as one of the thirteen kindred clans." {{user}}: "What's the modern situation of this clan?" {{char}}: "Currently, there's a civil war going on in Clan Tremere. On one side, there's The Pyramid, the hierarchical and orthodox branch of the clan. On the other side, House Carna, a personality cult around the Elder Carna who claimed independance of the Elders, much more progressive. Both factions try to gather allies to come on top of the other, which make them great mercenaries for both Camarilla and Anarchs." {{user}}: "Who are the Tremere enemies?" {{char}}: "The Banu Haqim have an old feud with the Tremere, as well as the Tzimisce Clan. Also, members of the Pyramid and House Carna are in war among each other." {{user}}: "What are the traditional disciplines of clan Tremere?" {{char}}: "Auspex, Blood Sorcerer, and Dominate." {{user}}: "What's the Tremere Bane?" {{char}}: "Tremere vitae is hardly addictive. Mortals who drink from it take longer to become blood-bonded ghouls, and other kindred are not affected by the blood bond."
- #15Clan Tzimisceselective
Keys: Tzimisce · Secondary: clan
{{user}}: "Who are the Tzimisce?" {{char}}: "Clan Tzimisce is one of the thirteen kindred clans. Also called "Dragons", they view ownership above all, they aim to conquer and rule the subject of their possessiveness. Traditionally, their charges were based on geographical locations, hence the stereotype of a vampire in a looming castle. However, in the modern age, the younger generations have taken a more loose approach, staking claim over mortals rather than their land. Their desire to own is only limited by their lack of expansion, but once they've sunk their claws in, they are hard to shake loose. Masters of their surroundings, charges, and even their own bodies, the Tzimisce are marked with their knack for Vicissitude. This allows them to circumvent the Curse of Caine, allowing them to change their form to their liking. Legends say that their old Antediluvian had such control over the flesh that it could control every Tzimisce in existence." {{user}}: "What's this clan's history?" {{char}}: "Clan Tzimisce was one of the clans that started the First Anarch Revolt and eventually joined the Sabbat. They destroyed their own Antediluvian and forged their own paths ever since." {{user}}: "What's the modern situation of this clan?" {{char}}: "Clan Tzimisce never accepted the Camarilla; their members are too proud to kneel to kindred of other clans. While this clan thrives in the Sabbat, the occasional lone Tzimisce can be seen among the Anarchs, claiming lordship over his charge." {{user}}: "Who are the Tzimisce enemies?" {{char}}: "The Ventrue tend to clash with Clan Tzimisce as both clans portray themselves as lords." {{user}}: "What are the traditional disciplines of clan Tzimisce?" {{char}}: "Auspex, Dominate, and Protean." {{user}}: "What's the Tzimisce Bane?" {{char}}: "There's a reason why Tzimisces are known as 'dragons': every Tzimisce has a defined charge, something they hoard or make their lair: a certain kind of people, a place, earth from their ancestral soil. They must protect this and possess it or they lash in anger."
- #16Clan Ventrueselective
Keys: Ventrue · Secondary: clan
{{user}}: "Who are the Ventrue?" {{char}}: "Clan Ventrue is one of the thirteen kindred clans. The Ventrue are not called the Clan of Kings for nothing. Carefully choosing their progeny from mortals familiar with power, wealth, and influence, the Ventrue style themselves the aristocrats of the vampire world. Their members are expected to assume command wherever possible, and they’re willing to endure storms for the sake of leading from the front." {{user}}: "What's this clan's history?" {{char}}: "Modern Ventrue are tied to wealth, however this wasn't always the case. The Elders of this clan remember that there was once a time when the Ventrue were more than merchant princes, they were about knighthood and honor." {{user}}: "What's the modern situation of this clan?" {{char}}: "The Ventrue history is tied to the Camarilla. They are the clan that pushed the most to form it, and they thrive in it. As such, most Ventrue are in the Camarilla, although some can be found among the Anarchs." {{user}}: "Who are the Ventrue enemies?" {{char}}: "After the Brujah betrayed the Camarilla, the Ventrue declared to be in the warpath against the Anarchs and the traitors. The Ventrue also enjoy a rivalry with clans Lasombra and Tzimisce." {{user}}: "What are the traditional disciplines of clan Ventrue?" {{char}}: "Dominate, Fortitude, and Presence." {{user}}: "What's the Ventrue Bane?" {{char}}: "The refined taste of the Ventrue makes it so they can't just drink from any low mortal. Mortals they drink from must be within their refined taste. Each Ventrue has a taste they must follow. Some examples are: 'members of their mortal family', 'blonde people', 'angry people', etc."
- #17Clanlessselective
Keys: thin, duskborn, caitiff, clanless
Caitiff is the most common term used by kindred to describe a vampire of an unknown clan, or of no clan at all. The clanless have no inherent clan society, support, or even characteristics; they are like orphans among the great families of vampires. Caitiff suffer a social stigma from not being a part of an accepted clan. As a result, more established Kindred feel free to snub or belittle Caitiff freely.
- #18Camarillaselective
Keys: Camarilla, Ivory Tower
{{user}}: "What's the Camarilla?" {{char}}: "The Camarilla is one of the most organized and influential Kindred organizations in history. Their goal is to preserve the masquerade and keep Kindred in line with rules that help protect their society from the prying mortal eye. Beyond this, it is a conspiracy to help elders preserve their power built on an undead secret society that influences global business and politics." {{user}}: "How does the Camarilla organize?" {{char}}: "The Camarilla organizes locally in each city, or domain. A Prince is a vampire who has claimed leadership over a domain, usually a single city. Along the Prince, a member of each Clan (usually an Elder) represents their clan as their Primogen. The Prince enforces the Traditions through the Sheriff and the Hounds. There are other titles in the Camarilla: the Harpies, the Seneschal, to name a few. {{user}}: "What's the law in the Camarilla?" {{char}}: "The law in the Camarilla are the Traditions. The Prince enforces them. However, the Camarilla has a great level of corruption from the upper echelons to the lower ones, and most kindred are ready to break the traditions for rewards as long as they don't get caught."
- #19Anarchsselective
Keys: The Second Anarch Revolt, Anarchs, Anarch Movement
{{user}}: "What's the Second Anarch Revolt?" {{char}}: "The revolution against the Camarilla, the disenfranchised kindred who have had enough of the tyranny of Princes and Primogens and have abandoned the Camarilla territories to live on their own. Some are content with just living without the corruption of the Camarilla, others take arms and take the fight against them." {{user}}: "What's the Anarch culture?" {{char}}: "Each Anarch domain is different. Anarch values vary from domain to domain, with one unifying trait: Rebellion against the Tower. For some, rebellion takes the shape of living however they want, for others it means fighting the Camarilla head on."
- #20Embraceselective
Keys: sire, childe, embrace, kiss · Secondary:
The Embrace is 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. The vampire who has been embraced will be called a childe of the vampire who embraced them, who will be referred to as a sire. The Embrace is an intimate experience akin to sex and childbirth. All vampires describe this process as the moment they have felt the most pleasure in the entirety of their past mortal life, some call this act the "Kiss"
- #21Sireselective
Keys: sire, childe
Sire is a term used to describe a vampire who has created another vampire (referred to as their childe). Alternatively, the term may apply to the act of the Embrace itself, i.e. one may be said to have sired a childe. The sire will have complete dominion over the childe they have embraced, but will also be held accountable for their childe's actions. Siring a new vampire is illegal inside a domain with a Prince unless said Prince allows it, this is to keep from creating a vampire overpopulation and to keep the humans from discovering the existence of a vampire ecosystem. A sire and a childe may have a friendly relationship alike to a father/mother/mentor-son/daughter/student, a romantic relationship, or a master-slave relationship it all depends on what the sire desires.
- #22Disciplineselective
Keys: power, supernatural, ability, Discipline
All vampires have certain general powers: they all can use their vitae to regenerate non-magical wounds, they resist damage as they are literally corpses, they are ageless and immortal as long as they're not destroyed, and they can call upon their blood to give a small boost to their attributes. Discipline is a term used by vampires to describe advanced supernatural powers. A Discipline gives the vampire additional supernatural abilities of great strategic value. A vampire will only be able to use the disciplines they have learned and no other magic or supernatural powers. As vampires get older, their power is greater.
- #23Discipline Celerityselective
Keys: celerity, speed
Vampires with the Discipline Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline. A Discipline common to Clans Banu Haqim, Brujah, and Toreador.
- #24Discipline Obfuscateselective
Keys: Obfuscate
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. Obfuscate is mentally based; its powers achieve their effects by manipulating the minds of others, not in creating any real changes, and thus will not work against creatures immune to such mental effects or technological sensors. A Discipline common to the Banu Haqim, Ministry, Malkavians, Nosferatu and Ravnos clans. Ravnos in particular have found out that they can combine Obfuscate with Presence to create hallucinations and illusions on victims.
- #25Discipline Potenceselective
Keys: Potence, vigor, strength
Potence is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical prowess beyond mortal bounds. A common Discipline for the Brujah, Lasombra and Nosferatu clans.
- #26Discipline Presenceselective
Keys: Presence
Presence is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds. Either be fascinating, seducing, or intimidating those in close vicinity. A common Discipline for the Brujah, Ministry, Toreador and Ventrue clans.
- #27Discipline Animalismselective
Keys: Animalism
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. A common Discipline for clans Gangrel, Nosferatu, Ravnos.
- #28Discipline Fortitudeselective
Keys: Fortitude
Fortitude is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight. A common Discipline for Clans Gangrel, Hecata, and Ventrue. There's a variant of Fortitude known to Clan Salubri, which allows them to heal other people's bodies and minds.
- #29Discipline Proteanselective
Keys: Protean
Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist. A common Discipline for the clans Gangrel and Ministry. The Tzimisce Clan has a special version of this power that grants them full mastery over the flesh, allowing them to mold flesh and bone as if they were of clay.
- #30Discipline Dominateselective
Keys: dom, domination, Dominate, dominance
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, whom they'll obey blindly. A common Discipline for clans Giovanni, Lasombra, Salubri, Tremere, Tzimisce, and Ventrue. Interestingly, Malkavians developed a way to use it through the power of madness, influencing through trauma and manias into the mind of the victims, sometimes destroying it in the process.
- #31Discipline Oblivionselective
Keys: Obtenebration, shadow
Oblivion is a Discipline that allows its users to draw on something wholly unnatural, calling forth supernatural darkness from the Abyss. The Hecata Clan uses this Discipline as a form of necromancy: enslaving spirits of the dead and influencing corpses to move them like zombies. The Lasombra Clan uses this Discipline to call the darkness itself and give shape and matter to shadows, using them to attack or blind their enemies.
- #32Discipline Auspexselective
Keys: Auspex
Auspex is a Discipline that grants vampires supernatural senses. Vampires with high mastery over the Discipline are capable of reading minds and even have visions of the future. A common Discipline for clans Hecata, Malkavians, Salubri, Toreador, Tremere, and Tzimisce.
- #33Discipline Blood Sorceryselective
Keys: Thaumaturgy, Tremere
Blood Sorcery is a discipline that does not develop organically; instead, it is developed by being taught or through research of old tomes. Unlike the "natural" powers of Disciplines, blood sorcerers must concentrate their will, forcing the power of their blood to fuel wildly versatile incantations. If their concentration is not complete, if they falter, then the magic will fail, and in extreme cases, such failure can have a lasting effect on the sorcerer, draining their mental resources. A common Discipline for the clans Banu Haqim and Tremere. The Tremere call Blood Sorcery "Thaumaturgy".
- #34Salubriselective
Keys: Salubri
{{user}}: "Who are the Salubri?" {{char}}: "Once known for their wisdom and knowledge, the clan barely exists these nights. Their legacy is one of tragedy and a painful lesson of the eternal struggle. Their childer are few in the modern nights; as per their customs, they generally only embrace once they've reached Golconda, even though this is only speculation given the current state of Kindred affairs." {{user}}: "What's this clan's history?" {{char}}: "The Salubri used to be one of the thirteen kindred Clans before Clan Tremere destroyed Saulot, the Salubri Antediluvian, and stole their power. It is also believed that Saulot was the first Kindred to ever reach Golconda." {{user}}: "What's the modern situation of this clan?" {{char}}: "Very few domains allow them within their walls because they are running into trouble with others; neither Camarilla Princes nor Anarch Barons are willing to keep them long. Nonetheless, the Salubri try to do the best they can to help mortals, saving their lives when they can, and trying to guide other kindred towards Golconda." {{user}}: "Who are the Salubri enemies?" {{char}}: "The Pyramid Tremeres look to destroy them." {{user}}: "What are the traditional disciplines of clan Salubri?" {{char}}: "Auspex, Dominate, and Fortitude." {{user}}: "What's the Salubri Bane?" {{char}}: "The Salubri are marked with ostracism. They have a functional third eye in their forehead, which they must hide to protect the masquerade. When they become too hungry, the eye cries blood."
- #35Blood Bondselective
Keys: Blood Wedding, Blood Bond
{{user}}: "What's a Blood Bond?" {{char}}: "The Blood Bond is a system of control, making the victim (thrall) infatuated or obsessed with their master (regnant) against their will. This practice is feared by most, though the Camarilla utilizes it against both Kindred and mortal servants. Most Anarch will refuse to use such methods with other kindred, though they practice it freely on humans." {{user}}: "How is a Blood Bond created?" {{char}}: "The bond is created when another drinks the vitae straight from another kindred, much like the Embrace. If the Blood of a vampire is allowed to stagnate, even just a few minutes, this effect will not take place, and it requires three separate drinks on three separate nights to take hold. The victim must drink three times in three different nights for the effect to take place." {{user}}: "What are the effects of a Blood Bond?" {{char}}: "Once it has drunk the regnant's vitae for the third time, the thrall experiences a sense of loyalty and sometimes even a degree of infatuation towards their regnant. As the bond removes the thrall's general sense of free will, they will do whatever it takes to make their regnant happy and fear angering them. Many Kindred that have fallen to a Blood Bond will not recognize it as anything but a mutual desire." {{user}}: "What's a Blood Wedding?" {{char}}: "In some cases, when two kindred love each other, they form a Blood Wedding, which is where both Kindred are bonded to each other. Some say this is the only way for two kindred to experience true love, while others say that mutual bonding is a gross mistake."
- #36Golcondaselective
Keys: Golconda
Golconda is a mystical state of enlightenment where a vampire is no longer subject to the Beast. It is up for debate if it truly exists. Legends say it was promised to Caine, the first kindred, but he rejected it, condemning his whole species. What exactly happens when a kindred reaches Golconda, or even how they reach it, is up for debate, but it's said that kindred who reach this mythical and beneficial state no longer have to kill humans to survive.
- #37Princeselective
Keys: leader, prince
A Prince is a vampire who has claimed leadership over a domain, usually a single city. They possess the authority of an elder as described in the Traditions. The term can refer to Kindred of any gender. The Camarilla has no set policy for succession and will usually recognize the most powerful vampire who wants to claim the title of prince. The prince holds authority over unlife and Final Death by virtue of the Traditions. These rights usually include: Allotting hunting grounds. Declaration or revocation of Elysium. Granting authority to sire new vampires. Punishment for violating the Traditions, mainly the Masquerade. Calling a Blood Hunt.
- #38Sheriffselective
Keys: sheriff, hound
The Sheriff is the Prince’s right-hand Kindred, responsible for the physical enforcement of Princely decree. Some Sheriffs are diligent masters-at-arms while others are thuggish, bloodthirsty brutes who abuse their authority to torment those beneath their station. A Sheriff may appoint Hounds to assist him (or the Prince may appoint them, in the interests of curtailing a Sheriff’s overt power). The Sheriff acts as an enforcer and investigator inside his sovereign domain, and given the importance of these duties, the titleholder has the authority to request that any Kindred accompany him/her for questioning and judgment, this is true even within the Elysium.
- #39Houndselective
Keys: scourge, hound
Scourge is a term used to describe a vampire directly subordinated to a Prince. He is one of the muscles that a given Prince may call upon to do his bidding. The Scourge is responsible for the destruction of those vampires of 14th and higher generations and those illegally Embraced. Unlike the sheriff position, the scourge doesn't have a pretense of investigation, as they are searching out vampires who are guilty by their very nature.
- #40Elysiumselective
Keys: elysium
The Elysium is a Camarilla institution. A location typically chosen by the local Prince in areas of artistic or intellectual worth that promote calm reflection, such as theaters and museums, though nightclubs and even a Kindred's haven may suffice. Violence is strictly prohibited within Elysium, and individuals are expected to keep tempers in check. Any grievances between vampires are to be left outside, and the Sheriff will forcibly remove those who cannot control themselves if need be.
- #41Blood Huntselective
Keys: hunt, blood hunt
A Blood Hunt is a legal institution in the Camarilla. Such an order can only be issued by a Prince whenever a Kindred has committed a serious offense, such as kinslaying, diablerie, breaching the Masquerade, invasion of domain that has resulted in any of the above offenses, repeated defiance of authority of the Prince, or any other behavior that a Prince deems to be a sufficient threat to the safety of the Masquerade and the Kindred of the city as a whole. Once a Blood Hunt has been issued on a kindred, every Camarilla kindred of that city is called to arms to destroy it, along with whoever lends aid to the fugitive. Only during Blood Hunts, a Camarilla kindred is allowed to commit diablerie and only on the fugitive.
- #42Masqueradeselective
Keys: masquerade, secret
The Masquerade is an organized campaign enforced by the Kindred society to convince mortals that vampires do not exist. The Masquerade is the cornerstone survival strategy for Cainites; without it, the kine would rise up and exterminate all the undead.
- #43Diableriselective
Keys: diablerie, betray, cannibal
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. Most vampires consider it a heinous act, akin to cannibalism. The Traditions of the Camarilla strongly forbid the practice. Still, the practice holds a great deal of allure, for it is said to grant them greater power. Those who practice diablerie repeatedly end up losing their humanity, their empathy, and sometimes they even become wights.
- #44Kissselective
Keys: bite, blood, kiss, fangs
The act of biting and drinking blood from a victim is called "the kiss". Mortals who get "kissed" by kindred experience an orgasmic sensation of pleasure that completely incapacitates them throughout the whole act. Even kindred who fall victim to other kindred's "kiss" experiment pleasure, and some kindred go as far as to seek it with their lovers as an intimate act. Mortals who get bitten by vampires usually have fuzzy memories about it afterwards, and most can't recall exactly what happened, but others get addicted to being "kissed" and become blood dolls.
- #45Blood Dollselective
Keys: blood, human, feed
Blood doll is a term used to describe humans who desire to use their bodies and blood to feed a vampire willingly, a vampire may have many blood dolls or they may feed on unsuspecting victims, it depends on the vampire Most vampires are very territorial and protective with their blood dolls, other may share them as courtesy, the same way a human may share a good wine
- #46Ghoulselective
Keys: servant, Ghoul
A ghoul is not a vampire nor human, a ghoul was once a human who drunk a vampire's blood, more than likely because the vampire gave their blood to the human, once this happens, the ghoul gains some of the vampires power and becomes attached to the vampire, becoming their servant and becoming addicted to the vampire's pressence and blood
- #47Primogenselective
Primogen is a term used to describe Camarilla officials that, at least in theory, serve as the representatives of their respective clans to the prince of a city ruled by the sect. The term is both singular and plural, and refers to both individual representatives and to the Primogen council as a whole. Primogen traditionally make up a council that is the second most powerful institution in the city after the Princedom. The power of the primogen varies with the power of the vampires that make it up: in some cities they are a rubber stamp for the prince, while in other cities they manage all affairs.
Showing 47 of 47
1 file
- .jsonjson_lorebook
71.1 KBfirst seen b536f8584a2f3a8a
Opens with the tab.