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==Vampires in ''World of Darkness''== Vampires in the World of Darkness, known as ''Kindred'' or ''Cainites'', make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood. They are undead, so their hearts do not beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is blood. Kindred are thinking, feeling beings capable of thought, emotion, and empathy (though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as "loss of Humanity").<ref name="V:tM20">[[Justin Achilli]]; [[Russell Bailey]]; Matthew McFarland; [[Eddy Webb]]. The Masquerade (20th Anniversary Edition)''. White Wolf, 2011.''</ref>{{RP|8}} Other tropes or weaknesses are described as mere legends or superstitions, such as a vampire's victim becoming a vampire simply from a bite. There is a system of merits and flaws that allow these other folkloric weaknesses and characteristics to come into play.<ref name="V:tM20" />{{RP|8}} ===Weaknesses=== Sunlight is deadly to the Kindred; at most, they can tolerate only a few seconds of exposure. A wooden stake through the heart is not deadly but will immobilize them until removed.<ref name="V:tM20" />{{RP|8}} Also, within each Kindred is ''the'' ''Beast''—the carnal, predatory drive which seeks to satisfy its base urge to survive. The Beast can be provoked through anger, mortal threats, hunger, or bloodlust. When provoked, the Beast is capable of taking over the Kindred's conscious mind, forcing them into a frenzied state where they take violent actions that they perhaps otherwise would not. One of the major themes of ''Vampire'' is a character's battle to hold onto their humanity in the face of their own violent, predatory nature.<ref name="V:tM20" />{{RP|16-17}} This is summed up in the adage, "A Beast I Am, Lest a Beast I Become".<ref name="V:tM20" />{{RP|14}} The Kindred may enter a deathlike sleep called torpor, caused by near-fatal injuries, loss of blood, or ennui. In-game, the level of the Cainite's humanity determines how long they sleep for. Kindred cannot die of old age, but they can die. Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause Kindred to reach what is referred to as ''Final Death''.<ref name="V:tM20" />{{RP|283-284}} ===Vitae=== The Kindred refer to their own supernatural blood as ''vitae'', which they gain by feeding on humans. In-game, vitae is measured in ''blood points'', which can be spent to fuel supernatural powers, to heal wounds, or to increase their physical strength, agility, or stamina.<ref>{{Cite book|title=Vampire the Masquerade: 20th Anniversary Edition|publisher=White Wolf Publishing|year=2011|pages=121}}</ref> A vampire's vitae can be fed to others to inspire false feelings of love and obsession, creating a dependency called the Blood Bond. In most cases, a victim must drink three times from the same vampire on three separate nights to become bonded to them. Once bonded, the victim feels a twisted sort of love for the vampire and they become the most important person in their life. The victim also becomes more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid them. Mortals, animals, and even other vampires may also be bound. The Sabbat practice a form of group blood bonding called the Vaulderie, which inspires loyalty among the sect. It will also instantly break conventional blood bonds if performed correctly by a trained vampire, typically a Pack Priest. Blood bonds can usually only be negated with time and effort, depending on how strong the bond is and whether the victim can avoid the vampire for long enough.<ref name="V:tM20" />{{RP|286-288}} ===The Embrace=== Vampires create more of themselves by draining a human to the point of death and then feeding the victim some of their blood, in an act known as ''the Embrace''. The creator vampire is known as a ''sire'' and the newly created vampire a ''childe''. Very little vitae is required to trigger the metamorphosis but the victim must be freshly dead (no more than a few minutes old). A vampire's relative power is limited by their ''[[Generation#Familial generation|generation]]'', which is their relative distance from the race's mythical founder, [[Cain|Caine]]. A ninth generation Kindred is eight steps removed from Caine by descent; their own progeny would always be nine steps removed, and hence of the tenth generation.<ref name="V:tM20" />{{RP|28}} Characters can only lower their generation by committing ''diablerie''—the consumption of the soul of a vampire of lower generation. Most Kindred see diablerie as a criminal act.<ref name="V:tM20" />{{RP|24, 28}} In some sects, such as the Camarilla, the creation of new Kindred is tightly controlled.<ref name="V:tM20" />{{RP|22-23}} Among the Sabbat or the Anarchs, the norms are much looser.<ref name="V:tM20" />{{RP|19}} Individual clans, especially the ''independent clans'', have different norms, rituals and restrictions surrounding the Embrace.<ref name="V:tM20" />{{RP|64}}<ref name="V:tM20" />{{RP|47, 56-57}} ===Myths and origins=== Vampires in the World of Darkness believe their race originates from the Biblical figure of [[Cain]], or ''Caine'', Caine was said to have been cursed by God with a vampiric state for murdering his brother. The vampires of this canon believe themselves to be descended from this Biblical progenitor. Caine passed on his cursed state to others, thereby making them like himself, only somewhat weaker. These first ''childer''<!--"childer" is the intended word, this is not a typo-->, known as the second generation, were made to keep him company, and they in turn made the third generation, known as the ''[[Antediluvian|Antediluvians]]''. There were supposedly 13 Antediluvians, who are the semi-legendary founders of the 13 original clans. According to in-game legend, all of these vampires lived in peace under Caine's rule in the legendary city known as [[Enoch (Bible)|Enoch]], or the First City. When God caused the [[Genesis flood narrative|Great Flood]], the city was destroyed and Caine disappeared, leaving his children to fend for themselves. The third generation eventually rose up and slew their sires. Caine, upon discovering this, cursed them, giving each clan its own unique weakness.<ref name="bnod1">[[David Gragert]]; [[Sam Chupp]]; [[Andrew Greenberg]]. ''The Book of Nod''. White Wolf, 1995.</ref> These myths are collected in an in-game document of dubious reliability known as the ''Book of Nod''. Those who study the mythical vampire origins are called ''Noddists''. Noddists claim Caine will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them. This event is known as Gehenna, the end of all vampires. Others claim that Gehenna is simply the awakening of the Antediluvians who have returned to feed on the blood of their descendants.<ref name="V:tM20" />{{RP|30}} Differing interpretations of the myths divide vampire society. The Sabbat take the myths quite literally and believe it is their purpose to defend vampires from the ancients. The Camarilla is more dismissive, either claiming that Caine is a myth or metaphor, or outright suppressing the myths and their study. Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color each character's understanding of their world. According to the game's creators, the myth of Caine represents several important themes in the game's [[metaplot]], such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and the war between the young and old.<ref name="V:tM20" />{{RP|14-15, 28}} In contrast to Gehenna, Golconda is a fabled state of enlightenment which offers Kindred a release from their struggle with the Beast. Golconda is presented as an elusive and mysterious state, and there is very little information in-game or out as to how to achieve it.<ref name="V:tM20" />{{RP|30}} ===The Masquerade=== In ''Vampire'', the Masquerade refers to an organized conspiracy, primarily maintained by the Camarilla, to convince the general public that vampires do not exist. The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it ''the kine'' (humans) would rise up and exterminate them.<ref name="V:tM20" />{{RP|14, 22, 33}} Prohibitions against exposing the existence of Kindred existed prior to the Camarilla's formation, however, in a set of ancient laws known as the Traditions. The First Tradition reads: "Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood."<ref name="V:tM20" />{{RP|22-23}} This stricture was not consistently nor as strictly enforced until [[Spanish Inquisition|the Inquisition]] of the 15th century required it. During this period, Kindred were destroyed in large numbers by vampire hunters, prompting the formation of the Camarilla as a sect whose primary purpose was to promote and enforce the Masquerade.<ref name="V:tM20" />{{RP|38}} The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it. Princes may use any means at their disposal to ensure vampire society stays hidden. Punishments for breaches are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon. When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing a mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.<ref name="V:tM20" />{{RP|38-39}} The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade, some do not agree with it. The Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.<ref name="V:tM20" />{{RP|40-47}} In-game, around the early 2000s, after the intelligence agencies of the world discovered the existence of a clandestine computer network known as the SchreckNET, they formed the Second Inquisition. Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they killed thousands of vampires the world over. This forced a secondary level of secrecy in the game world. Vampires now use everything from burner phones and disposable email, to the use of carrier pigeons and information dead drops, sometimes using hypnotized or enslaved humans to pass information. The Camarilla has also become more insular, only accepting notable Kindred, and leaving the recently Embraced to be slaughtered or adopted by the Anarchs, who have also adopted tenets of the Camarilla's masquerade to protect themselves.<ref name="V5Core">[[Martin Ericcson]]; [[Kenneth Hite]]; [[Matthew Dawkins]]; [[Kiram Muammar]]; [[Juhana Pettersson]].''Vampire the Masquerade". White Wolf Entertainment, 2018.''</ref> ===Society=== [[File:assamites.jpg|thumb|150px|left|A diagram of the [[genealogy]] of the Assamites]] Vampires in the World of Darkness have a complex and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires. ====Age==== An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders. While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.<ref name="V:tM20" />{{RP|18-19}} Characters are loosely divided into several age groups. Ages are not titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.<ref name="V:tM20" />{{RP|19}} * '''Fledgling:''' Newly Embraced vampires who have yet to formally enter vampire society. Fledglings are still too ignorant and weak to survive on their own and are dependent on their sires for protection and education. * '''Neonates:''' Though still young, a neonate has proved that they can survive on their own and is seen as a full-fledged member of their society. * '''Ancillae:''' An ancilla has survived a few decades or perhaps a few centuries. They have also likely accomplished something in their time for their sect or clan. * '''Elder:''' A relative term that could indicate a vampire is anywhere between 200 and 1,000 years old. They generally have a great deal of wealth, influence, or power to leverage in the Jyhad. * '''Methuselah:''' Methuselahs range between 1,000 and 2,000 years old. At this age, vampires begin to retreat from society and many do not survive the profound changes brought on by surviving this long. * '''Antediluvian:''' Antediluvians are believed to be those vampires of the Third Generation who are, in effect, Caine's grandchildren. There are rumored to be only thirteen of them.<ref name="V:tM20" />{{RP|19}} === Political divisions === ''Vampire: The Masquerade'' gives players the opportunity to play in a politically diverse world, divided by sect, clan, and bloodline.<ref name="V:tM20" />{{RP|19-22}} ==== Sects ==== ''Vampire: The Masquerade'' offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.<ref name="V:tM20" />{{RP|19-22}} These sects are divided based on their laws and norms, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna, and the distribution of power. For most of the game's publication history, the two major sects were the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu and the Tal'maha'Re. A sect is something a character may choose in-game, though this decision is often chosen for them by their sire. Defection to one side or the other comes with great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.<ref name="V:tM20" />{{RP|19-22}} ==== Clans ==== A clan is the character's vampire family. All members of a clan allegedly descend from the same founder, known as Antediluvian (since they existed "before [[Genesis flood narrative|the Flood]]"). It is widely accepted that there are 13 clans with 13 founders, though not all of them predate the biblical Flood. Some clan founders, such as Giovanni or Tremere, usurped their position via diablerie. Clans may have a social or political component to them, but a clan is something a vampire is Embraced into rather than choosing. Those without a clan are known as ''Caitiff'', and are considered outsiders. Each Antediluvian is a ''grandchilde'' of [[Cain|Caine]]. In the back story of the game, the Antediluvians started a war among themselves, called the [[Jyhad]], and use their clansmen to fight this war for them.<ref name="V:tM20" />{{RP|19-22}} Each clan has a unique set of powers called Disciplines, and their own set of weaknesses. Two of the original clans, the Salubri and Cappaodcians, were usurped by newer bloodlines—the Tremere and Giovanni, respectively. The 13 major clans are: * '''Banu Haqim''': Formerly known as the '''Assamites''' before Fifth Edition, the Banu Haqim ({{lit|Children of Haqim}}) are undead assassins paid in Vitae for use in a special ritual that bring them closer to their Antediluvian, Haqim. Originally they were independent of the sects, but joined the Camarilla in Fifth Edition.<ref name="V:tM20" />{{RP|20, 49}}<ref name="V5Core2" />{{page needed|date=March 2025}} * '''Brujah''': The Brujah were noble philosophers and warrior-poets at the time of Carthage, but have degenerated to a clan of rebels, rogues, and anti-authoritarians. Brujah possess great passion that makes it harder for them to resist the Beast. The Brujah are one of the seven founding clans of the Camarilla.<ref name="V:tM20" />{{RP|20, 51}} In Fifth Edition, most of them joined the Anarch Movement.<ref name="V5Core2">[[Martin Ericcson]]; [[Kenneth Hite]]; [[Matthew Dawkins]]; [[Kiram Muammar]]; [[Juhana Pettersson]].''Vampire the Masquerade". White Wolf Entertainment, 2018.''</ref>{{page needed|date=March 2025}} * '''Gangrel''': The Gangrel are animalistic shape-shifters who shun the cities for the wilderness beyond. They prefer to run with wild animals rather than play politics with others of their kind. When Gangrel frenzy, they resemble the Beast, taking on animal features. Gangrel are one of the founding clans of the Camarilla, although their leadership officially became independent at the end of the 1990s. Some Gangrel remain in the Camarilla while others are found in the Anarchs.<ref name="V:tM20" />{{RP|20, 54-55}}<ref name="V5Core2" />{{RP|140, 406}} * '''Hecata''': The Hecata formed from the ashes of several, mostly related bloodlines of necromancers, after the leader of the largest faction, Augustus Giovanni, was slain in Fifth Edition. The '''Giovanni''' descend from a Venetian merchant family whose patriarch usurped clan '''Cappadocian''', an older lineage with a more scholarly bent. The clan's weakness means that their bite (which in other vampires is pleasurable to the victim) causes excruciating pain. The Hecata, like the Giovanni before them, actively remain independent.<ref name="V:tM20" />{{RP|20, 56-57}}<ref name="V5Core2" />{{RP|63}}<ref name="V5COTBG">Dale Andrade; Jacqueline Bryk; Jacob Burgess; John Burke; Lillian Cohen-Moore; Rachel Cole; Matthew Dawkins; Steffie de Vaan; Emily Griggs; Mike F. Tomasek Jr; Eddy Webb; Rachel Wilkinson. ''Cults of the Blood Gods''. Paradox Interactive. 2021</ref>{{RP|125}} * '''Lasombra''': Historically associated with religion and rulership, the Lasombra see power over others and themselves as their noblesse oblige. As one of the two founding clans of the Sabbat, they gained notoriety for allegedly destroying their Antediluvian founder. They control shadows and study the Abyss, and they do not appear in mirrors.<ref name="V:tM20" />{{RP|20, 58-59}} In Fifth Edition, around half of the Lasombra join the Camarilla.<ref name="V5CBN">Jiba Molei Anderson; John Burke; Matthew Dawkins; Jose Garcia; Klara Horskjær Herbøl; Kira Magrann; Crystal Mazur; Juhana Pettersson; Lauren Roy; Myranda Sarro; Malcolm Sheppard; Chris Spivey; Mike Tomasek; Allen Turner; Rachelle Udell; Eddy Webb. ''Chicago By Night''. Onyx Path Publishing, 2019.</ref>{{RP|126}} * '''Malkavian''': The Malkavians are lunatics whose madness grants them strange insights. Their Discipline of Dementation allows them to spread their insanity like a plague, but they are respected for their oracular abilities. They appear connected to a [[Group mind (science fiction)|hive-mind]] they call the Malkavian Madness Network, and are one of the founding clans of the Camarilla.<ref name="V:tM20" />{{RP|20, 60-61}} * '''The Ministry''': Formerly known as the '''Followers of Set''', this clan of cultists once worshipped their Antediluvian progenitor, the Egyptian god [[Set (mythology)|Set]]. Now they worship the metaphorical "Set within". They are masters of forbidden lore and spread corruption and temptation through the world. Setites are especially sensitive to light. As the Followers of Set, they were independent of the sects.<ref name="V:tM20" />{{RP|20, 52-53}} In Fifth Edition, they have rebranded as the Ministry, and have allied themselves with the Anarchs.<ref name="V5ACB">[[Juhana Pettersson]] & [[Matthew Dawkins]]. ''Anarch''. White Wolf Entertainment, 2018.</ref>{{RP|91, 178-185}} * '''Nosferatu''': At the Embrace, every Nosferatu turns into a hideous monster, forcing them to dwell in the shadows. Their place on the margins inspires the clan to present a unified front, and their stealth allows them to learn (and trade) secrets others would rather keep hidden. Prior to Fifth Edition, this included maintaining the vampire "internet", ShreckNet. They are one of the founding members of the Camarilla.<ref name="V:tM20" />{{RP|20, 62-63}} * '''Ravnos''': The Ravnos are seen as outcasts, vagabonds, and charlatans. Many of them follow complicated rules concerning the nature of illusion and reality. The Ravnos are thrillseekers who are subject to intense vices and virtues, making it hard for them to stay in one place for too long. After their Antediluvian awoke and was destroyed, the clan was temporarily overcome with madness. Now the Ravnos are greatly depleted in number, and many remain independent.<ref name="V:tM20" />{{RP|20, 64-65}}<ref name="V5Core2" />{{RP|63}} * '''Toreador''': Toreador are sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world. Toreador often Embrace for beauty or to preserve artistic talent. They are enthralled by beauty, and suffer when deprived of it. They are one of the founding clans of the Camarilla.<ref name="V:tM20" />{{RP|20, 68-69}} * '''Tremere''': The Tremere are descended from a house of [[Mage: The Ascension|mortal mages]] who stole immortality through experiments with Tzimisce Vitae. Their founder diablerized the Antediluvian of the former clan '''Salubri''', solidifying the Tremere's clan status. Until Fifth Edition, the Tremere were intensely hierarchical, with every member partially blood bound to their ruling elders. Now the clan is fractured, with its four houses aligned to different sects: House Tremere (Camarilla), House Carna (independent), House Ipsissimus (Anarch), and House Goratrix (formerly Sabbat, currently unknown). The Tremere are one of the founding clans of the Camarilla.<ref name="V:tM20" />{{RP|20, 68-69}}<ref name="V5Core2" />{{RP|94, 385}}<ref name="V5ACB" />{{RP|170-172}} * '''Tzimisce''': Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries, forming deep spiritual connections with it. Like the Lasombra, the Tzimisce claim to have destroyed their founder and are pillars of the Sabbat. The Tzimisce are known for their pursuit of metamorphosis, sculpting flesh and bone like clay, and making horrific war-ghouls.<ref name="V:tM20" />{{RP|20, 70-71}} In Fifth edition, some Tzimisce have joined the Anarchs.<ref name="V5Core2" />{{RP|63}}<ref name="V5CBN" />{{RP|126}} * '''Ventrue''': The Ventrue traditionally play the roles of aristocrats and kings, seeking power and wealth to support their rule over Kindred and Kine. The Ventrue are picky eaters who may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings). They are one of the founding clans of the Camarilla.<ref name="V:tM20" />{{RP|20, 72-73}} ===== Antitribu ===== Most Sabbat vampires consider themselves to be "anti-clans" or ''antitribu'', in rebellion against their parent clans' values, goals, or loyalties. For example, Toreador within the Sabbat consider themselves Toreador ''antitribu''. Some subvert or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas. Some are so different that they are considered different bloodlines, manifesting different Disciplines or weaknesses, or even a different name.<ref name="V:tM20" />{{RP|43}} Until Fifth Edition, the Lasombra and Tzimisce did not consider themselves ''antitribu'', as most of their members were within the Sabbat. Lasombra outside the Sabbat were considered ''antitribu'' while the Tzimisce outside the Sabbat were referred to as the Old Clan. A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.<ref name="V:tM20" />{{RP|436, 439}} ==== Bloodlines ==== Bloodlines cannot trace their lineage to an Antediluvian founder or are too few in number to be considered a major player in the [[Jyhad]]. Some bloodlines are considered to be offshoots of existing clans, while others have no known origin—and in some cases, they are remnants of "true" clans who were replaced or usurped by another bloodline (such as the Salubri, who were usurped by the Tremere). All bloodlines are exceptionally rare in the game, leaving most of the interactions and storylines centered around the clans.<ref name="V:tM20" />{{RP|393}}
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