Due to the size of this page, I suggest pressing Ctrl = "F" followed by what you are looking for, i.e. "Gangrel"

 

 

A comprehensive guide on the different clans, by Isador.

 

In here you can find valuable information on the different clans in VTM:R. Their strengths, weakness, disciplines and background information can all be found here!

 

Version 1,1: - Added the most important lore related clans in the game!

                   -  Corrected errors

Version 1.2 - Trogers added pictures and improved text sizes with each clan!

Version 1.25 - Altered the Tzimisce page a bit

Version 1.3 - Loads of clans added!

Version 1.4 - To reduce the difficulty of searching, the clan pages are now split into The Clans from VTM:R and the other Loreclans.

Version 1.41 Updated the pages slightly by adding the "big" clans to this page and the minor clans to the other.

 

(Note that this page is still a work in progress. If you encounter any errors or have any suggestions, please let me know on msn)

 


 

Brujah 

 

 

Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.

Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets, and it has adapted this concept into the modern night; many Brujah are glad to have an opportunity to speak their minds, then indulge in a bit of destruction afterward to illustrate their points.

 

Disciplines: Potence, Celerity, Presence

 

Nickname: Rabble, Rebels

Dark ages

In the dark ages the clan was composed of many warrior-philosophers, who saw to reshape the world as it was in ancient cathage, with kine and kindred living side by side. However, even now many fledglings turned away from this goal in pursuit of things they found more relevant. The older parts of the clan who still follow the Promethean ways are dying out.

Modern days

The Brujah are the known rebels of the vampiric world, always striving for some greater goal. They are stereotypically seen as a large Biker covered in tattoo’s and the most gravity defying hair possible. However Brujah vampires can be so much more then this. Many Brujah take the way of the scholar or the politician, though those of clan Brujah continue to be known for their savage temper. The Brujah form the largest part of the Anarchs.

Embraces

Anyone with a goal or a desire to prevent or create change may be embraced into clan Brujah, meaning that the Brujah embrace from a very wide audience.

Havens

Brujah prefer havens that are shared by other Brujah, but have no real issue with sleeping somewhere else every night or with other vampires. As long as they’re with mates, the Brujah are fine.

As a clan

The Brujah are the least organized of any clan. Even the Gangrel could learn a thing or two about a fractured organization by looking at clan Brujah as a whole. Because many people from different backgrounds are Brujah, rivalries and hatred inside the clan is all too common. Furthermore, anytime the Brujah do gather, it’s usually survival of those who can shout the loudest to get a opinion across, and most gatherings end in riots.

Strengths

Undoubtedly, the Brujah are physically the strongest of all vampires. Possessing both Celerity and Potence makes them formidable foes in combat, which they back up with their powerful Presence discipline.

Weakness

Though the Brujah can be as intellectual as any Ventrue and as graceful as any Toreador, they are never strong when it comes to resisting the Beast. Of all Vampires, the Brujah are the most likely to suddenly fall to frenzy.

 Clan Symbol


The Caitiff

 

(((Image needed)))

The Caitiff are the stragglers of vampiric society, most notably all vampires who where either embraced and then deserted or who were so thin-blooded that they had no individual clan strengths. Discribed as Riffraff, and beggars, the Caitiff are universally looked down upon, and aren’t organized in anyway to do something about it.

Disciplines:

Interrestingly, the caitiff are only clan capable of potentially mastering ANY discipline in existence! Though in the game they are naturally supplied with Animalism, Auspex, Celerity, Obfuscate, Dementation, Dominate, Fortitude, Potence, Protean and Presence.

Nickname: riffraff

Dark ages

The Caitiff of the dark ages were most notably the result of a vampire embracing a childe and then deserting it. In the dark ages the Caitiff would either seek comfort with vampires who would accept them as yet another member of the nightly hunt or would simply, stray across the globe without any true purpose or idea of what-to-do. Often they got in the crossfire of the Jihad, and many were butchered for no other reason then getting in the way. Many caitiff of this age were the result of failed Gangrel embraces, for the Gangrel would desert childes they thought weak.

Modern days

Due to a large increase in thin-blooded vampires, the caitiff probably became larger then any other clan. However, these thin-blooded vampires were individually too weak to form a serious threat to any other organizations, and on top of this they had no organisation as a clan other then the caitiff that somehow met up with eachother. Even today, clan Caitiff had not a single vampire of any reasonable generation, nor a appointed leader, and by the looks of it, that would never change.

Embraces

Anyone with any sire can become a Caitiff. Generally, a vampire is considered a Caitiff if he/she does not know the sire, thusly having no sence of heritage or clan, resulting in the creation of a Caitiff. Caitiffs can also be those vampires with thin-blood, meaning they are potentially substantially weaker then any vampire of a higher generation.

Havens

Anywhere.

As a clan

The caitiff cannot be truly called a clan. They have no unity, no organisation and most importantly, no almighty methuselah or antediluvian to tell them who to trust or what to do.

Strengths

The Caitiff are what one would call a universal type of vampire. Any Caitiff has the potential to learn any discipline, even if that discipline has only been mastered by a single other clan.

Weakness

What the Caitiff own in potential, they lack in talent and mentorship. They require much more experience to increase the strength (level) of their vampiric powers.

Clan Symbol

 

 


Cappadocians

 

Once the Cappadocians were known as the great Clan of Death, they who studied the art of death in order to increase their knowledge of the vampiric condition. Their discipline, Mortis, gave them incredible power over the dead state and to some extend even to their own deceased bodies. However, when the clan antediluvian Cappadocius embraced a man named Augustus Giovanni, the tragedy which would see whole Cappadocian clan destroyed during the following ages began.

Disciplines: Mortis, Fortitude, Auspex

Nickname: Graverobbers

Dark Ages

During the Dark ages the Cappadocians had become a perfect unity, as in, they were all of equal mindset and worked towards the same goal: furthering their knowledge on the state that is death. The other clans, whether they feared or respected the Cappadocians for their interests, preferred to leave the Cappadocians alone, and the Cappadocians preferred to be left to their studies, so everyone was happy and content.

Modern days

The Cappadocians did not survive into this age, however, their descendants have survived. Some Cappadocians who were not part of the main caste of the Cappadocian structure had fled west towards to Caribbean long before the Giovanni and became Clan Samedi, those who carry the face of death itself. Others who hid in the void while the Giovanni massacred the Cappadocians, came back in the form of the Harbingers of skulls. These very ancient and very angry ex-Cappadocians joined the Sabbat to exact their vengeance on the Camarilla for selling out the Cappadocians and more then anything the Giovanni for their cursed hunt.

Embraces

Only those who were intellectually strong and showed the same fascination in death as many Cappadocians were embraced into the clan. Unlike in other clans however, these fledglings were generally free to go about as they pleased, provided they did not get in the way.

Havens

Due to the Cappadocian curse and their research, many Cappadocians lived in or near graveyards. However, since many Cappadocians were also religious (catholic most of the time) they often also chose monasteries or other places of worship as their havens.

As a clan

After the dreaded Feast of Folley (which destroyed any cappadocians Cappadocius did not feel worthy of being part of his clan) the Cappadocians were as their leader desired them to be, uninterested in the business of other vampires and only interested in further researching the art of Mortis to benefit both themselves and their clan as a whole.

Strengths

The Cappadocians were always intellectually strong, but their strength came from their art of Mortis, which allowed them to manipulate Death itself, whether this was the death of another or their own diseased corpses.

Weakness

Because of their fascination, the Cappadocians were cursed with always appearing so morbidly pale, that mortals could easily see a Cappadocian as no longer being among the living.

Clan Symbol

 

 

 


Gangrel

The Gangrel are the loners of the world of darkness. The stereotypical Gangrel is seen striding through the wilderness of the world on all fours, howling at the moon and hunting animals for blood. Of all vampires, the Gangrel are closest to their inner beast, and love nothing more then to lose themselves in the thrill of the hunt. Though other members of other vampire clans sometimes attempt to learn the Gangrel discipline of Protean, only the Gangrel are capable of truly mastering it.

Disciplines: Protean, Animalism, Fortitude

Nickname: Outlanders, Barbarians, Wanderers

Dark ages

Supposedly, it were the Gangrel of Scandinavia that gave the clan it’s reputation for its powerful warriors in the form of the berserkers. Though the Gangrel added very little to the history of the world in this age (besides the occasional witch hunt for a Gangrel who’s lost himself to frenzy a couple of times) they were always a presence in the untamed regions of the world. Only individual Gangrel sometimes headed for the cities or joining the other clans’ business.

Modern Day

The Gangrel are perhaps one of the more successful clans to survive into this age. While other clans wasted large amounts of their numbers against each other in the never-ending jihad, the Gangrel simply watched from they forests, caring little for what happends outside of it. Lately the elders of clan Gangrel watch with suspicion as some of the new fledglings have appearently adopted a whole different set of disciplines more suited for the urban jungles.

Embraces

Gangrel are generally picky when it comes to embraces. They prefer to embrace those who are isolationists or strong-willed. When they embrace a childe, they will usually let it fend for itself for a while before meeting up and teaching the childe the ways of the cainites. If however the childe cannot cope with it’s new existence, it is abandoned. Which explains why the Gangrel are responsible for such a large number of Caitiff.

Havens

The Gangrel prefer to just sleep in a empty spot, be it a abandoned building or a cave, they don’t care as long as it isn’t crowded and keeps them save from the sun. Older Gangrel who have reached high enough level in the Protean discipline gain the ability to sleep outside by merging with the earth. The eldest of Gangrel can even change into a cloud of mist and remain so during the whole course of the day.

As a clan

Though many Gangrel show a blatant disregard for anyone else’s buisiness, the Gangrel as a clan do have certain rules of courtesy which must be adhered to. Most notably, Gangrel wish others who travel trough their territory to first announce their presence face-to-face with the owner. Also, any form of challenge is considered a attempt to establish pecking order, and Gangrel will generally look down to those who they beat in such a challenge and look up and respect those who defeated them. The organisation of the clan is lose in that members sometimes have no contact with any other clanmembers for decades. On the occasion however, all Gangrel in the neighbourhood are called to a meeting. During these meetings introductions are made, pecking order is established among fledglings and valuable information is spread, such as the current hunting grounds of werewolves and what territories are currently under who’s control etcetera…but these meetings are generally short and never house very large numbers of Gangrel. Generally speaking, a Gangrel who fights with weapons, in particularity guns, while faced with a challenge from a different Gangrel will be considered a coward by other Gangrel, for a Gangrel who cannot manage without his claws is not worthy to share the night with the Gangrel.

Strengths

Of all clans, only Gangrel can truly master the art of the Protean discipline, though not even the Gangrel themselves know why.

Weakness

All Gangrel lie close to the beast, meaning they frenzy more easy then other vampires. Most notably however, Gangrel who frenzy often gain animalistic feature on their bodies. Furs, tufted ears, permanent claws or even tails and scales are features which can develop after a recent frenzy, making it very hard for this Gangrel to adhere to the Masquerade.

 Clan Symbol

 

 


Giovanni

 

Described as one of the usurper clans, the Giovanni are the latest clan to appear in the world of Darkness. Created after Cappadocius, the antediluvian of clan Cappadocian, was diablerized by his own childe, Augustus Giovanni, the Giovanni led a great hunt against their brethren in blood the Cappadocians, wiping them completely off the face of the earth in order to establish themselves as the new clan of Death. Now using new rituals of necromancy, the Giovanni are one of the independent clans of the World of Darkness, and desire only power and money.

Disciplines: Dominate, Potence, Mortis (the Mortis discipline of the Giovanni is different from that of their ancestors, the Cappadocians, and has been named Necromancy)

Nickname: Necromancers

Dark ages

N/A The Giovanni did not exist during the Dark Ages.

Modern Days

Having spent centuries staying away from the Jihad while supplying weapons to both the Camarilla and the Sabbat, the Giovanni are probably the most successful clan in the Modern Nights. Recently however a new enemy has appeared among the Sabbat, who employ all of the Sabbat’s resources into hunting the Giovanni. However, the Giovanni currently ignore this threat, and prefer to keep to their dark business to gain more money and power. Why dirty your own hands when you have a host of ghouls to take the blows for you?

Embrace

The Giovanni exclusively embrace from their own numbers, whether this be close family, friends of this family or ghouls who’ve done their share. Prior to the embrace, a target is ghouled by the Giovanni. As ghouls they work as assistants in research, an addition to the financially supporting department of the Giovanni or simply as a hitman. Once the ghoul has done his job, the embrace is generally considered the ghouls reward. Generally, a embrace done by a lower generation Giovanni is considered a reward for a job done extraordinary well.

Havens

Mansions, suites and other havens befitting the wealthy status of the Giovanni are the most common havens. However, Giovanni almost always keep a secondary haven at hand, perhaps one in a sewer of graveyard when one needs to hide away from prying eyes.

As a clan

The Giovanni are loyal to the Giovanni first and foremost. If there weren’t so, they would never have been embraced in the first place. The Giovanni are a tightly knit organisation, dealing in drugs, bloodmoney, blackmail, smuggling and all the profitable crimes under the night sky. On top of this, they ever seek to expand their knowledge over the dead, so that they gain greater power and status among the Giovanni. In many cases, Giovanni will pay corrupt hospital officials for the “material” needed to perform their dark art in private without drawing attention.

Strengths

Their dark art, Necromancy, allows the Giovanni to raise the dead in their service, as well as summon souls from the nether realm to do their bidding.

Weakness

The bite of the Giovanni is incredibly painful on it’s victim. Most mortals who are bitten by a Giovanni will die from sheer shock rather then bloodloss. Thusly it is nearly impossible for the Giovanni to feed from the living, and as such prefer to buy their blood from hospitals or feed from fresh corpses. 

 Clan Symbol

 


Malkavians

 

Even the other damned fear the Malkavians. Their tainted blood ensures that every single Malkavian is incurably insane. Worse, this insanity can take nearly any form, from irresistible homicidal tendencies to schizophrenia. What makes the Malkavians truly feared however is their clan discipline of Dementia, which allows them to channel their madness at enemies. Whatever the case, Malkavians have shown that they are as dangerous as any who try to threaten them, and on top of this while a Malkavian may seem encumbered by his/her madness, it strangely seems to give the Malkavians an insight the sane do not understand. Whatever the case, it is unsure if the Camarilla watch over the Malkavians to ensure they don’t cut their own wrists, or if the Malkavians just seek to prank the Camarilla into thinking they need “protection”.

Disciplines: Auspex, Obfuscate, Dementation

Nickname: Lunatics

Dark Ages

The Dark Ages were neither a bad nor a good time for the Malkavians. With Crusaders searching every doorstep for vampires, a Malkavians’ insanity was just as likely to give away his positition as it was to drop suspicion. Regardless they survive, for what crusader would think that weird little man talking to himself is actually a vampire?

Modern Days

With the increase on world wide travel, the Malkavians have never been better. The world is more open to new ideas or ways of thinking then ever before and the Malkavians profit from the mindset. They allow their insanities to be fuelled by new cultures and new ways to fill a niche in society. Many Malkavians have even become things like psychiatrists or work in mental hospitals for easy access to blood and, less obviously, to gain more insight into their own condition.

Embraces

The Malkavians embrace from all stretches of society. They aren’t picky on their embraces, but generally favour intellectuals….or people who are already halfway on the path to insanity. Other then that, anyone can be a Malkavian.

Havens

Anywhere where a Malkavian can hide from the sun is considered a haven on their part, but Malkavians generally seek out places where their insanity is less likely to draw attention. If Malkavians are known for one thing when it comes to havens however, it’s creativity.

As a clan

There is no visible chain that links all Malkavians together. However, the Malkavian madness network (a sort of hive mind which is connected to all Malkavians) is always connected to a Malkavians subconciousness. Sometimes Malkavians talk to this hive mind directly, sometimes they don’t even know it exists. Regardless, many speculate it is this that causes Malkavians to “coincidently” appear on spots where something big is about to happen. Even Malkavians themselves often don’t know why or how this happends, but it does, that much is known.

Strengths

The Malkavians use their Dementia discipline to turn their weakness into the enemies’ weakness. Also, thanks to their insanity, Malkavians have a unique insight into things, allowing them to see things which no normal person can see.

Weakness

No matter how you twist or turn it, each Malkavian is incurably insane. This can emerge in any form of madness, paranoia, schizophrenia, fobias of some sort. You name a derangement, and there’s bound to be a Malkavian somewhere who has it.

 Clan Symbol

 


Nosferatu

Described as the “Sewer rats” the cursed Nosferatu function as the spies of the vampiric world. Due to their horrid cursed shapes, the Nosferatu cannot walk amongst mortals as other vampires can, and instead hide inside catacombs and sewers to avoid being seen. Over the ages, the Nosferatu have thusly become experts when it comes to hiding in the shadows. And of course, while you’re there, you tend to hear a thing or two...

Disciplines: Animalism, Potence, Obfuscate

Nickname: Sewer rats

Dark Ages

The dark ages were unforgiving for many fledglings among the Nosferatu. With their hideous appearances, they were the most obvious targets for the Crusaders who wanted nothing more then to stake vampiric hearts. However, many Nosferatu thrived in this age. With the constant Jihad going on and Crusaders after the ass of every vampire, the Nosferatu had a nack for appearing before Ventrue princes right when the vampire hunters were on his trail and giving the prince the information needed to escape from them….for the right price of course, I mean why not profit from a natural talent for eavesdropping?

Modern Days

Being the stuff humans only see in horror movies, the nossies couldn’t very much walk the streets at night could they? Fortunally, those same humans created the perfect hiding spot! The sewers. Found in every city and easiest place in the world to hide. And from there the Nosferatu deal with their Camarilla friends, most notably the local prince. Most princes would not crawl through sewers if all the money in the world was hidden there, but the Nosferatu are masters of their trade, and every good Ventrue knows one cannot win a war easilly////without dealing with the sewer rats.

Embraces

The Nosferatu take in particulair joy from embracing just the right type of individual. These will be individuals who have everything to gain from being embraces into clan Nosferatu and little to lose. Ofcourse there are Nosferatu who act out of spite  against the beautiful and the vain, and embrace these into the night simply for the reason of "teaching them a lesson".

Havens

The sewers are the best friends of the Nosferatu. Here they can hide their grotesque visage from the above world, while of course conviently meeting up with his/her local clanmates to exchange the latest juicy gossip.

As a clan

Ages of persecution and resentment has fostered deep bonds between the Nosferatu. Unlike many other clans, most Nosferatu work together to keep themselves secret and safe, treating each other with politeness and respect, while of course exchanging the latest information.

Strengths

While the Nosferatu’s body may be twisted, it is not broken. By far, Nosferatu are among the physically stronger vampires. Their greatest strength however, lies in the Nosferatu mastery of the Obfuscate Discipline, which allows them to move around unseen.

Weakness

The Nosferatu are so monstrous in appearance that they break the rules of the Masquerade even by just showing their wretched selves to kine.

 Clan Symbol


Toreador

Charm and Grace are the best ways to describe the Toreador, who effortlessly glide through both mortal society and vampire society. Known as great artists and speakers, the Toreador are at their best when entertaining an audience or being at the lead when it comes to social trends. Of all clans, Toreadors are closest the to mortal world they left behind.

Disciplines: Auspex, Celerity, Presence

Nickname: Degenerates, Artists

Dark Ages

As the Toreador have always done, they swayed the masses in this age, whether as painter, painted, sculptor, dancer or singer. Many of this age’s greatest artists were embraced by the Toreador, to preserve their talent for all eternity. Though they added little to the Jihad, the Toreador were widely respected by the Ventrue for their exquisite tastes and ability to charm the masses.

Modern Nights

With the introduction of fashion and other social trends, the Toreador were of course quick to follow. In this day and age where appearances can say everything about a person, the Toreador ensure their way of dressing tells an entire tale. Though many Toreador loathe the fact they cannot make the most out of the modern arts, one cannot say they do wrong. Indeed, the most exquisite and gracious of parties might have a Toreador for a host…one who will of course make sure it is the centre of attention.

Embraces

All embraces by the Toreador are done out of passion. Passion for love, for art or passion for Beauty. Many of clan Toreador are physically striking to watch, or are capable of creating pieces of unmatchable beautiful art. Regardless, the true motive behind an embrace is always the passion for the need to preserve something forever, whether this be talent or beauty.

Havens

Toreador take care to ensure that their havens are comfortable, convenient for socializing and - above all conform to their aesthetic tastes. Vampires of a more artistic bent might maintain spacious lofts to display their works, while their socializing counterparts love opulent suites perfect for hosting parties.

As a clan

Toreador have little practical organization, though their social networks are legendary . The clan meets frequently, but more as an excuse to host lavish parties and showings than to accomplish anything. The Toreador however tend to have close relations to the Ventrue, mainly because even though the Toreador do not seek the power the Ventrue desire, they do hang around the same class of company.

Strengths

The Toreador are closer to the mortal world then any other vampire clan, and thusly find it the easiest to travel through the world of mortals. They find it more easy to interact with or manipulate the kine.

Weakness

Whenever a Toreador sees or hears something of great beauty, they cannot help but be transfixed by it. They will continue to stare at the source of the beauty until it goes away or if someone else snaps they out of it. (usually this is done by a hard hit on the head)

 Clan Symbol

 

 


 

Tremere

The sorcerers of the vampire world, the Tremere as seen as one of the usurper clans, and even have enemies among those who they consider allies. Using the cursed sorcery of Thaumaturgy, their own invention, the Tremere have firmly rooted themselves into the world of darkness, and aim to keep it that way.

Disciplines: Auspex, Dominate, Thaumaturgy

Nickname: Warlocks

Dark ages

The Tremere are being hunted by many different clans for many different crimes. First of all, many clans hunt the Tremere for the fact their bloodline came from Saulot, the Salubri antediluvian, which the original Tremere himself diablarized. Secondly, they are persecuted for their following hunt against the Salubri, whom they hunted to extinction. And ofcourse in a more recent set of events, the Tremere have begun capturing other vampires (most notably the Tzimisce, the Brujah and the Gangrel) and turning these into their blood-bound slaves by turning them into gargoyles. As such, they faced much persecution and hatred from these clans. Truly, the bloodstained hands of the Tremere are at their greatest peril, and there seems to be little chance for the clan to survive into ages to come.

Modern times

The Camarilla proved to be to salvation of the Tremere! In joining them, many of those who were previously their enemies were suddenly forced onto their list of allies, and they received a bastion of protection from the likes of the Sabbat. Now making their gargoyles out of stone and no longer using test subjects (other then prisoners of war of course…), the Tremere proved a strong ally to the Camarilla, using their powerful sorceries to combat the Sabbat and their natural diplomatic skills to aid the Camarilla’s structure as politicians or  advisors. However, even to this day the Gangrel and Brujah mistrust the Tremere, and the Tremere maintain a rather unhealthy amount of enemies outside of the Camarilla, most notably the Tzmisce and the Assamites.

Embraces

Many Tremere dabbled in occult or other scholarly pursuits in life. However this is hardly enough to draw the attention of the Warlocks. The Tremere seek apprentices with aggressive natures and clear thinking, they care not for any who are weak in these aspects. When a new apprentice is embraced, by clan law he/she must drink the blood of al 7 clan elders, ensuring their loyalty.

Havens

Some Tremere have private havens, often equipped with vast libraries to aid in their studies, but almost all Tremere make residence in a Chantry. In each city with a Tremere presence, there is a chantry, and all Tremere are free to make residence here. However, it is strictly forbidden for any outside of clan Tremere to enter Chantries, and the Tremere are known for their ways to keep intruders out.

As a clan

No tighter internal structure exists among the clans. No clan binds its neonates so strictly. And no clan acts with such unity of purpose as the Tremere. The Tremere strictly adhere to clan ranks, which functions as a pyramid structure. The top of the pyramid is occupied by the great Tremere himself, and by steps of 7 the pyramid moves down, with at the base all the neonates of clan Tremere.  As there are only a limited amount of positions in the upper ranks, many Tremere remain a neonate their whole existence, even if they have long surpassed their superiors. Because each Tremere is close to a blood bond with the elders of his clan, loyalty is almost guaranteed. However, the Tremere no less then despise rogue Tremere who exist outside the pyramid structure, and go through every possible length to hunt these down.

Strengths

  Undoubtedly the strength of clan Tremere lies in its discipline of Thaumaturgy, which allows them to use many potent blood magics, conjuring fire from thin air or turning enemies to dust with a single touch.

Weakness

Because each Tremere is almost blood bound to his elders, they have considerable trouble ignoring a direct command from an elder.

Clan Symbol 


Ventrue

The Ventrue are the natural born leaders of the Camarilla, and even preceding the Camarilla held great positions of power close at hand. Where the Toreador gracefully charm the masses and the Brujah rile them into frenzies, the Ventrue lead both vampires in mortals in the World of Darkness. Being known for their exquisite tastes, Ventrues are almost always part of the highest caste in vampire society.

Disciplines: Dominate, Fortitude, Presence

Nickname: Blue Bloods

Dark ages

Even before the Camarilla the Ventrue trived. As church declined in power and city officials became more important in governments, the Ventrue surpassed their Lasombra rivals in power and soon held great territories under their controls in west and northern Europe. Many Ventrue became princes, and held great numbers of ghouls under their sway to keep the position. When the crusaders drew near, the Ventrue became known for an uncanny ability to set the witch hunters on the trail of other more recognizable vampires, such as Nosferatu or frenzied Gangrel.

Modern days

As the Camarilla gained in power so did the Ventrue, who by far hold the most positions of power in the Camarilla. Ventrue see themselves as nobles in a classic sense of the word, fighting to uphold the station of those below them. They are the kings, knights and barons of the modern night. Although the struggle has moved from battlefields to boardrooms and from jousting lists to voting districts, Clan Ventrue continues the duel. The Ventrue also feel the Masquerade is thusly important that is must be uphold as law. Indeed, the Ventrue proclaim that without the Ventrue there would be no Masquerade, and without the Masquerade the vampiric race would have gone extinct long ago. Though the Ventrue still have a tendency to look down upon the lower clans, the Ventrue proudly admit they are their leaders, and intend for it to stay that way.

Embraces

Ventrue traditionally hail from professional or high-society kine, though in modern nights the clan may claim any noteworthy person. Age, wisdom and experience play great parts in Ventrue embraces, and a Blue Blood never embraces carelessly.

Havens

Only the best of havens will do. The Ventrue often make mansions or grand estates their permanent homes. Even ancestral homes, where the Ventrue lived before the embrace may become a haven. Interestingly if one Ventrue asks another for a place to stay, they cannot refuse. Ofcourse this is rare invoked due to the fact the shelter-seeking Ventrue would owe the other a great debt, still it has saved many a Ventrue’s unlife.

As a clan

The Ventrue are highly organized as a clan, not least so because they all keep some spot of power among the Camarilla. Especially Ventrue who live close to eachother meet often, though most of these meetings result in idle chat rather then any real action to resolve issues or improve situations.

Strengths

Socially gifted more so then any other vampire clan, the Ventrue always manage to inspire others with their words, whether this be because of their uncanny charisma or because of their Dominate discipline is a matter of debate…led by the Ventrue of course.

Weakness

The tastes of the Ventrue are as much a burden as a joy. The Ventrue are bound to only draw blood from certain castes of society. Whether this be the blood of Virgins, Catholics or simply the higher castes of society, the Ventrue simply cannot feed from just anyone. Unfortunally, this even applies when the Ventrue is starving or frenzied.

Clan Symbol




Lore Clans

These clans are all part of the World of Darkness, but only playable as a character if a special "Mod" ask me on MSN if you would like this Mod :)


Assamites

 

The last remaining kindred clan to posses a significant force in the far east, the Assamites are widely known as the assassins and holy warriors of the vampiric world. Some Assamites have taken it on them to purge any form of evil from the world, but many others have gone to becoming contract killers, taking on contracts from the western elders to hunt down other kindred in exchange for the chance to diablarize. Indeed, most, if not all Assamites hunt for nothing more then the chance to drain other kindred dry, recently even without contract.

Disciplines: Celerity, Obfuscate, Quietus

Nickname: Assassins

Dark ages

It was during the dark ages that the Assamites suffered the wrath of the Camarilla. As the assassins drew close to outright attacking the west, the Ventrue ordered the Tremere to cast a curse upon the Assamite bloodline, that they would never again be able to drink the vitea of another kindred. The clan scattered after this and while they remained great assassins, they lost a great deal of their cannibalistic ways.

Modern day

In recent nights the clan has become more depraved and recklessly engage in cannibalism and diablary whenever the opportunity arrives, and no longer honor the old codes. As the Tremere curse has slipped from their veins their old curse came surging back in, and now many Assamite run wild and ignore even the command of their elders. While most Assamite hold a nasty grudge to the Camarilla as a whole for the curse the Tremere placed on them, they seem only to be interested in engaging in as much diablary as they possibly can.

Embraces

These days the Assamites mainly embrace Terrorists, assassins or other criminals who fall along the same lines. Though most Assamites hail from middle-eastern asia or Africa, many of western stock have recently been embraced as well. As an Assamite grows older, his skin grows darker, as such many elders of the clan have a pitch black skin.

Havens

Most assamites live at the hidden fortress of Alamut, the stronghold of the clan. Those that are abroad or newly embraced prefer to make their havens in inaccessible places, where unexpected company is most unlikely.

As a clan

Though the elders of the clan still orchestrate most of the clans progress from Alamut, many Assamites are far away killing seemingly at random, with or without a contract. Many of the clan's former "rules of engagement" - such as the prohibition against hunting an opponent who'd already bested another Assamite - have been discarded. To those outside the clan, it appears as if the Assamites are running rampant. Many Assamites even seem to organize themselves more like the Sabbat, hunting in temporary packs to gain footholds in cities. The most important note about todays Assamites must be that they view other kindred as inferior, and as such have a tendency of showing other kindred very little respect, if any at all.

Strength

The strength of clan Assamite lies in it’s mastery of their unique discipline of Quietus, which allows them to turn their own blood into a potent weapon, as maybe a poison or a ferocious acid.

Weakness

All Assamites are addicted to the vitea of other vampires. The more of it they get, the more of it they want, and in the modern nights many Assamites seek to gain it through any means necessary. Diablary has a strong foothold in the culture of the clan, in fact there are few Assamites that never devoured another Kindred. They believe that with every other kindred they diablarize, they get 1 step closer to their clan Antidilluvian.

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Lasombra

Long ago the Lasombra were the true Leaders of the vampiric and mortal world, manipulating the events and tidings of almost every organisation with equal grace as the Ventrue of today do. Indeed, the Ventrue share much in common with the Lasombra, a craving for power, exquisite tastes and natural amplitude for leadership. However, when compared to the Ventrue the Lasombra are best described as sadistical tyrants ruling the vampiric underworld with iron fist and a craving for the suffering of others. The Lasombra know they are predators, why should they deny it like the Ventrue do? With such an attitude in the clan, the Lasombra allow their members to commit acts of vast cruelty that no other clan, besides perhaps the Tzimisce, would allow. But their decline was heralded by their choice of leadership. Whilst the Ventrue graced the meeting halls, board rooms and government, the Lasombra sought power through the church. With the decline of power of the church, so did the Lasombra fall from grace, and now instead use the Sabbat to take what they believe is righteously theirs.

Disciplines: Dominate, Obtenebration, Potence

Nickname: Keepers

Dark Ages

In the dark ages the Lasombra still retained much of their power. But even now they felt the decline of power that would herald the beginnings of democracy. As they rivalled with the Ventrue who steadily gained in power, the Lasombra tried to keep what power they possessed to remain theirs. Much of these attempts, were in vain.

Modern Days

Whilst many Lasombra elders retain their ties to the church, most of the latest generation prefer to abandon this now powerless piece of the past. Many Lasombra even believe they are the tools of the devil, so why would they dabble with the church who would scorn them? These days, the Lasombra are the main force of leadership among the Sabbat. Twisting the packs in the direction needed to fulfil the ends of the Lasombra, they first and foremost serve their own purposes, and then the Sabbats’(which happens to have purposes in common).

Embraces

The Lasombra are picky when it comes to picking a childe. First and foremost, a childe must be strong of mind. Secondly, a childe must be able to add something to the clan, whether this is financial gain or a talent for manipulation. Also, the Lasombra add their own sadistical twist to the embrace. The most common way of embracing is preceded by the Lasombra completely destroying the life of his chosen childe. If the childe breaks, the Lasombra deserts the childe. If the childe recovers from this or even overcomes the obstacles thrown in his path, the Lasombra goes on to embrace one more into the night.

Havens

Most Lasombra disdain private havens, they prefer to sleep with the packs, for the better of the sect. However, some of the older Lasombra still retain private havens of some sort.

As a clan

Clan Lasombra's structure is simultaneously formal and open. Respect and homage are afforded to the elder warriors who helped found the Sabbat, but younger members operate with almost no guidance from the clan as an entity. Every so often the clan gathers, performs blood-drinking rituals and exchanges the latest news. However, all Lasombra have great respect for tradition. The Lasombra have even been rumoured to informally assassinate those who bring shame or unwanted attention upon the clan.

Strength

Like the Ventrue, the Lasombra is most at home in the role of grand manipulator or general, preferably somewhere out of sight and out of mind. They also draw great power from their unique discipline of Obtenebration, using it to shape the shadows around them as dark entities or even as a living armor.

Weakness

The greatest weakness of the Lasombra is that they are creatures of darkness, so the sun’s rays burn the Lasombra even more then the other clans.(exept for the Setites) On top of this, the Lasombra have no reflection, and because of this many develop a unhealthy obsession with their looks. This obsession goes so far that many Lasombra have an entire host of ghouls at their haven devoted exclusively to the cause of doing madam’s makeup and hair. Many a poor ghoul who did not brush his mistress’s hair exactly 100 times found himself on the wrong end of a Potence loaden brush. 

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Ravnos

If ever a clan was renowned for a wickedly black sense of humour, the Ravnos would be that clan. The Ravnos delight in weaving elaborate webs of illusions and lies to part mortals and even other cainites of whatever the Ravnos might fancy, the victims belongings, power or even the victims’ freedom. Due to this unpleasant habit, the Ravnos are almost the most universally hated clan. Few princes express this directly though, incur the wrath of a single Ravnos, and he’ll call as much of his clan as is within shouting range to exact his revenge. The Ravnos are primarily nomadic at heart, but strangely many managed to survive in Asia for centuries, where other kindred would quickly be hunted down by the Cathayans. (aka. The kuej-jin)

Disciplines: Animalism, Fortitude, Chimerstry

Nickname: Deceivers

Dark ages

Whilst the Ravnos found no hospitality in Europe amongst their gypsy brethren (neither the mortals nor the Gangrel) the Ravnos still spread from the east into Europe. Though many princes both Ventrue and Lasombra outright resented the Ravnos for their trickery, they had already heard the rumours, that enraging one Ravnos means enraging the entire clan. Thusly the Ravnos are tolerated by those in power. However, the other clans had signed no such agreement, and while the Ravnos continued to spread through Europe, it was common sight to see one being ripped to shreds by large packs of other vampires who got sick of the Deceiver’s ways.

Modern days

The Ravnos have accomplished little of renown even in this late age. They indulge in their own pleasures over Politics or anything else for that manner. However, rumours stir in the east of ancient Ravnos awaking from millennia of torpor. For what reason is currently unknown, but Ravnos all across the world are hearing the calls of their Elders. Only time will tell what will come of this.

Embraces

Whilst the older Ravnos stick to their own code of never embracing anyone but those of gypsy blood, younger Ravnos tend to embrace anyone who shows a natural gift for deceit, barter or lying.  Regardless, most Ravnos bear few Childes.

Havens

Some Ravnos chose a city as their home, but all Ravnos feel the wanderlust, and abandon these havens and take up new ones as the mood hits them.

As a clan

Most Ravnos trust none, not even their own clan mates. Though they can rely upon others of their clan to aid them when their need is dire, (or when they simply want to perform some great heist) other Ravnos are just as likely to deceive each other as they are to deceive others. The clan does hold it’s own codes of honor in great esteem, though these codes would be seen as eccentric by other kindred, to say the least.

Strength

The strength of clan Ravnos lies in their discipline of Chimerstry. Using this discipline, they can create illusions of such potency that they are often seen to be equal sorcerers as the Tremere. The most ancient of clan Ravnos are even capable of making illusions so powerful that they can effect the physical world.

Weakness

While the beast of the other vampire clans calls for their victims to feed and survive through any means necessary, the Ravnos have a much stranger curse. Their beast calls for them to commit crimes, whether theft, fraud, gambling, blackmail or even cleverly framed murder. This call is so strong that if a Ravnos is given the chance to indulge in their particular vice, they cannot resist.

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Setites (Followers of Set)

 

The most universally reviled and mistrusted of all clans are the Setites, who hide in the darkest corners of the world. From there, they pay homage to their dark ancestor Set by corrupting all sentient beings in the world into their servitude. Using all the temptations known to man, money, drugs, power, women, even vitea and supernatural lore to draw others in their web of servitude. How far this web reaches…only the Setites know.

Disciplines: Obfuscate, Presence, Serpentis

Nickname: Serpents

Dark Ages

Spreading out from the reaches of north Africa into Asia and other parts of the world, the Setites continually work on expanding their influence over mortals and cainites alike. Though the Setites currently mainly populate areas where few, if any, other kindred live, the effect of their presence is almost always known by the local kindred…right when it’s too late to stop it.

Modern Day

The coils of the Setites have spread far and wide. From America to india and everything in between has felt at least some presence of the Setites. While the Setites expand the power of their clan by recruiting many, they continue their old ways of corroding the local power structures by corrupting everyone inside of it.

Embraces

The Setites generally only embrace those who serve them, and only those that are highly intelligent. Red hair is generally seen as the mark of Set, so these individuals are even more likely to be embraced.

Havens

While younger Setites aren’t above choosing the most practical of havens, the elders of the clan treat haven-building as a reverential process. Most use alchemical rituals to consecrate their havens with the power of Set, and many adorn their havens with objects of art and worship.

As a clan

Individually, Setites act much like other vampires, maintaining herds, acquiring power, and suborning rivals. Nor is one Setite automatically immune to the predation of a rival – the clan takes a Darwinian approach even among its own ranks. Survival of the fittest roots out the weak and ensures only the strong make it to the top of the clan. Communally, though, Serpents usually organize themselves into temples where they can exchange lore and practice their rites, the oldest of those present is usually in charge. According to vague rumors, there is a grand temple of Set somewhere in Africa, where a Methuselah who was directly sired by Set preaches in his name.

Strengths

The strength of clan Setite, lies in it’s Serpentis discipline, which channels the corruptive and devastating magic of their snake god at their enemies. Many ancient rituals which only the Setite know are practised through this discipline.

Weakness

More then any other vampire clan, even the Lasombra, the Setites are harmed by the light of day. Their dark god’s blessings mean even the slightest touch of sunlight could cause irreparable harm to a Setite. In fact, even artificial light which no other kindred needs fear can harm the frail eyes of a Setite, blinding them for a short period of time.  

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Tzimisce

Once clan Tzimisce had almost conquered the whole world, but today they are but a shadow of their former selves. Over the ages Vicissitude drastically altered the Tzimisce and corroded their minds. While at first this new discipline almost granted them the power to conquer the world, it adventually wore down the very power structure it had created. Now the Tzimisce are scattered and leaderless, with most Elders and Childes sticking to their own affairs. The ancients of the clan continue to weave their webs of control across the world as they have since time immermorial, hoping to one day restore the clan to the glory it has long since lost.

Disciplines: Animalism, Auspex, Vicissitude

Nickname: Fiends

Dark Ages

Many Tzimisce elders renember the days when their clan was still in power, before the rise of the hateful Tremere who thinned their numbers so. That time is now past. The childes of the Tzimisce, who were forced into blood bonds with their elders to ensure loyalty had found ways to break these bonds, by drinking the blood of their fellow neonates. A rebellion erupted, during which most Tzimisce elders died and their childes took control. This hailed the last time when the Tzimisce would hold power as an organized clan, for now the childes were without mentors, and most simply scattered into the World of Darkness seeking solitude away from their own power hungering clan.

Modern Day

Most Elders of the Tzimisce lie slain or in torpor. Most childes are devided across the world without any organization between eachother to speak off, and anything in between Elder and Neonate will either be a raving blood-hungry lunatic or a unholy priest, preaching the ways of the Beast to the Sabbat. Where the ancients of the clan hide, not even the remaining Elders know, but it is certain that they are out there, biding their time untill they can strike out, and reclaim their birthright.

Embraces

The choice of childes is always based on the sire, but traits like intelligence and insight are in perticulairy valued. Whether these should manifest as a scientific genius or a serial killer is a trifling distinction.

Havens

Tzimisce are surprisingly private beings, and place great value on the sanctity of their havens. Also, the clan has a elaborate rule set around hospitality. Guests into the haven of a Tzimisce are protected by the Host’s unlife, Trespassers are pursued until the ends of the earth and punished in a due manner.

As a clan

Though the relationship between sire and childe is stronger with the Tzimisce as with the other clans of the Sabbat, this is the only connection the Tzimisce retain with their clan. Despite their pride in their Heiratage and costums, each of the Fiends makes his own way in the world. There is however always 1 Tzimisce appointed as Voivode. The Voivode is considered the leader of the clan, but generally acts more like a high priest then a supreme ruler.

Strengths

While the Tzimisce are natural sorcerers, their power mainly comes from Vicissitude, which allows the Tzimisce to shape their own flesh and bones into forms that they perceive as more useful or beautiful. And more frighteningly, they can even use this discipline on others, which is what makes the Tzimisce one of the most feared clans to hunt the night, and undoubtedly many of the vampire horror stories originating from Europe are the product of Tzimisce activity.

Weakness

Tzimisce are inexplicably tied to the land, either of their birth or Embrace. When a Tzimisce leaves his homelands, he must sleep next to at least 2 handfuls of earth from his homeland. Each night a Tzimisce fails to do this he/she will grow weaker and weaker until he/she sleeps on the earth of his homeland for a full day once more. This is undoubtedly where the territorial behaviour of the Tzimisce originates from.

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