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Post by Annabelle Devonshire on May 21, 2020 1:25:33 GMT -5
------------------------------ Way of the Kindred ------------------------------ Overview Vampires. Bloodsucking corpses returned from the grave to feast on the blood of the living. Monsters damned to Hell who avoid their punishment through life unlawfully stolen. Erotic predators who take their sustenance from innocent, struggling - or, perhaps, willing? - men and women. Since time’s beginning, humanity has spoken of the vampire - the undead, the demonic spirit embodied in human flesh, the corpse risen from its grave possessed of a burning hunger for warm blood. From Hungary to Hong Kong, from new Delhi to New York, people throughout the world have experienced chills of delicious terror contemplating the deeds of the night-stalking vampire. The vampire has haunted novels, movies, TV series, video games, clothing, even breakfast cereal. But these stories are mere myths, right? Wrong. Vampires have walked among us from prehistoric times. They walk among us still. They have fought a great and secret war since the earliest nights of human history. And this eternal struggle’s final outcome may determine humanity’s future - or its ultimate damnation. The vampires who walk the earth in modern nights - or Kindred, as they commonly call themselves - are both similar to and different from what we might except. It is perhaps best to begin our discussion of the undead as if they were a separate species of being - sentient, with superficial similarities to the humans they once were, but displaying a myriad physiological and psychological differences. In many ways, vampires resemble the familiar monsters of myth and cinema. (There is enough truth in the old tales that perhaps they were created by deluded or confused mortals.) However - as many an intrepid vampire-hunter has learned to his sorrow - not all of the old wives’ tales about vampires are true. Vampires are immortal. True. While they can be killed (a very difficult process), they do not age or die from natural causes. They need no food such as humans eat, and they do not need to breathe. Vampires are living dead and must sustain themselves with the blood of the living. True. A vampire is clinically dead - its heart does not beat, it does not breathe, its skin is cold, it does not age - and yet it thinks, and walks, and plans, and speaks… and hunt, and kills. To sustain its artificial immortality, the vampire must periodically consume blood, preferably human blood. Some penitent vampires eke out an existence from animal blood, and some ancient vampires must hunt and kill others of their kind to nourish themselves, but most vampires indeed consume the blood of their former species. Vampires drain their prey of blood through the use of retractable fangs, which are magically gifted to vampires when they first become undead. Each vampire can also magically lick closed the wounds made by their fangs, thus concealing the evidence of their feeding. Blood is all-important to the Kindred, for it is both the crux of their existence and the seat of their power. Mortal food, mortal air, mortal love - all of these things are meaningless to a vampire. Blood is the Kindred’s only passion, and without it, they will quickly wither and fall dormant. Moreover, each vampire can use its stolen blood to perform amazing feats of healing, strength and other magic. Anyone who dies from a vampire‘s bite rises to become a vampire. False. If this were true, the world would be overrun with vampires. Vampires feed on human blood, true, and sometimes kill their prey - but most humans who die from a vampire’s attack simply perish. To return as undead, the victim must be drained of blood and subsequently be fed a bit of the attacking vampire’s blood. This process, called the Embrace, causes the mystical transformation from human to undead. Vampires are monsters - demonic spirits embodied in corpses. False… and true. Vampires are not demons per se, but a combination of tragic factors draws them inexorably toward wicked deeds. In the beginning, the newly created vampire thinks and acts much as she did while living. She does not immediately turn into an evil, sadistic monster. However, the vampire soon discovers her overpowering hunger for blood, and realises that her existence depends on feeding on her species. In many ways, the vampire’s mindset changes - she adopts a set of attitudes less suited to a communal omnivore and more befitting a solitary predator. At first reluctant to kill, the vampire is finally forced into murder by circumstance or need - and killing becomes easier as the years pass. Realising that she herself is untrustworthy, she ceases to trust others. Realising that she is different, she walls herself away from the mortal world. Realising that her existence depends on secrecy and control, she becomes a manipulative user of the first order. And things only degenerate as the years turn to decades and then centuries, and the vampire kills over and over, and sees the people she loved age and die. Human life, so short and cheap in comparison to hers, becomes of less and less value, until the mortal “herd” around her means no more to her than a swarm of annoying insects. Vampire elders are among the most jaded, unfeeling, paranoid - in short, monstrous - beings the world has ever known. Maybe they are not demons exactly - but at that point, who can tell the difference? Vampires are burned by sunlight. True. Vampires must avoid the sun or die, though a few can bear sunlight’s touch for a very short period of time. Vampires are nocturnal creatures, and most find it extremely difficult to remain awake during the day, even within sheltered areas. Vampires are repulsed by garlic and running water. False. These are myths and nothing more. Vampires are repulsed by crosses and other holy symbols. This is generally false. However, if the wielder of the symbol has great faith in the power it represents, a vampire may suffer ill effects from the brandishing of the symbol. Vampires die from a stake through the heart. False. However, a wooden stake - or arrow, crossbow bolt, etc. - through the heart will paralyse the monster until it is removed. Vampires have the strength of 10 men; they can command wolves and bats; they can hypnotise the living and heal even the most grievous wounds. True and false. The power of a vampire increases with age. Young, newly created vampires are often little more powerful than humans. But as a vampire grows in age and understanding, she learns to use her blood to evoke secret magical powers, which vampires call Disciplines. Powerful elders are often the rivals of a fictional Lestat or Dracula, and the true ancients - the Methuselahs and Antediluvians who have stalked the nights for thousands of years - often possess literally godlike power. The Embrace Not every victim of the vampire’s Kiss rises to become Kindred herself - making a new vampire requires a conscious effort, and often permission. The Embrace is the term for the act of turning a mortal into a vampire. When a vampire wishes to sire progeny, her hunts take on a new characteristic. No longer does the Kindred simply search for sustenance; instead, she becomes more aware and cunning, looking for the perfect combination of personal behaviours that warrant immortality. The reasons for Embracing new Kindred vary from vampire to vampire. Some sires feel great remorse over their undying curse of vampirism, and select mortals who might “give something back” to the depraved race of Kindred. A few vampires look for great artists, thinkers, creators or just compassionate souls whose talents should be preserved forever. These Kindred often suffer greatly when they see what their selfishness wreaks upon those brought into the fold, for the Embrace often destroys the spark of creativity. Kindred lack the ability to truly innovate - they ride human trends rather than set them, and even their most inspired works are nothing more than pale imitations of mortal work that has gone before. It is an irony that those Kindred who would preserve a child’s gift forever actually do more damage to their progeny’s talent than simply allowing it to age naturally ever would. Other Kindred are vindictive and spiteful with the Embrace, choosing mortals whom they wish to see suffer. Some particularly cruel Malkavians delight in bringing the truly and pitiably insane into their ranks, hoping to glean some new insight from a fledgling’s madness as she sinks into despair. The hideous Nosferatu also delight in Embracing the vain or beautiful into their clan, enjoying the anguished shrieks of the childe as she becomes a malformed horror. Even the Toreador, in their degeneracy, sometimes select childer for the purpose of asserting their superiority over those who had been spoiled in life. Most Kindred, however, Embrace out of loneliness or desire. These vampires are invariably the worst off as, after the culmination of their lust or anguish, they are left not with soul mates, but with monsters every bit as callous and predatory as they are. Kindred rarely Embrace capriciously - the right to create a childe is seldom granted, and those who observe the Traditions are loath to squander an opportunity that they may not receive again for a thousand years. Some vampires, though, are flighty, negligent or simply heedless of a prince’s right to destroy them and their progeny. The ranks of the Caitiff swell with Kindred who do not know their lineage, accidentally rose after being left for dead by careless vampires, or otherwise left sires who cared little for them. The physical act of creating a Kindred is not complex, though many sires refuse to instruct their childer in the process. The vampire first drains his victim’s blood to the point of death - which is not difficult, for once the Kiss is administered, the victim is usually too lost in the agonising rapture to resist her attacker. After removing all of her prospective child’s mortal blood, the sire places a quantity of her own blood in the child’s mouth. This amount varies, as some vampires literally suckle their childer at their own wrists while other Kindred place the tiniest drop on their childer’s lips and watch as the Beast takes over thereafter. Vampires of the Sabbat reputedly Embrace their childer and then bury them, forcing the progeny literally to dig themselves out of their own graves. Whatever course is taken, the childe then dies a mortal and spiritual death, only to rise unnaturally afterward. Most of the time, dying is a period of great pain and anguish; the childe suffers spasms and shock as her body sloughs off the mortal coil. The instant of rebirth, by comparison, is perhaps the greatest pleasure a Kindred may ever feel, and is likely the last true ecstasy the vampire will ever know. As the mystical process transforms the now-dead corpse of the childe, it evens out imperfections and often makes the body beautiful, albeit in a surreal manner. Such beauty is frightening to behold, a predatory grace like that of a shark or venomous snake. The child’s senses also hone to an uncanny level, revealing sounds she has never before heard or heeded, tactile stimuli never appreciated with touch, panoplies of colour imperceptible to the human eye, and myriad individually distinguishable smells. The vampire’s sense of taste heightens as well, though toward a single, terrible flavour. Only one substance satisfies the vampire: human blood. From the moment she rises, the vampire is a slave to the passion of her Hunger, and every night from her Embrace to eternity she will experience a starvation that can be sated only by preying upon members of her former species. After the Embrace, the childe is known as a fledgling, under the protection and guidance of her sire until that sire deems her ready to face the night alone. It is the sire’s responsibility to educate the childe in the ways of the Kindred, though such education is rarely formal, often spotty, and always tainted by the sire’s jealousies and prejudices. Many sires, desiring conspirators, sycophants or outright dupes, poison the minds of their childer against their enemies or intentionally leave out important bits of information, the better to rein in the childe later. First Nights As the childe slowly enters the world of the Damned, she learns about the society of the undead through her sire’s tutelage and accumulated experience. Should the sire introduce her to other Kindred, the fledgling may gain a firsthand knowledge of the pomp and ritual associated with the vampires’ society. Most sires, however, sequester their childer from other Kindred, fearing that exposure to other vampires may sway their younglings’ knowledge away from what the sires wish them to learn. Many of these first nights are spent learning what it means to be undead. The childe inevitably meets her Beast, and either falls to frenzy or learns early on how to subjugate its wild call. The sire may offer aid and guidance in thwarting the Beast, or he may watch as it overtakes his childe, then admonish her for weakness afterward. It is now that the childe learns that undeath is indeed a curse - despite the power brought by the Embrace, she is no longer entirely herself, and must forever be wary of the Hunger that burns inside her. Also at this time, the childe learns - too late! - to appreciate the emotional capacity possessed by mortals. As a vampire, the child’s heart has died, leaving her a cold corpse incapable of truly feeling anything. Most vampires compensate by making themselves feel, conjuring up memories of emotions long dead. Desperation is all that remains in the hearts of many vampires, as they realise what they have lost as their mortal selves died. The first nights are a time of bleak revelations. Many fledglings cannot cope with the terrible new world of night into which they have been reborn, and choose to meet the obliterating rays of the sun rather than continue their existences. Hunting The most important lesson a newly Embraced Kindred learns is how to hunt for human prey. The sire inevitably takes an important role in this process, either instructing the childe in the art of feeding or leaving her to her own devices and offering criticism afterward. The malice in a Kindred’s personality tends to come to the fore when instructing a childe how to hunt. Many vampires offer no “weaning period” to their childer, whereby the vampire may subsist on the blood of animals. If fact, many sires fail to inform their childer that animal blood may sustain a vampire. They turn the childer upon humankind immediately, forcing them to prey upon what they once were. A childe soon learns that the hunt is the crux of a vampire’s existence. Of all the practices to which the sire introduces his childe, feeding is the only one absolutely mandatory to the existence of a vampire. Thus, many sires guide their childer into savouring the hunt, stoking their passions on their prey’s terror or basking in the anticipation of a draught of blood even before it courses over their lips. The vampire’s feeding, known as the Kiss, engenders great ecstasy in the vessel, the person upon whom the vampire feeds. Needless to say, the Kindred feel physical bliss as well, as nourishing vitae rushes in to fill the void in the vampire’s soul. Kindred feed in numerous manners, as best befits their personalities. Some Kindred prefer the brutality of feeding from whomever they choose, roughly handling their vessels and leaving them broken afterward. Others go to great lengths to increase the sensuality of the Kiss, concocting elaborate seductions and gathering veritable harems of mortal lovers from whom they can feed. Still other Kindred steal their vessels’ vitae without their knowledge, feeding from the sleeping or the oblivious. Kindred also experience the aftereffects of drinking from vessels who have peculiarities of blood - the vitae of an ill individual tastes poorly and may have an adverse effect on the vampire, while a Kindred who feeds from a drunken or drugged Bessel will feel as if she herself is drunk or high. A few Kindred enjoy this vicarious debauchery, and select their vessels specifically for such intoxication. In the end, each vampire cultivates her own particular style and preferences when feeding. Learning to feed gives the vampire an opportunity to find these preferences, and the sire often enjoys watching his childe take the first few fumbling steps toward becoming a true predator. Kindred must remember, though, to observe the Masquerade when feeding. To this end, they typically lick the puncture wounds made by their fangs, magically sealing them shut and leaving no traces of their presence. Havens As a fledgling grows more and more knowledgeable in the ways of the Kindred, she must establish her own haven. Although her early nights are likely spent in the company of her sire and the safety of his haven, the time inevitably comes to leave the nest. Selecting a haven is a very personal process, much as selecting a mortal dwelling is. A vampire must consider requirements when deciding upon her haven, however, that most mortals need not pay heed to. Obviously, the haven must be secure from the rays of the sun. Even the slightest lick of sunlight can cause a Kindred to burst into flame. A haven must also offer reasonable isolation - curious neighbours who observe the nocturnal comings and goings of the person in the apartment next door may prove bothersome. Finally, the haven should offer physical security; during the daylight hours, vampires slumber untiringly, and ever should they manage to rouse themselves, they act sluggishly and with great lethargy. Foes who find a vampire’s lair have a great advantage on that Kindred, fro she is at their mercy. For these reasons, many Kindred prefer inaccessible or highly guarded havens. The Nosferatu prefer the secrecy offered by the sewers, while no self-respecting Ventrue would think of keeping anything less than lavishly appointed apartments. Some Kindred keep their mortal homes as havens, while others choose locations where no one would even consider to look, to discourage unwelcome visitors. Domain Although only the most powerful vampires claim regions of domain, most vampires tacitly claim small areas of personal influence. Of course, many princes allow vampires to claim only their havens and immediate surroundings as domains. A vampire’s domain is the area in which she is the authority - king of the castle, as it were. This does not necessarily mean that she has any “control” or vested interest in the domain, merely that it is nominally her “turf.” other Kindred who wish to visit must ask permission of the Kindred who claims it as domain. Few young vampires claim domain other than their havens; elders have already taken the city’s prime areas under their own aegis. This is a great bone of contention among many cities’ Kindred, as the increasing numbers of undead must make do with the dwindling resources offered by the finite area in which they find themselves. Sometimes, open revolt or subtle usurpation is the only way to acquire new domain. Generations and Cainite Mythology According to the most widely accepted history of the Kindred, the race of vampires issued from the progenitor vampire, Caine. Banished into the land of Nod after killing his brother Abel, Caine was cursed by God and thereby became the first vampire. Thereafter, Caine sired three childer, who in turn sired their own childer, and on and on. An oft-referenced collection of Kindred lore known as The Book of Nod contains numerous illustrations of the Kindred’s creation myth. Unfortunately for those who wish to know it all, the book engenders more questions than it answers, and even form the basis for one of the other theories of Kindred origin, the Lilith Cycle (which is decried and suppressed as heresy by the Camarilla). In the end, there are no immediately forthcoming answers. Indeed, there may be no answer to the mystery at all. Caine Reputedly the “father of all vampires,” Caine is more myth than reality in the modern nights. Some of the Fourth Generation, as well as certain members of the Sabbat, claim to have met a being who referred to himself as Caine, but the story has filtered through so many individuals and layers of the Jyhad that no one can precisely tell where truth ends and fabrication begins. Sceptical Kindred have noted a lapse in the myth of Caine: If Caine’s first childer are of the Second Generation, and thereby two steps removed from Caine, what, if anything, was the First Generation? Certainly, Caine himself is not “First Generation,” as he can hardly be one step removed from himself. The question will likely go forever unresolved. Second Generation According to Kindred texts of unknown authenticity, Caine sired three childer. Created to ease Caine’s sorrow, Caine’s childer (some accounts agree on the names Zillah, Irad and Enosch, though the last is frequently referred to as Enki) carried out their unlives in the First City of Enoch. Little is known of the Second Generation - presumably they sired the Third Generation, but nothing is known of them after their childer rose up against them in the nights of the First City. Likely, the Second Generation perished in the Great Flood or at the hands of their childer. Third Generation The Third Generation, vampires known as Antediluvians (for they predate the Great Flood), supposedly gave rise to what are called clans in the modern idiom. Recently, tales of active Antediluvians have become rampant, and new accounts of their movements, while dubious, arise nightly. Although the Camarilla scoffs at the notion of surviving Antediluvians, four Antediluvians have been observed with varying degrees of credibility, Lucian and Mekhet, obviously pseudonyms for clan founders wishing to remain anonymous, are the only widely known names of active Third Generation vampires. Clan Giovanni and its founder reportedly confer regularly, while an inhuman creature some say is the founder of the Tremere has been seen recently in Mexico City. Certain Antediluvians are said to have been destroyed, but none can corroborate these statements. The Antediluvians are the true players of the Jyhad, an ancient and terrible game predicated upon the thwarting of the other members of the Third Generation. The turns of the Jyhad are inscrutable, but the Antediluvians have pawns in every corner of the Earth, carrying out the directives of their sleeping masters. The rules are as unknowable as the players themselves are, and everything from outright war to centuries-long games of espionage seem to be the de rigueur. Whether or not the game has always been one of movement and counterattack is likewise unknown - are these the rules, or has the Jyhad degenerated into petty hamstringing? Some vampires, noting the origin of the word Jyhad, also wonder if there are other factors at play. It is possible that some of the Kindred involved in the Jyhad have attained the fabled peace of Golconda, and may be trying to aid - or hinder - others in attaining that state of transcendence. Certainly, they are counteracted as well by foes who do not wish this to come to pass. Antediluvians are almost divine in their scope of ability, and possess powers unimaginable by those not of their calibre. Jyhad scholars have hypothesized that the Third Generation are the last vampires to have true mastery over life and death, and may be destroyed only if they so choose or if one of equal power bests them. These same Kindred wonder if perhaps the Jyhad is a contest, with the last Antediluvian left without suffering the Final Death named as winner. Fourth and Fifth Generations These powerful vampires are known as Methuselahs. They are millennia old, exceedingly rare, and almost as powerful as the Third Generation. Few of these generations remain active participants in the Jyhad, as their potent blood is craved by Kindred younger than they. Many Methuselahs take refuge in hidden torpor, where they may avoid attempts at diablerie by lesser Kindred and control their own forces in the Jyhad. In recent years, a number of powerful Methuselahs are whispered to have risen in far corners of the Earth, and the most influential members of the Camarilla’s Inner Circle and the Sabbat’s regent and prisci are rumoured to be Methuselahs. Sixth, Seventh and Eighth Generations Most of the powerful, visible masters of the Jyhad are members of generations six through eight. Kindred of these ages have concentrated areas of influence and wield significant quantities of power (enough to make them prime pawns in the Jyhad, though these vampires find it inconceivable that they themselves may be manipulated). Princes, powerful primogen and justicars tend to hail from these generations, though it should be noted that European holders of these titles tend to be of lower generation and greater power than their American counterparts. Members of these generations are commonly referred to as elders. The Eighth Generation is certainly the lowest generation at which one may be considered an elder, though this seems largely arbitrary. Most members of the Eighth Generation and below were sired long before the modern nights, and are thus accustomed to power and high station. Ninth and Tenth Generations Kindred of the ninth and tenth generations play a dangerous game. Often too old and experienced to be associated with the lesser neonates and ancillae, but too raw and weak to hold their own among the elders, the Ninth and Tenth Generations find themselves left to their own devices. They do not require the governance that the wilder, younger Kindred do, and so they meet the night on their own terms. Much like mortal adolescents, the Ninth and Tenth Generations are getting a taste for the power and influence they may soon come to possess. 11th, 12th and 13th Generations Neonates and young ancillae, members of these generations are relatively new to the curse of vampirism. Although they are powerful creatures in and of themselves, at least compared to the mortals upon whom they prey, their newfound powers are nothing compared to Kindred hundreds of years their elders. Most player characters will be of these generations. 14th and 15th Generations A woeful modern development, these thin-blooded Kindred have appeared in recent years. The blood of Caine is so weak in them that some are rumoured to be able to bear the light of the sun and partake of mortal food. Many Kindred scholars look upon the influx of these vampires with fear, remembering passages in The Book of Nod that make reference to the “Time of Thin Blood.” This time is said to presage the coming of Gehenna. Gehenna Central to Kindred myth is the idea of Gehenna. The Kindred believe that this approaching apocalypse bears down even more each night upon the world. When Gehenna arrives, the Antediluvians shall arise and make a wasteland of the world, consuming Kindred and mortal alike in the culmination of their horrendous Jyhad. Although few Camarilla Kindred would admit it, many vampires see the world on a downward plummet and believe that Gehenna will occur soon - perhaps even within the next few years. Frantically piecing together the signs from whatever Cainite histories and mythological fragments they can compile, the Kindred seek to learn the true nature of Gehenna, and possibly avert it. Elder vampires know, however, of the implacable wills of the Antediluvians. Should they so will it, Gehenna shall come and overwhelm the world, destroying every mortal and vampire in a tide of blood and fire. Even so, the Kindred attempt to foil or aid the Jyhad as they see their roles coming to critical culmination. The millennial tension that plagues the planet is certainly a precursor to the coming apocalypse, and the Final Nights are upon us. Unless…
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Post by Annabelle Devonshire on May 21, 2020 1:26:26 GMT -5
Humanity
Humanity is integral to the underlying theme of Vampire: The Masquerade. It is a moral code that allows Kindred to retain their mortal sensibilities in the face of their transformation into parasitic monsters. In essence, it is what keeps a vampire from becoming a mindless animal, enslaved by her thirst for vitae.
Humanity is rated on a scale of 1 to 10. Also, just because a Kindred follows the Path of Humanity doesn’t mean she is a friendly, congenial saint. Vampires are predators by nature, and Humanity only gifts them with the ability to pretend they’re not. It is an inward charade that protects a vampire from herself, much as the Masquerade protects vampires from the mortals outside.
Unfortunately, the very nature of existence as a vampire is anathema to one’s Humanity. As the centuries wear on, the Beast takes hold, and Kindred become less and less concerned with the well-being of mortal “kine” (after all, they’ll die eventually, anyway).
Effects of Humanity
A Kindred’s Humanity score reflects how much of a vampire’s mortal nature remains despite the curse of Caine. It influences how well a vampire may deny their vampiric state, as well as how closely she may pass for mortal. Vampires sleep unnaturally deeply and are loath to rise even if presented with danger. Vampires with higher Humanity rise earlier in the evening than vampires with lower Humanity scores. Also, if a Kindred is forced to act during the day, the maximum dice pool he may employ for any action equals his Humanity score. The length of time a Kindred spends in torpor relates directly to his Humanity score. A vampire with low Humanity remains in torpor for a longer time than a vampire with a higher Humanity score. Humanity determines how, well, human a character appears and how easily she may pass for human among the populace. Vampires with low Humanity acquire unnatural and disturbing features like sunken eyes, perpetual snarls and bestial countenances. If a character’s Humanity score ever drops to zero (what kind of game are you playing?), that persona is no longer suitable for use as a player character. Completely controlled by his Beast, the character is a mindless force of unnatural. Humanity scores fluctuate based upon the Hierarchy of Sin. If a vampire accidentally or purposely commits an act rated lower than her Humanity score and accepts the act, she loses Humanity. If she feels remorse, she maintains her current level.
The Downward Spiral
Vampires are monsters, have no doubt, and even a Kindred with the highest of Humanity scores is nothing more than a wolf in sheep’s clothing. Nonetheless, as Humanity erodes, vampires not only become capable of, but also actively pursue, even more depraved acts. It is in a vampire’s nature to hunt, and to kill, and eventually every vampire finds himself holding the corpse of a vessel he had not intended to murder.
It is important, then, to know how vampires change as their Humanity scores deteriorate. Vampires’ behaviour, even under the auspices of Humanity, may become so utterly depraved and alien that the very thought of her causes discomfort in others. After all, a low Humanity score indicates that very little connects the Kindred with her mortal origins. Humanity 10-8
Kindred with Humanity scores this high are, ironically, more human than human. Many fledgling vampires sometimes adhere to codes more rigorous than they ever held in life, as a reaction against becoming a predator. Older Kindred scoff at this practice, taking great mirth at the thought of newly whelped neonates cowering beneath fire escapes and subsisting on the foul blood of rats, vainly rebelling against their murderous natures. Oh, the humanity!
In truth, vampires who maintain high scores in Humanity are rare, as every Kindred must kill sooner or later. Vampires with high Humanity are almost unbearable by their peers, who find frustration in their perceived naiveté and self-righteousness; most Kindred prefer to suffer the slings and arrows of unlife without belabouring themselves. High Humanity score indicate aversion to killing and even distaste for taking more vitae than is necessary. Though not necessarily passive or preachy, Kindred with high Humanity uphold excruciatingly exacting standards, and often have very clearly defined concepts or moral right and wrong.
Humanity 7
Most human beings have Humanity scores of 7 or so, so vampires at this level can usually manage to pass for mortals. Vampires with 7 Humanity typically subscribe to “normal” social mores - it’s not acceptable to hurt or kill another person, it’s wrong to steal something that another person owns, but sometimes that speed limit is just too damn slow. The vampire is still concerned with the natural rights of others at this stage of morality, though more than a little selfishness shines through. Just like everyone else in the world…
Humanity 6-5
Hey, people die. Stuff breaks. A vampire below the cultural human normal has little difficulty with the fact that she needs blood to survive, and she does what needs to be done to get it. Though she won’t necessarily go out of her way to destroy property or end a victim’s life, she accepts that sometimes that’s what fate has in store for some folks. Not automatically horrid, Kindred at this stage of Humanity are certainly at least mildly unpleasant to be around. Their laissez-faire attitudes toward others’ rights offend many more moral individuals, and some minor physical eeriness or malformation may show up at this stage.
Humanity 4
Hey, some people gotta die. The vampire begins an inevitable slide into urge indulgence. A Humanity of 4 indicates that killing is acceptable to this Kindred, so long as his victim is deserving (which is, of course, quite subjective). Many vampire elders hover around this level of Humanity, if they haven’t adopted some other moral code. Destruction, theft, injury - these are all tools, rather than taboos, for a vampire with Humanity 4. Also, the vampire’s own self and agenda become paramount at this point, and devil take whoever gets in the way. Physical changes become quite evident at this stage; while not hideous in the sense of the Nosferatu or certain Gangrel, the vampire acquires a pallid, corpselike and noticeably unwholesome aspect.
Humanity 3-2
The lives and property of others are irrelevant to a Kindred this far gone. The vampire likely indulges twisted pleasures and aberrant whims, which may include any manner of atrocity. Perversion, callous murder, mutilation of victims and wickedness for its own sake are the hallmarks of a Kindred with very low Humanity. Few vampires maintain scores this low and lower for very long - their damnation is all but certain at this point. Vampires at this stage may be physically mistaken for human, but don’t bet on it.
Humanity 1
Only nominally sentient, Kindred with Humanity 1 teeter on the edge of oblivion. Little matters at all to vampire this far gone, even their own desires outside of sustenance and rest. There is literally nothing a vampire with Humanity 1 won’t do, and only a few tattered shreds of ego stand between him and complete devolution. Many who attain this stage find themselves no longer capable of coherent speech, and spend their nights gibbering blasphemy among their gore-spattered havens.
Humanity 0
Must sleep. Must feed. Must kill. Players may not run characters with Humanity 0. Vampires at this stage are completely lost to the Beast.</li> The Blood
Blood is all-important to the Kindred, for it is both the crux of their existence and the seat of their power. Mortal food, mortal air, mortal love - all of these things are meaningless to a vampire. Blood is the Kindred's only passion, and without it, they will quickly wither and fall dormant.
Vampires can use blood can be used in the following ways; Every night, the vampire expends one blood point to animate themselves as they awaken for the night, whether or not she actually goes out and about. A vampire may spend one blood point to heal one normal (bashing or lethal) health level of damage. Characters must be resting and relatively inactive for this healing to take place, though this recovery is rapid.
Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents the Kindred from aging and dying naturally, so it also inhibits the recuperative processes natural to a living body. A vampire may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, Stamina) by one dot for the duration of the scene. This enables vampires to perform truly amazing physical feats, such as throwing cars, moving preternaturally quickly and withstanding blows that would fell trees. A vampire may give a number of blood points to another Kindred, thereby enabling the recipient to use the blood as if it were her own. This is often a grisly prospect, as the “donor” must open his own vein and physically deliver the blood to the needy Kindred. Of course, if a vampire is ever in a situation in which she needs blood, she’s likely all out of it herself, and may frenzy and take too much from the donor. Blood gifts should be given with care.
If a vampire (or mortal) partakes of another Kindred’s blood three times, she becomes bound to that vampire through the mystical properties of Cainite vitae. This is known as the Blood Bond. A vampire may gift a mortal or animal with a dose of his vitae, allowing the mortal in question to inject or ingest it. For so long as the mortal retains the Kindred vitae in her system, she is considered a ghoul. Though most vampires (with the exception of Nosferatu and a few bloodlines) appear much as they did in life, they still display certain corpselike features; for example, their skin is unnaturally cold and ashen, and they do not breathe. By spending a variable number of blood points, a vampire may will himself to appear more human for a scene: flushing his skin, drawing breath, even becoming capable of engaging in sexual intercourse (this last, while helpful in certain types of feeding, in no way means that the vampire may inseminate a mortal or become pregnant; a corpse is still a corpse, after all)
Performing these actions for a scene requires an expenditure of blood points equal to (8 minus Humanity); thus, Kindred with Humanity scores of 8 or higher may accomplish these feats automatically, while vampires with low Humanity find the process exceedingly arduous. Blood may be spent to fuel certain vampiric Disciplines. Gaining Blood
Vampires replenish their blood supply by taking it from others. “Others” need not be human, though a vampire who is too squeamish to take sustenance from the kine is often ridiculed by his peers - the Kindred are predators, after all, no matter how unnatural.
Drinking blood is a risky proposition. As vampires gorge on the vitae of their victims, there is always the chance that they may take too much. Unhygienic vampires may communicate disease by exposing a vessel to bacteria and viruses carried in other blood that still stains their fangs. A vampire may take only 20 percent of a vessel’s blood and leave it relatively safe. Taking half of a vessel’s blood necessitates hospitalisation for that vessel. Obviously, taking all a vessel’s blood will kill it.
Most vampires drink their victim’s blood slowly, so as to savour the luscious fluid and draw as much pleasure as possible out of the experience.
Once the Kindred breaks her vessel’s skin with her fangs, that vessel no longer resists the vampire (if he did in the first place…). Indeed, the ecstasy caused by the vampire’s bite is called the Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals. Some Kindred and kine even develop lusts for the Kiss and actively seek out those who will drink their blood.
Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can.
The Blood Bond
One of the most wondrous and terrible properties of Kindred vitae is its ability to enslave nearly any being who drinks of it three times. Each sip of a particular Kindred’s blood gives the Kindred in question a greater emotional hold over the drinker. If a being drinks three times, on three separate nights, from the same Kindred, she falls victim to a state known as the blood bond. A vampire who holds a blood bond over another being is said to be that victim’s regnant, while the being subordinate to the bond is called the thrall.
Put simply, the blood bond is one of the most potent emotional sensations known. A blood bound victim is absolutely devoted to her regnant and will do nearly anything for him. Even the most potent uses of Dominate cannot overcome the thrall’s feelings for her regnant; only true love stands a chance against the bond, and even that is not a sure thing.
The blood bond is most commonly used to ensnare mortals and ghouls, but Kindred can bind each other as well. Such is the blood bond’s power that a mighty elder can be bound to a lowly neonate; in this respect, the blood of a 13th-generation fledgling is (presumably) as strong as that of Caine himself. As such, the blood bond forms an essential strategy in the Jyhad: some Ancients are said to hold dozens of influential Kindred in secret thralldom. </li> First drink: The drinker begins to experience intermittent but strong feelings about the vampire. She may dream of him, or find herself “coincidentally” frequenting places where he might show up. There is no mechanical effect at this stage, but it should be roleplayed. All childer have this level of bond towards their sires, for the Embrace itself forces one drink upon the childer; they may love their “parents,” hate them, or both, but are rarely indifferent toward them.
Second drink: The drinker’s feelings grow strong enough to influence her behaviour. Though she is by no means enslaved to the vampire, he is definitely an important figure in her life. She may act as she pleases, but might have to exert their will to take actions directly harmful to the vampire. The vampire’s influence is such that he can persuade or command her with little effort.
Third drink: Full-scale blood bond. At this level, the drinker is more or less completely bound to the vampire. He is the most important person in her life; lovers, relatives and even children become tertiary to her all-consuming passion.
At this level, a regnant may use the Dominate Discipline on a thrall, even without the benefit of eye contact. Merely hearing a regnant’s voice is enough. Additionally, should the thrall try to resist the Dominate for some reason, the difficulty of such resistance is increased. Naturally, a higher-generation vampire still cannot use Dominate on a lower-generation thrall.
The blood bond is true love, albeit a twisted and perverse version of it. Ultimately, we can’t reduce the vagaries of love down to a simple “yes/no” system. Some thralls (particularly people with dependent natures or with low willpower) will commit any act, including suicide or murder, for their beloved; other characters have certain core principles that they will not violate.
A full blood bond, once formed, is nearly inviolate. Once bound, a thrall is under the sway of her regnant and her regnant only. She cannot be bound again by another vampire unless the first blood bond wears away “naturally.” A vampire can experience lesser (one- and two-drink) bonds towards several individuals; indeed, many Kindred enjoy such bonds, as they create artificial passion in their dead hearts. Upon the formation of a full blood bond, though, all lesser sensations are wiped away. Vampire lovers occasionally enter into mutual blood bonds with each other; this is the closest thing the undead can feel to true love. Even this sensation can turn to disgust or hate over the centuries, though, and in any event few Kindred are trusting enough to initiate it.
A blood bond is a mighty force, but it is at its most potent when perpetually reinforced with further drinks. Feeding a thrall often reinforces the bond, while depriving a thrall of vitae may cause the bond to grow tepid over time. As well, like any other relationship, treatment and courtesy play a part in the dynamics of the bond. A thrall who is treated well and fed often will likely fall even more deeply in love, while a thrall who is degraded and humiliated may find resentment and anger eating away at the bond.
It is possible, though difficult, for a vampire to temporarily resist a blood bond. Doing so requires the player to make a monumental exertion of will. Upon doing so, the bond is negated for a variable amount of time: from one scene (if the thrall merely wishes to plot against the regnant, deliver confidential information to an enemy, etc.) to one turn (if the thrall wishes to attack the regnant physically). The thrall can continue to exert their will to extend the duration of “freedom,” but once she ceases doing so, the blood bond resumes at full force.
A blood bond can be broken, though this requires the thrall to not only avoid the regnant entirely for an extended period of time, but also spend a great deal of willpower to overcome the “addiction.”
Another, though somewhat less certain, way to be rid of the bond is to kill the regnant. Such a choice is extremely perilous on many levels, and makes no guarantees that everything will go smoothly. Those who have been released by such means claim the bond shatters like spun glass upon the moment of the regnant’s Final Death. The thrall’s nature may play a large part in whether the control is completely ended, though, and such aftermath is best left in the hands of the player. Diablerie
There is one thing that elder Kindred dread even more than fire or the light of the sun. This is the sin known as diablerie, or the Amaranth. Among Camarilla society, diablerie is the ultimate crime; those who practice it are subject to the harshest punishments imaginable. It is as loathed and feared as cannibalism is among mortal society. The vampires of the Sabbat, as well as the warriors of Clan Assamite, are said to indulge in diablerie freely, which is yet another reason why the elders hate them so.
Quite simply, diablerie is the act of feeding on a vampire in the way that a vampire feeds on a mortal. In so doing, not only does the murderer consume the victim’s blood (and vampire blood is far, far sweeter than even the tastiest mortal’s), but the victim’s power as well. By stealing the life of a vampire closer to Caine, the vampire can permanently enrich his own vitae. In this manner even the youngest vampire can gain the power of the elders, should he have the strength and daring to wrest it from them.
Elders known the crime as the Amaranth; in olden nights, it is said, an amaranth flower was presented to the victim a week before he was to be hunted. Kindred legend tells many dark tales of murderous childer betraying and cannibalising their own sires, and it is for this reason more than any other that elder Kindred harbour such distrust for the neonates among them. Indeed, the great Jyhad itself may well have its roots in this eternal and savage struggle for ultimate power.
Committing Diablerie
A vampire seeking to commit diablerie must drain all the blood from his Kindred victim. Following this act, the vampire must continue to suck, for (according to Kindred legend) the very soul is withdrawn from the victim’s body and taken into the diablerist’s. The effort involved in diablerie is monumental, for the vampiric soul is a greedy thing and clings tenaciously to unlife, hoping to regenerate its body and rise once again.
Once a vampire’s body has been drained of all blood, the true struggle begins. The diablerist then begins draining the victim of their health until the victim’s essence is taken into the attacker and the emptied body begins decaying immediately.
A vampire committing diablerie is quite vulnerable to attack. Total concentration goes into the struggle to draw forth the essence of the victim, and stopping for even a moment ruins the chance of capturing the spirit.
The Rewards of Diablerie
Upon the completion of diablerie, the diablerist is overwhelmed by euphoria to the point the vampire may need to avoid frenzy. The sensation is akin to orgasm, but much more powerful - so powerful, in fact, that certain Kindred are addicted to the sensation. All other Kindred fear these vampires, known as “rogues,” for their addiction to the pleasures of Amaranth makes them a threat to everyone. Even vampires too weak to provide additional power are devoured for the simple pleasure of the act.
The true benefit of diablerie become evident if the diablerist feeds on the vitae of a vampire of lower generation (e.g., if a ninth-generation vampire commits diablerie on a seventh-generation vampire). The diablerist literally steals the power and potency of the victim’s own blood, and thus permanently lowers her own generation by one, bringing her closer to the mythical power of Caine. All benefits of the lowered generation - a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase Traits above 5 - are bestowed upon the vampire.
If the victim was of much greater power (five or more generation levels) than the diablerist, the predator lowers her generation by more than one step. This is particularly likely if the victim was ancient (2000+ years of age). It would not be unreasonable for a 12th-generation neonate who drank the blood of a 3000-year-old member of the Fifth Generation to advance three or even more generation steps.
To commit diablerie, the diablerist must take blood directly and immediately from the victim; the blood may not be stored and used later. Moreover, only one diablerist may commit the act on a given victim; a pack of neonates cannot swarm around an elder like hungry sharks, no matter how potent the victim’s blood. The Tremere and Assamite clans are rumoured to have developed mystic means of bypassing one or both of these prohibitions.
The Perils of Diablerie
Committing diablerie seems like the perfect crime to many power-hungry neonates. There is no body left when the deed is done, as most vampires over a decade old quickly rot into unrecognisable mounds of carrion. Without solid evidence, it’s difficult for even the most despotic prince to make an outright accusation of murder. But those who commit the atrocity soon learn that diablerists wear the evidence of their crime on their very souls. Vampires with the Auspex Discipline can detect a diablerist by using Aura Perception. The stolen energies of the victim mingle with the energies of the diablerist, leaving thick black marks running across the diablerist’s aura. These marks stand out as clearly as motor oil on a crystal-clear pond, covering the softer colours of the vampire’s own aura and betraying the crime beyond question.
Not all Kindred know of diablerie or the stains it leaves behind. Many younger Kindred might simply question the odd discolouration on the vampire’s aura. Most elder vampires understand what the stains mean, though, and could well call for the diablerist’s immediate punishment or use the information as blackmail at a later date.
These marks remain in evidence a number of years equal to the difference between the victim’s generation and the diablerist’s original generation (minimum one year, even if the victim was higher generation). In example, if a 12th-generation vampire drinks the blood of a ninth-generation vampire, the evidence remains on his aura for three years. Additionally, practitioners of Thaumaturgy can use the Path of Blood to detect the diablerist’s sin, even centuries after the crime was committed. For that reason, and for many others, practitioners of the Amaranth fear the Tremere.
Even those without special perceptions often sense a “taint” about the diablerist. For one month per generation removed from the victim, a diablerist gives off a “vibe” that leaves more sensitive Kindred unsettled. The Kindred in question may not actually know what the diablerist did, but they’ll feel uncomfortable around him just the same. Followers of alternate paths of morality generally fail to notice the unusual sensation, as they are no longer attuned to their emotions in the same way.
A few rumours speak of diablerists displaying certain mannerisms of their late victims, particularly if the victims were of great psychic fortitude and of much stronger Blood than their murderers. If this is true, and the soul of a particularly mighty undead can manifest in the body of its killer, the implications are frightening, particularly in light of the Jyhad.
Such is the horror of diablerie that, according to most elders, even a blood hunt is no grounds for its practice. Hunters may drink a victim’s blood, even to the last drop, but may not continue the process of diablerie once the victim is drained. Indeed, by decree of the Inner Circle, only a sire is permitted to diablerise her childe, and then only during a blood hunt. In practice, many younger Kindred take the opportunity of a blood hunt’s chaos for kin slaying, and princes often look the other way if the criminal was heinous enough.
Lastly, for vampires who adhere to the way of Humanity, there is the loss of Humanity to consider. Diablerie is worse than murder: The Amaranth literally absorbs the victim’s soul, destroying any chance of the victim finding peace in the afterlife.
Weaknesses Fire
Vampires fear fire, for it is one of the few things that can end their immortal existences. Fire damage is aggravated and may be soaked only with Fortitude.
Sunlight
Sunlight, even more than fire, is deadly to vampires. Even diffuse sunlight running through a heavy curtain can cause burns, and direct sunlight sears all but the most powerful vampire. Unless a vampire has Fortitude, the rays of the sun cause burns, no matter how weak they are.
No part of a vampire is immune to the rays of the sun. Any character looking into direct sunlight is blinded instantly, her retinas burned by the illumination. Fortunately for vampires, the light reflected from the moon is not strong enough to inflict any serious damage, though some suffer the equivalent of mild sunburn if they are exposed to the light of a full moon and aren’t wearing any protective gear.
Faith
According to Kindred legend, the Curse of Caine has made all vampires forever outcast in the eyes of God. This might or might not be the case, but it is quite true that symbols or persons of great religious faith can cause discomfort or even harm to the Damned.
Most mortals, even supposedly devout ones, lack the ability to affect the Kindred with faith alone. However, certain mortals, those with True Faith, can use their devotion as a defence or weapon against vampires.
Disease
There are certain advantages to being a walking corpse. One of the biggest is a natural immunity to most diseases. AIDS, cancer, influenza and other illnesses mean little or nothing to the undead.
But immunity to disease doesn’t mean the vampire can ignore diseases. Any illness that can be transmitted by the blood is a potential problem for vampires, because they can carry the illness and transmit it from victim to victim. Indeed, several Kindred in Haiti and the US have become active carriers for the HIV virus. By drinking from someone infected with the HIV virus and then feeding on different victims, these vampires have helped to spread an already rampant infection.
In some fiefdoms any vampire found carrying HIV is locked away for the good of the herd. In rare cases such carriers have even been put to Final Death for spreading the disease. Such plague-dogs are frowned upon heavily in the Camarilla, for not only does disease threaten the human populace, but victims of the disease might speak of their affiliation with vampires, putting the Masquerade in grave danger.
Vampires with medical knowledge are sometimes recruited by the primogen in major cities to regulate the spread of disease through the Kiss. In the past decade, such vampires have been invited to speak before conclaves, alerting elder and neonate alike about noticeable signs of drug abuse and obvious physical symptoms that vampires should try to avoid. Even the vampires of the Sabbat, with their lack of concern for the herd, have begun to consider regulations regarding disease carriers.
Kindred legends speak of certain plagues potent enough to affect vampires. Very few vampires have any knowledge of such ailments, and those who do are highly prized. Despite the Kindred’s formidable powers, they are ill prepared to handle the occasional illness that can cause them harm.
Electrocution
Vampires are not nearly so affected by simple electricity as are mortals. Nonetheless, electrocution might occasionally prove a danger. The strength of the electrical flow determines the amount of damage the vampire takes from electrocution. With sufficient voltage, the damage can change from being lethal to aggravated, as the vampire’s bloodstream and brain are fried.
Temperature Extremes
Vampires, being undead, suffer little from the privations of temperature. However, high (200° F+) temperatures might have the same effects as fire. Vampires suffering from extreme cold might be forced to spend additional blood points or suffer from the effects of frostbite. In general, though, vampires should not suffer greatly from most “normal” temperature fluctuations</li> Frenzy and Rötschreck
There is, trapped within the false civility of the Camarilla and the alleged camaraderie of the Sabbat, a hidden truth. Vampires are monsters, possessed of an inner Beast. Though, like humans, they have the capability of overruling their baser instincts, sometimes they fail. When this occurs, the Hunger and the Beast become uncontrollable, and no one is safe from their excesses. Older vampires refer to the ensuing savage fits as “succumbing to the Beast Within.” Younger Kindred refer to these outbursts simply as frenzies.
The Nature of the Beast
During a frenzy, a vampire literally - and usually unwillingly - gives into the darkest instincts of the vampiric nature. The vampire is consumed by rage or hunger, unable - or unwilling - to consider the effects of any action. Friends, foes, lovers, ethics: None of these things matter to a vampire in frenzy. If a vampire in frenzy is hungry, he will feed from whoever is closest without regard for the vessel’s well-being.
If the vampire is angry, he will do everything in his power to destroy the cause of his anger. A vampire struck by fear will commit any atrocity to remove himself from the source of his terror, regardless of the consequences. The vampire completely surrenders to the basest aspects of his nature, shutting aside his demeanour most commonly presented to those around him. He is, in short, the Beast.
Among the Camarilla, succumbing to frenzy is seen as weakness, a humiliating loss of control. Vampires who frenzy often, and especially in public, run the risk of social rejection or worse. Though many among the Camarilla Kindred are monsters through and through, the laws of the Masquerade and simple civility require that the Beast be kept in check; those who cannot do so are not vampires, but animals, and should be put down for the good of all. Among the Sabbat, frenzy is seen as a natural urge, like mortals’ need for food and sex. Sabbat vampires deride the Camarilla’s attitude toward frenzy as that of weak-willed fools who cannot accept their true predatory nature. Accordingly, Sabbat typically seek not to prevent frenzy, but to control it and use it to their advantage.
A frenzy can be induced by many things, but great rage or hunger are the most common provocations. It is dangerous to deny or humiliate the undead. For this reason, vampires of the Camarilla commonly veil slights and threats in webs of double-talk and subtlety, that they not suddenly trigger an outburst in Elysium or conclave.
A vampire in frenzy gains several temporary benefits from the state. Vampires in frenzy completely ignore all the effects of injury until the frenzy ends. Once the frenzy is finished, the pain comes back and the crippling effects of the wounds take hold again. All difficulties to Dominate a frenzied character increase, and all difficulties to resist the effects of Dominate are reduced. The character never needs strength of will to accomplish a feat, because the rage fuelling the vampire’s actions is both a catalyst to heightened state of mind and a barrier against unwanted intrusions. Lastly, vampires in frenzy are immune to the detrimental effects of Rötschreck.
Provocation Smell of blood (when hungry) Sight of blood (when hungry) Being harassed Life-threatening situation Malicious taunts Physical provocation Taste of blood (when hungry) Loved one in danger Outright humiliation Rötschreck: The Red Fear
Though there are few things that can kill a vampire - and though many among the Damned claim to loathe their immortality - certain sources of injury frighten all vampires. Sunlight and fire can bring about a panicked flight-or-fight mentality. While under the spell of this Rötschreck, a vampire flees in blind panic from the source of her fear, frantically lashing out at anything in her way regardless of any personal attachments or affiliations. Rötschreck is in most ways similar to any other frenzy; just as the Beast sometimes seizes control in times of anger, so too in times of great fear.
Relatively innocuous stimuli, or stimuli directly under the character’s control, are unlikely to induce Rötschreck. For example, a character who sees a lit cigarette in a nightclub, or a screened-in fireplace in an ally’s home, might grow uneasy, but is unlikely to succumb to the Red Fear. If that same cigarette is pointed threateningly at the vampire, though, or the fireplace suddenly flares up in a draught…
A vampire seeking to avoid Rötschreck must do so through strength of will. Failure to do so means the vampire flees madly from the danger, making a beeline for safety and tearing apart anything or anyone that gets in her way. Any attempt to restrain a vampire suffering from the Red Fear results in an immediate attack, just as if the character were suffering from a frenzy.
Provocation Lighting a cigarette Sight of a torch Bonfire Obscured sunlight Being burned Direct sunlight Trapped in a burning building Golconda and Other Means of Salvation
For most Kindred, to be vampire is to be eternally Damned. Many legends speak of vampirism as the curse not only of Caine, but of the Devil himself. To become vampire means being forever forsaken by God and man, and so an unlife of horror leads, at last, to an afterlife in Hell. Even those vampires who scorn such “superstition” nonetheless see a secular hell of sorts in their Beast, their Hunger and the simple ennui that comes with centuries of existence.
It is not surprising, then, that some Kindred speak of a state of being whereby they may transcend their eternal hunger and rage. Vampires who attain this state, which is called Golconda, are said to have mastered the Beast to such an extent that it no longer controls their actions. While still tied to the need for blood, vampires in Golconda need far less of it than their ravenous kin. Moreover, they are able to quell the urges of the Beast to such an extent that they need never fear losing control to it. They are no longer properly Kindred, but a different, higher species of creature entirely.
As the stories go, Golconda is known only to a few among the undead, and these no longer participate in the Jyhad or the society of their kind. They live in the wild places, as one with the beasts of the field and the birds of the sky. Even the werewolves leave the masters of Golconda be, for they are not Damned, but Hallowed. Vampires in Golconda occasionally enter the larger society of the undead, seeking disciples whom they can guide along the path to Golconda - but only in secret, for the Jyhad displeases them and they wish nothing to do with it. A few stories say that one of the Antediluvians has found the path to Golconda, and that this being seeks both to bring other Damned into Golconda’s grace and to frustrate the schemes of its rivals. In truth, none can - or will - say.
Among the Camarilla, Golconda is seen as a pleasant but ultimately whimsical fable - an allegory for maintaining one’s Humanitas, but nothing more than that. Some among the Inconnu are said to possess the secrets of Golconda, and to aid actively in its attainment - then again, there are many rumours concerning these recluses. The Sabbat, by contrast, scorn Golconda and its seekers as unworthy of true vampires. Wolves, they say, should not seek to emulate sheep.
Attaining Golconda cannot be simulated with charts. It is as ephemeral, yet as powerful, as love or self-acceptance, and its attainment should be the focus of an entire chronicle. In general, vampires learn of Golconda only after spending some time among the undead, for Golconda lore is spread in puzzling riddles and whispered from seeker to seeker. Many vampires never hear of it at all.
Pursuit of Golconda entails not only seeking out cryptic lore, but also seeking the truth in the vampire’s own being. It is certain that vampires who wish to attain Golconda must feel - and display - remorse. The greater a vampire’s sins, the greater the penance necessary. Vampires wishing to enter Golconda must seek out the families of old victims and make amends, protect those weaker than the, and try to make the World of Darkness a better place. This inevitably entails maintaining one’s Humanity and committing good deeds (and avoiding monstrous ones) whenever possible.
As mentioned, attaining Golconda should come only at the end of a long (months, if not years, of real time) and arduous chronicle.
Typically, at about the midpoint of the chronicle, prospective Golconda-seekers travel in search of a mentor reputed to harbour the secrets of Golconda. Having found this mentor, the vampires must prove themselves worthy through the undertaking of quests and answering of riddles. Such tasks often lead the questers through grave perils to both body and soul.
The culmination of the chronicle comes when a worthy vampire undergoes a ritual called the Suspire. Sometimes a vampire is approached by others already in Golconda, who guide the vampire through the test; other times, the mentor conducts the Suspire; still other times, the vampire travels into the wilderness and undergoes the Suspire alone. The precise effects of the ritual are unknown, save that it involves a perilous journey into the world of dreams and, ultimately, into the vampire’s own soul. It is extraordinarily difficult, and many vampires fail to survive it with unlives or sanity intact. Still others return from the Suspire whole, but having forever failed to gain Golconda. There are no second chances, and so perhaps the lot of the latter is the most bitter of all.
Should a vampire actually gain this legendary state, the effects are most miraculous. Foremost among them is a total immunity to frenzy or Rötschreck. The vampire will never again commit an evil act at the Beast’s urging (though the player can still choose to sin, the Beast will never again force a character to do wrong). Though a vampire in Golconda must drink vitae, nevermore need he fear inadvertently taking too much from a victim.
As well, the character does not need to drink blood as often. The character loses only one blood point per week rather than one blood point per night. He must still spend blood normally to power Disciplines, heal wounds, etc.
A vampire in Golconda must maintain rigid standards of physical and mental purity. Should he ever slip from the path, the vampire loses all benefits of Golconda.
Becoming Mortal
Besides the tales of Golconda, certain legends among the Kindred speak of vampires who have thrown off the Curse of Caine and become mortal once more. No vampire seems actually to know of any of their kind who has done such a thing; all such tales involve “the lover of my grandsire’s ally” or “the childe of a distant prince” or some other indeterminate figure. The catalysts behind such a change can be anything from slaying one’s sire to finding true love to sacrificing oneself unselfishly for another (and becoming mortal in the dying). Most Kindred, cynical and jaded as they are, scoff at such tales - then again, acts of true love or unselfish sacrifice in the world of the Damned are rare indeed.
Torpor, Deterioration and Final Death
Torpor
Kindred, by their nature of being dead, are notoriously resilient to damage. Even to the point of being virtually indestructible when compared to living creatures (and even some other supernatural creatures). But, even with this advantage, their undead bodies are still vulnerable to pain and damage as living creatures, and have a threshold of just how much they can withstand before their bodies completely shut down.
Whilst a mortal would inevitably die from sustaining grievous injuries, vampires, being already dead, do not have the option (some would say luxury) of dying. Kindred who sustain grievous (but not aggravated) injuries fall into a comatose-like state.
This state is known as Torpor, and can be induced in a number of ways; The vampire has been seriously injured to the point they enter Torpor. They cannot bring themselves out of this state willingly until a set period of time (anywhere from an entire day to even several centuries, depending on the amount of blood in their system and their Humanity/Path rating) has passed The vampire can voluntarily enter Torpor by not using blood to animate themselves the night. They can consciously bring themselves out of this form of Torpor at any night they please The vampire is staked threw the heart. The vampire cannot bring themselves out of this state until the stake has been removed Deterioration
A vampire who is staked or otherwise paralyzed continued to spend blood every night to animate themselves (even if they cannot move). If the vampire is further deprived of blood, the decaying process that unlife has held at bay begins again. A vampire with no blood begins consuming all excess moisture within his body. As the process continues, the vampire begins to resemble a mummified corpse. At first the vampire appears merely emaciated, but as the body is completely dehydrated, the meat and ligaments, along with the mostly useless organs in the body, begin to wither. By the seventh day, the vampire’s eyes shrivel within his skull, the tendons and ligaments within the body draw painfully tight, the gums recede from the teeth, and the lips draw back in a death-rictus. At this point, the vampire enters torpor.
Once in torpor, the vampire cannot rise unless supplied with enough blood. A vampire emerging from this state is ravenous to the point of insanity, and will attack whatever source of blood is closest, regardless of any emotional ties.
Leaving a vampire staked until he reaches this near-death state, then reviving him with just enough blood to prolong the agony, is a favourite method of torture for both the Inquisition and the Sabbat. Most vampires undergoing this form of torture suffer permanent mental damage as a result.
Final Death
Nothing lasts forever. Not even the all-but-immortal Kindred. A vampire who dies from one of their natural banes (sunlight, fire, decapitation, etc) meets Final Death - his eternal life ends at last, and he goes to whatever reward awaits him beyond the grave as their bodies dissolve to dust and scatter to the winds.
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Post by Annabelle Devonshire on May 21, 2020 1:29:03 GMT -5
History of the Kindred
In the beginning…
Most of what we know about our origins comes from fragments of The Book of Nod, and even that is couched in legends, for all that many of our kind consider it gospel. We all know about Caine and the murder of Abel (I hope). God exiled Caine from mortal company for the crime, and Caine went as an exile into the ‘Land of Nod,’ wherever that is. There, according to the Book, he met Lilith, the first wife of Adam according to Hebraic folklore. She alone among mortals succoured him, and he took a long refuge with her, during which he was supposedly approached by the angels Uriel, Raphael and Michael. Each angel told Caine he need only beg God’s forgiveness and his exile would be ended. Each time he refused, and was thereby cursed, little by little, into the being that would be called the first vampire. With Lilith’s assistance, he learned the abilities and arts that we call “Disciplines,” finally leaving her when he believed she had no more to teach him.
The First City
For an undetermined amount of time, Caine wandered, miserable and alone in the wastes, until one night he reached a dwelling of men. The First City, according to the most ancient literature in The Book of Nod, was a wonder of antiquity. Realistically, it could hardly have been anything grandiose - probably a primitive town made up of clay nuts with a surrounding wall - but it was Caine’s first human contact in years. The people, amazed by Caine’s abilities, made him as their king, and for a while Caine was content. As the years passed, though, loneliness began to plague him. He fell prey to one of the most common reasons for the Embrace - companionship. Few things change, particularly one like this.
Despite omens that his childer would eventually slay each other, even as he had murdered his brother, he persisted, eventually creating three - Enoch (for whom the city would eventually be named), Zillah and Irad, according to the stories. They would become known as the Second Generation. This arrangement would have been fine except the three childer now wished for childer of their own. They Embraced without thinking, until Enoch was nearly overrun, in spite of Caine’s wishes. Humans and vampires lived side by side, each aware of the other, but the humans were meant to serve vampires, not coexist with them.
The Great Flood (the same Flood of Noah’s story) wiped out many mortals and a number of the weaker vampires. When the waters receded at last, though, none could have imagined what happened next.
The Second City
Caine hid himself away from his grandchildren, hating the sight of them. He believed the Flood was a punishment from God for having Embraced, and he decided to remove himself from the temptation. He didn't want to be found, and those who went looking for him were told to depart and leave him to his self-imposed exile. While he was hidden, however, the Third Generation (now known as the Antediluvians, for they had survived the Flood) slew the Second Generation.
Enoch the city had been destroyed in the Flood, true, but a new city soon rose in its place, what we today call the Second City. The mortals, bereft of their king, set his childer in his place. It was not a wise choice. As time went on, the Antediluvians began to fight among themselves, setting their own progeny at each other’s throats. The quarrel consumed all, including the mortals, and the city soon fell. This marks the beginning of the Jyhad, although what event started the whole thing none seems to be able to answer. The Book of Nod insists that the Jyhad was a curse from Uriel to Caine for creating progeny when he had been forbidden to do so. Others believe it was some petty matter between two Kindred (just like it is today) that blossomed out of control.
Just because Caine was hidden did not meant that he didn't take an interest in his grandchildren. Legend has it that he cursed the founder of the Nosferatu with ugliness for some ugly practices (the legends, as usual, are closemouthed about what) and Malkav with madness for defacing an image of him. He mourned the loss of the Second Generation, still cursing his grandchildren for the ruin they brought on themselves and the world. However, the Third Generation truthfully did not care. Once the Jyhad begun, they became more concerned with matters that would occupy them for the next several thousand years.
The Ancient World
After the Second City‘s destruction, many vampires chose to scatter, finding their own ways and making their own destinies. The Kindred walked in ancient Britain, Greece and Rome as gods, inspiring poets and warriors much as they would for the next 2000 and some years, and those poets and warriors would remember those they had encountered in stories of lamia and the occasional lycanthrope.
However, wherever the Kindred laired, rivalries flared up. In Greece, it was the Kindred of Athens against their enemies in Sparta. They goaded the Peloponnesian Wars and left both cities as near-husks when the dust settled; Sparta humbled, and Athens’ resources mostly exhausted. When the Kindred of Macedonia poured in, the invasions drove the combatants out. Of particular note is the rivalry between the Kindred of Rome and Carthage. Indeed, Carthage deserves special mention for the role it played in Kindred history, both as a whole and for the vampires involved.
Carthage
Depending on whom you ask, the vampire colony of Carthage is either one of the Kindred’s greatest achievements or a stunning example of hubris. In the end that’s for history to decide. But one thing is certain - Carthage had cast a long shadow down through the ages. Some Kindred squabble and fight with each other to this night because of what happened there over two millennia ago.
Carthage, the capital of Phoenicia, was something to see in the mortal world. Phoenician traders crossed the Mediterranean, bartering for riches to adorn their city and others. Phoenician sailors were some of the finest in the Greco-Roman world, and their ships plied the waters from the Fertile Crescent to Iberia. For many years, Carthage even surpassed Rome for beauty, something Rome didn't take very well. But while the mortals quarrelled over trading rights, and Rome’s heart burned with envy to see Carthage so prosperous, there was more going on in the shadows of both cities. For Carthage had been set up by the vampires of Clan Brujah to be a grand experiment, an attempt to both re-create Enoch and to prove once and for all that mortals and Kindred could live openly together.
I've heard so many differing stories about the success of this that I’m not sure which is true. By all accounts, Carthage’s vampire inhabitants managed to make things work for at least a little while. Those mortals who lived beside vampires understood their neighbours’ “differences,” and allowances were made for them. For instance, the blood in the slaughterhouses was given to them, plus there were servants designated for feeding. In spite of the Brujah propensity for temper, there are no records of the city being turned into an abattoir because someone insults a vampire’s descendant or the like. Of Course, right beside these accounts are stories that blood sacrifices and devil-worship were rampant - whom do you want to believe tonight? At any rate, there was at least a façade of order, and Carthage seemed to be holding its own among both vampires and mortals.
Yes, there’s a “but” in there. The “but” was in Rome - Rome’s vampires, primarily Malkavians and Ventrue if the records are true, apparently coveted the wealth of Carthage, and found the Brujah’s “experiment” to be outrageous. Perhaps for the superstitious Malkavians, Carthage directly flouted Caine’s law that the Children of Caine and the Children of Seth should have nothing but enmity for each other. If nothing else, the thought that others of their kind could enjoy greater success and happiness than they was intolerable to them. In the end, they demanded to see Carthage destroyed.
Two Punic Wars and a lot of elephants later, the Kindred of Rome had their wish. The city was razed and burned, killing those vampires who didn't get out of the city. In the fields, the earth was salted, and those who had hidden in the ground to escape the flames were shrivelled into husks, the blood leached from their bodies. The vampires who escaped carried their tale (and their bitterness) with them for years afterward. To this night, many Brujah despise the Ventrue for their role in destroying what some call “The Greatest Society.”
The Dark Ages
According to some, this was one of our greatest eras, or at least one of the beset times to have been a vampire. In consideration, it was certainly one of the more liberal times. The Masquerade had not yet been formalised; many vampires ruled cities and manors, or held high position in the mortal courts of Church and state, often quite openly. Mortals lived in terror of the supernatural, believing wholeheartedly in witches, lycanthropes, faeries and vampires. The Kindred took great advantages of this, and in a world of long, dark nights, they truly were its masters. The Camarilla and Sabbat as we know them didn't exist - everyone was as independent as they imagined themselves to be.
It was during this time that our clan, the Tremere, joined the vampires. Our records claim we began as a cabal of mortal wizards, and our leaders, the Master and cursed Goratrix, sought immortality to give themselves and the rest of the House the necessary time to work on their magic. To this end, they studied the “life” processes of the Kindred, then sought to duplicate them. The Master’s plan worked perfectly - but, realising they had put themselves in serious danger, the cabal’s leaders set out to make themselves a place in the night’s hierarchy before they were destroyed. The culmination of this effort was the elimination of Saulot, an Ancient of the late-lamented Clan Salubri.
The Burning Times
Unfortunately, the openness of vampire society started to have some serious consequences. Not everyone was afraid of the vampire ruling as lord from the castle on the hill. The Church, using the weapons of courage and Faith, began to strike back at the night. Some were mortal pawns whose greed or rage finally overcome their fear enough to betray their masters. Some were driven by righteousness and religious fervour, believing that they were cleansing the world of evil. A few actually had good intentions, driven by tales or sights of vampire arrogance and atrocities during the so-called “Long Night.”
Vampires of today might not think this so much - most think that the Inquisition is just an empty threat the elders use to keep the whelps in line, or that it was as tired and toothless as the men who were said to make up its ranks. Neither could be further from the truth. Imagine a world where the Church has its fingers in everything - from medicine, to education, to politics. It has the power to order wars fought in its name, to dethrone kings, and to command obedience from just about everyone in society. And it has started to turn its might on the whole of vampire kind.
Frightened yet? Neither were the vampires of 1200 - until the Church started to win.
The Witch-fires and the Anarch Revolt
The Crusades finally ended - badly - for the mortals of Europe. They wanted someone to blame, and the Church turned inward on itself, seeking out the “corrupt.” For the next 200 years, the Inquisition and its allies practiced the scorched-earth policy on Europe, spreading outward from Switzerland and into Germany, France, Hungary, Spain and England. These people took whoever they could find who might be sending Europe and God’s people to Hell, whether they were Jews, Muslims, Cathars, women, political enemies, heretics, vampires… The total list would take up too much space, but you understand.
A number of vampires were found and sent to the fires - some caught off guard in their havens, some betrayed, some even murdered. Yes, “murdered,” and don’t try to change the subject. Some elders, in their rush and struggle to escape, decided to throw the neonates and ancillae of the age like so much cannon fodder in the path of the oncoming Inquisitors. Not everyone went quietly - the self-preservation instinct doesn't end with the Embrace. A number of these “throwaways” escaped and began to band together for safety, finding common cause. This was the beginning of the rabble that would call themselves the anarchs. What’s a shame it that, for all the movement was begun for an understandable cause, it’s become a stew of howling younglings, ranting without reason, selling themselves to the highest bidder who can push their cause and meet their price.
At the apex of the turmoil, with the elders struggling to hold onto their reins of power, the anarchs decided they were ready to throw off those reins once and for all. The timing was impeccable - between Inquistion and the Crusades, the elders’ resources were devastated. There was almost no formal organisation, no system of protection against the marauding anarchs beyond simply banding together, and the elders were by and large too independent and paranoid of each other to consider it. Then about two dozen elders from many clans came together and presented a case for the founding of a shadow society that would become the Camarilla. It was well received, according to most accounts, but the elders were still nervous about banding together with centuries-old rivals. Then things escalated - news began to circulate of anarch-developed magicks that, some said, could throw off the shackles of the blood bond. The anarchs’ numbers swelled, and rumours claimed that the anarchs had begun to absorb entire clans; some found it suspicious that the ritual for breaking the blood bond seemed to have roots in Eastern Europe (long known as Tzimisce country). In Italy, a new clan arose from apparently nowhere, and many elders were quite concerned as to how that could have come about (but whatever heir suspicions, they kept entirely their own counsel - I've yet to find anything on it that doesn't have the ring of “friend of a friend”). There’s no telling which was the final catalyst, but whatever it was, the elders of Europe’s seven great clans abruptly fell in, and pulled together the first official meeting of the Camarilla in 1450.
Sprenger and Kramer only fed the fires with the Malleus Maleficarum (The Witches’ Hammer). In fact, after its publishing, we Tremere found ourselves in even greater danger, if that’s possible. Our historical associations with sorcerers and other magicians ensured that we were guilty by association when those groups were being hunted. In spite of our allies and “kin,” we lost inordinate numbers compared to other Kindred during this time.
How the Kindred survived at all, I’m not sure. Some went into torpor, but forgot to tell anyone where they were and thus were never awakened; they might well be sleeping somewhere in Europe. Some died at the hands of enemies who took advantage of the chaos. Many burned in the witch-fires, their true natures discovered, either as a result of trying to protect their herds or by dint of other associations having nothing to do with their vampirism. Others languished in dungeons or were seared by the power of zealous Faith. In the end, survival became partially a matter of chance and more a matter of strategy. A few survived by barricading themselves behind massive resources - for example, creating childer to put in harm’s way. Some, perhaps possessed of precognition or just smelling trouble on the wind, sought quiet places away from the worst uproar or even out of Europe proper. Lastly, and most importantly, the Masquerade (long considered to be more of a cautionary measure than a matter of life or death) was adopted and enforced on a wide scale. Never again would the vampire lords ride through the night, frightening peasants and openly ruling manor and abbey. It was the beginning of unlife as most of us know it - walking in the shadow between worlds, never revealing ourselves to the eyes of the masses.
Now let’s add in the middle of all this the Anarch Revolt, still going on. Now that the Camarilla had organisation, it had a means by which to mass its strength and bring the wrath of Caine down on the offending anarchs. For the Tremere, the war was personal - we had a long-running feud with the thrice-damned Tzimisce, and here they were on the other side of the fence. Naturally we gave no quarter. After some 40 years of nightly battle, the Camarilla finally gained the upper hand. The anarchs, realising that it would be suicidal to continue, raised the white flag. The first conclave was called in 1493, and the Convention of Thorns treaty ended the war. For most. A number of anarchs refused to surrender, choosing instead to run and regroup. When they re-emerged, they had become the abomination known as the Sabbat. One hundred years of bloody fighting to give us two sides, and the guarantee of even more fighting through the years.
The Renaissance
By all accounts, this was one of the greatest times to be supernatural and undead. With the fires of the witch-hunts either banked or cooling, a lot of people were so happy to be alive that they went a little crazy. On the mortal side of things, you had the poets, the playwrights, the romantics, the inventors. On the supernatural side, you had… well, the poets, the playwrights, the romantics, the inventors. Mortals and Kindred interacted regularly, even if the mortals didn't know whom they interacted with. So long as the person could talk a good game, most people were willing to accept her.
Learning, some of it preserved through the years by Kindred, came back into the world; certainly there had to be vampires teaching young impressionable minds about the Greeks and Romans as though they’d been there (chances are they were). I wouldn't be a bit surprised to hear that some vampires replenished the stores of lost Greek and Roman literature from their own libraries. Castiglione’s “The Courtier” and Machiavelli’s “The Prince” made leadership and diplomacy an art form, no doubt where many of our “modern” forms of Kindred government arose from. Mortal artists of all kinds seeking patronage gave many vampires a chance to rejoin the games of mortal society, and to reach for that promise of humanity regained. I would even suspect that the Elysiums we’re so familiar with found new incarnations during this time, in performances at the Globe, the courts of the Medicis and Elizabeth the First, or the palazzos and chateaux of the wealthy new middle class.
Yes, it was in many ways a party for Europe, whether vampire or human or something else. After years of a Church run amuck, of enemies wielding flame and steel, many were ready for a little time to “catch their breath” and remember the good things in unlife.
Was everything wine and roses? Hardly - the Camarilla and Sabbat were still fighting the last gasps of the Anarch Revolt, and that move of the Jyhad took up about 200 years. Finally, the Camarilla forced the Sabbat to start backing down. Whether the Sabbat made a strategic retreat or simply ran out of time and forces, they did indeed withdraw from most of Europe. According to one of my better resources, the Sabbat went north into Scandinavia to lick their wounds and wait for the opportunity to sneak back in. Apparently they had many wounds, since the next 50 years or so passed in relative calm.
The 18th Century
As the New World was colonised, the Sabbat must have gotten the jump on the Camarilla and moved out there first, since they were there to greet the boats in American and Hispaniola when other vampires made the trip (if the stories my “uncle” told were true). At the time, most European Kindred thought, “Let them have it. It’s a wilderness, full of savages and animals, like themselves.” They thought that the Sabbat would burn themselves out, and no one’s hands got dirty.
How and why the elders didn't know that the Sabbat was out there I don’t know. A number of European Kindred influenced colonial ventures and representatives of the crowns, which were by and large successful. Surely they would realise that there was something going on… Over time, this information has been so thoroughly covered in rumour and hearsay that I can’t tell what’s fact anymore. What I can safely venture is that the Kindred guiding these ventures probably started to get greedy, particularly those in England. They were apparently surprised by the Revolution, and promptly claimed that the Sabbat had been at work. I’m inclined to think it was a matter of some “uppity” mortals getting the drop on the vampires. In all my time of reading war journals and dealing with them nightly, I have rarely seen the Black Hand use mortals as their pawns in the Camarilla-Sabbat wars, even today; they are too proud to make use of “inferior” weapons.
At any rate, recall that the European Kindred back in the Old Country controlled a number of crowns and colonial ventures, and for the American mortals (and the few American vampires) to rise up and go to war risked a number of delicately arranged trading agreements and treaties, not to mention that it was “highly impertinent,” according to one Toreador prince of the time. I’m sure the few American vampires, who were enjoying being out of reach of the Old Country’s stifling formality and hoary elders, took pains to make sure the colonies had assistance, even if it came from the Sabbat. The Revolution provided a nice cover for yet another Sabbat-Camarilla skirmish, this one quickly burning out because of numbers.
Across the ocean in France, probably encouraged by the success of the Americans, another revolution began, this one far more bloody and with less motive. Who was to blame in this one? Well, there’s always the Sabbat - they do make handy boogeymen, don’t they? My sire, who lived through Robespierre’s little tea party as a mortal, believed in hindsight that Brujah and Nosferatu were more likely culprits, while one of my former regents (who also lived through the Revolution, but as a vampire) insists that the Malkavians were to blame. I've decided to compromise - I think it was once again vampires of every sort getting caught up in existing mortals affairs on one end or another. I doubt the Sabbat had too much involvement, because there’s no record of Kindred war or invasion (they were apparently too busy in the colonies). Whatever the cause, it didn't preclude a number of vampires from taking advantage of the chaos - or dying in it. Since many Kindred typically hobnobbed with the royalty, it wasn't too hard to convince the mobs to find them guilty and have them beheaded; Madam Guillotine apparently rarely slept. Thankfully, my own grandsire and sire managed to escape the rush as the Reign of Terror spiralled out of control.
Age of Steam - Century of Progress
This was a time of exploration and industry. Mortals leaped forward in a quest for progress, and the Kindred were there to patronise the brilliant and reap the fruits of civilisation. In a time of gentility and manners, many elders enjoyed the propriety demanded of the age, and even tonight they continue to maintain traditions to which they were first introduced at this time. Wherever mortals went, we were there. I would say that “lucrative” doesn't begin to describe our ventures.
What’s above is the textbook version, what is normally told to apprentices. For as much went on in the 19th century, I think it deserves a little more than a paragraph. If nothing else, it tends to gloss over a few important points.
As vampires in search of new domains and herds pressed into continents where they had rarely gone, they found themselves running into enemies and wonders the likes of which they had never encountered before. For many vampires, this was their first real contact with the vampires of the Far East, of the subcontinent, and of Africa. Many got quite a shock when they realised that these vampires were vastly different from those of Europe and America. Like the rest of the explorers, the vampires decided to push their agendas for colonisation. Instead of rolling over like the mortal natives did, these strange vampires responded with full force. Powers that none had ever seen before were loosed on the invaders. The fight went on in the shadows as the Europeans fought to colonise and “civilise the savages.” At one point mortal and supernatural (on both sides) ended up as allies against the other. In the end, the Kindred withdrew and waited for the humans to get the job mostly done before trying it again. Even then, those who returned didn't press their luck, but stayed very firmly within the “civilised” areas - Hong Kong, Madagascar, Bombay, Cairo - places where the white man was definitely in charge. I’ll freely admit that we don’t know nearly as much as we’d like about the Far East and Africa, except for some really strange stories that I’m not sure I want to believe.
Africa has also proved a thorn in the collective side of the Tremere - all attempts to establish a chantry there have ended in failure for reasons few can explain. Asia has also remained something of a mystery to us. The only chantry that has maintained any stability or longevity is the highly Westernised Hong Kong, and its future is currently in debate in the wake of the handover. It would be folly for us to break off our one inroad into the East, but the place desperately needs those who are more schooled in Eastern culture and mysticism (or who at least speak some Chinese) to take advantage of the vast opportunities or make any inroads with the Eastern Brethren.
Steam ushered in enormous developments in manufacturing, travel, industry - whatever it was, steam somehow improved it. For the Kindred, steam brought about a number of advances that most were very happy to take advantage of. Steamships and locomotives meant that vampires could actually consider travel and make a go of it - fewer stopping points, quicker progress, sun-proof conveyances, the sorts of things that ensured you would probably arrive at your destination in one piece. Steam in the factories brought in capital, and many Kindred made money hand over talon when they realised that steam was in fact the wave of the future. The best example of such success is Michael Vanderbilt, who rode both his name and his business acumen to a mansion, a herd of New York’s finest socialites, and a set of factories up and down the East Coast.
The 19th century was also a time of social upheaval and change. Not every Kindred of the clans was involved with this, but some generalisations can be made regarding who did what. With the factories came exploited workers, and the Brujah were after those like flies on shit. Muck-racking reporters, social workers and labour organisers gained prominence, often through dint of mysterious (Nosferatu?) informants, but the elders’ interference ensured that they never got as far as they wanted. Factories took the people away from the small country towns and into crowded city slums - good, if filthy, hunting. Textiles, mining and other industries also wreaked havoc on the landscape, pouring smog into the air, clear-cutting forests and poisoning the water, no doubt to the rage of our Lupine foes.
In an era of causes and social activism, a number of vampires found mortals whose efforts dovetailed nicely with their own, albeit with far different and certainly not always benign reasons. Malkavians, I am certain, watched Nellie Bly go undercover in mental hospitals to report on the abuses of the insane. Some Nosferatu, especially in London and New York, occasionally steered the burgeoning social workers to look after their herds. Brujah Rabble fraternised with Socialists, labour unions and social workers to “bring more to the underdogs” - a euphemism, I am sure, for finding easy blood. More refined Kindred patronised whatever cause was fashionable at the moment; nothing made quite the fashion statement for mortals like how many “charities” one was aiding. If nothing else, it was taking care of the herds, in the same way a farmer takes care of his animals. Healthy cows give good milk, if you follow my line.
I've been told that, socially speaking, Elysiums and parties ran like pages out of Edith Wharton. It was one thing to have money in these nights, but unless you had someone telling you where to spent it and what to spend it on, the harpies had a field day with you. The ideal of Elysium, unchanged since the Renaissance, was taken out of mothballs, dressed up with a few new frills, and proved that it could still take a turn around the ballroom floor. A clansman tells me that during these days, Elysium could be anything from the intellectual (a lecture on Socialism) to the artistic (a drawing-room recital) to the transcendent (exercises to open oneself to “transcendental possibilities” - whatever that was). I occasionally wonder how many vampires were actually delighted to discover they were still human enough to be bored to sleep in Elysium.
The Sabbat decided to make another attempt to throw the Camarilla out of the Americas, and, according to a rather unpopular scholar of our kind, the elders actually came damn close to losing. Thank the Sabbat who fell through on their end of things - if not for that, you wouldn't be reading this. The werewolves in the American frontier decided that they weren't interested in sharing it with the rest of us - so much for “manifest destiny.” As for the rest, if even half the accounts I've read or heard from elders are true, the red-light districts and drug trades owed a large part of their briskness to certain enterprising vampires, particularly Setites.
Most Kindred I've talked to are positive that there must have been something in the water around this time. How else to account for all the supernatural events cropping up all over the landscape? From photographed faeries to rapping tables, haunted rectories and occultism, the 20th century followed the 19th as if by clinging to its shroud.
Age of Spirits
The Age of Spiritualism deserves a little more than a throwaway line or two, straddling two centuries as it does and playing a role in Kindred history far greater than most give it credit for. Having seen it from both sides (as a mortal in its heyday, then as a vampire watching it sputter and die), I can say that this was a time rich with strangeness and the supernatural.
We Tremere were busy, much more than usual. This was the age of table-tappings, séances, mediums, channelers… and frauds, fakes, showmen and debunking that would wound us for years to come. Ghosts and mediumship was something that we had had trouble getting into with any depth, and this era seemed to have been all but made for us to finally do so. Even Kindred who traditionally avoided occultism (primarily out of respect for our hold-held stake in the matter) made ventures into the field, and gave us some surprising undiscovered treasures.
Having endured more than enough fraudulent séances that purported to contact my later mother, I can easily understand what it was that drove Houdini to expose these charlatans. Over the years, I've heard a number of stories from Tremere and some other vampires regarding this time, and few have spoken about it with aught save bitterness - tales of lost lovers, children and sires they had hoped to contact, only to be bilked and blinded. Part of the bitterness stemmed from being taken for fools, but even the Damned did not care to have such fragile hopes and emotions so casually used and exploited. In that regard, we were no different from the kine, and I think that may have bothered some more than they wanted to reveal. Perhaps enough to sponsor debunkers and bribe assistants into revealing their tricks for a spectacular fall.
Some have suggested the rather high amount of supernatural instances that took place during this era were signs that the Masquerade was weak. That was only part of the equation. The supernatural became a desirable thing to discuss and study, and even the shyest people came forward with stories of their encounters with ghosts and other night creatures, knowing they would be received with a modicum of seriousness. Supernatural literature likewise reached a rather respectable spot, particular stories regarding vampires. And lastly, serious inquiry and study of ghosts, mediumship and other paranormal events and denizens came into its own, particularly with the founding of the Society for Psychical Research (SPR) and its American counterpart.
According to my sire, who spent most of this time in London, certain busybody vampires insinuated themselves in the publishing industry after vampire and ghost stories started appearing in great numbers. Nonetheless, the publication of Dracula sent the Camarilla into a tailspin. Some found it amusing, but not all did. A few elders believed that it might instigate widespread breaches of the Masquerade and bring inordinate curiosity from mortals, or a backlash from angry Tzimisce. A number of cities suddenly found themselves hosting archons, who were waiting to bring the hammer down on any erring Kindred. Strangely enough, the Fiends were remarkably quiet; I would have thought that they would be out burning every copy they could get their hands on for its portrayal of “The Dragon.”
Between Dracula, the Cottingley photos and table-rappings, the hunters didn't know which way to go. Unfortunately for us, they increased in numbers as time went on - fraud and greed from the paranormal brokers, a World War, deluded serial killers and general world-weariness had begun to take their toll on mortal belief and tolerance of the supernatural. Encouraged by Houdini’s own crusade, recruited by the Inquisition, mortals attempted to turn on us, but could not find the footholds that had supported them in the Burning Times. The Sabbat decided to see about launching some incursions into American cities then, thinking the Inner Circle distracted, but were rudely surprised to find the princes prepared and itching for a fight. As the world tossed fitfully in its final dreams, the revolutionaries and zealots decided to wake it up once and for all.
Revolution
As the centuries turned from the 19th to the 20th, the discontent started by revolutionaries began to boil, and then boiled over. All over Europe, old monarchies toppled and were thrown aside in favour of “new orders” that supposedly favoured the proletariat.
One of the prime examples was the October Revolution led by Lenin in Russia. Out with the oppressive monarchy and in with the people’s government. In my research, even the most ardent conspiracy theorists haven’t been able to find Kindred involvement with the fall of the Romanovs. Their execution at Ekaterinberg shocked many vampires, and not just the Blue Bloods. It was the death knell of the age of monarchy; never again would there be kings and emperors and sovereignty such as Czar Nicholas and his mortal contemporaries had known. Since then, at least three clans claim to have Embraced Anastasia into their ranks. None show any signs of being remotely relating to the Romanovs; I think it was done as a status symbol that’s since backfired on their poor suckered clans. And Rasputin - let’s not even talk about that.
France, Germany, Spain, Serbia - all over the continent, mortals tested the bonds of freedom. Some won, some lost, some didn't get anywhere except back where they started. The Kindred, as usual, watched and placed bets on the winners. Some elders claim that certain vampires encouraged the discontent of the mortals, risking instability in the cities in the name of shaking the status quo. Certainly, many Sabbat incursions into Camarilla cities were synchronised with revolutionary turmoil. So were a number of anarch-led coup d’etats and attempts at same.
A World at War
I think most Kindred believed themselves completely jaded to the notion of war and its brutality when the World Wars came in. But I know a number of complacent vampires suddenly sat up and took notice when tanks rolled across the fields of France, mustard gas turned men into blistered meat, and rapid-fire guns demonstrated the ability to mow down dozens at a time. Before then, brutality had meant something else - swords and axes, looting and pillaging, and on a relatively smaller scale. But this time the destruction was more widespread, more were taking up arms and those arms were capable of dealing massive amounts of damage. While a few young vampires plunged headlong into the fray, many elders ran for the hills. Even if one doesn't breathe, mustard gas can get really hard on the lungs. And brutality aside, the sheer scope of the event amazed many. World War I was called the Great War for a reason; at the time it was the biggest event most had ever seen - literally entire nations pitting themselves against each other. Telephones, telegraph, radio - all assured no matter where one was, he got the latest news on the war.
The Camarilla still fought with the Sabbat, even during this time. Our wars with them never went completely out, just smouldering like embers under the ashes before bursting into flame again. Whether Camarilla Kindred were rum-running in Chicago, feeding on the shattered population of Russia, overseeing the fledgling movie industry or just surviving, the Sabbat was there.
Just after the Depression, though, Sabbat activity all but ceased. The war packs still ventured out for a little street-to-street fighting, but all seemed strikingly quiet. I still don’t know what it was that pulled the Black Hand underground. Maybe a Caine sighting. At any rate, with all the Camarilla’s Kindred had before them, a Sabbat war was the last thing anyone wanted.
Very few vampires of today like to talk about their involvement with WWII in Europe, and I suppose I can’t blame them, not with my own record before me. In retrospect it’s easy to say, “We didn't know, we kept ourselves out of mortal affairs, we were misled, etc.” This sounds like a lot of excuses to me. We who are all in some way living relics cannot claim that this was a first in history, because it wasn't. Ignorance is no excuse for allowing genocide, which, besides being distasteful, was a foolish culling of the herds. As for the rest of the war, it was the Great War Take Two, with a few changes. Mustard gas might have been outlawed, but blitzkriegs spreading fires all over a city isn’t exactly an improvement. Kindred trying to flee the hellhole that Europe had become retreated to the States, straining many power structures within established cities and stretching resources to the limits. Those of us who stayed behind watched cities being bombed while in the “safety” of the cellars, fought off looters with our bare hands or drank from anything wearing a German uniform.
The Modern Age
After the bombing of Hiroshima and Nagasaki, the world seemed to turn over again, as if trying to reinvent itself. This time, it didn't do quite so well.
Reconstruction was long and arduous, even more for vampires than for mortals. For many elders and ancillae, it meant actually seeing their world, their havens, their treasures lying in rubble. Many of the prudent (and lucky) had managed to move their greatest prizes (childer, books, relics) to safer locations, but not everyone was so fortunate. The old world literally had been ripped apart, and was being put back together, and for elder Kindred, it was a difficult time. A few simply couldn't handle seeing the destruction of their worlds, and chose to enter torpor to stayed up to watch the sun rise.
The McCarthy era - I was sent out to watch this with a few others, primarily to make sure no important pawns ended up on the stands. Many of the elders who had started to re-emerge after the World Wars went right back into their cellars and coffins; most of them had been European at one time or another, and saw too many similarities between the Burning Times and the hearings for comfort. They were probably right; while those found “guilty” couldn't be burned alive in the town square, they could be publicly pilloried and humiliated, which could be just as bad. Well, nearly as bad.
The Age of Aquarius - Believe it or not, we Tremere accomplished little during the ‘60s. While there was a resurgent interest in magic (a welcome change after the cold, sterile ‘50s), it offered relatively little to us. In truth, the orgies, psychedelics and music were meant for those who still had living flesh. Yes, I tried blood-borne psychedelics, but not on purpose - a mistake in feeding that I will never forget. If nothing else, between the fashions, the music and the people, it had to be one of the most absurd eras I've ever seen.
Now here we are, in an age that has seen mortals land on the moon, the Iron Curtain rise and fall, and some of the most destructive weaponry imaginable developed for the purpose of “defence.” Ever since the bomb came down on Hiroshima, this technology has spread like wildfire; literally every night seems to bring some new gadget or discovery. I know of elder vampires who have fallen so far behind the times that they won’t accept a telephone call, much less use this marvellous email, mostly because they are fearful of using such things. I must admit, it’s rather disturbing to find that the machines and ideas I once read about in H.G. Wells or Jules Verne when I was a mortal adolescent in 1904 are coming into common use. Occasionally I have to struggle with learning something new or throw myself on the mercy of a neonate for assistance, but it’s part of being what we are - we may “stop,” but the world does not. If you don’t keep up, you’ll be left by the wayside. What is frightening is that these same vampires sometimes destroy the younger ones who do know how to use technology because the elders are equally frightened of them. And they’re suppose to be leading us into the next millennium.
Most of the violent crime occurring today isn’t vampire-committed, but it’s great cover for other things to take place. When I first arrived, Milos Kilar (the previous regent) told me that the Sabbat attacks had shown a pattern of growing steadily more frenzied over the past decade. This sounds like of one of two things: Either they’re going for the “last swing before the fall,” or they’re desperately trying to make a difference with what’s coming. My guess is the former, although I couldn't be certain what they’re swinging at.
With one millennium changing to the next, the Gehenna cults and elder doomsayers (you’ll meet them - the ones who publicly scoff at the notion of Antediluvians, then whisper their fears and blasphemy in their chambers when they think they can’t be heard) are even more anxious and desperate as the years tick ever closer. I know of a certain pontifex who is increasingly obsessed with finding the “woman with the crescent moon birthmark” talked about in The Book of Nod, to the point of ignoring other, more pressing concerns. Some claim that the Sabbat is going into its last frenzy and hurrah because its leaders believe the Antediluvians will rise sometime near, or shortly after, the beginning of the millennium. Already they've taken back several domains from the princes, and have claimed a few more that the Camarilla has traditionally held. We hold the line in New York, but only by hanging on with our claws like cats desperate to avoid getting wet. If New York falls, the East Coast crumbles.
As for the Camarilla itself, see my above comment. We stand fast, but - and speak not of this outside the chantries - we’re starting to show the wear and tear of the centuries. Unless something finally gives way - our leaders come to their senses, the Sabbat vanishes, the Master awakens - we may find ourselves starting to crumble like an old tombstone. And then it won’t matter what cities we hold, because without the Camarilla to hold things together in any reasonable fashion, the Kindred will fall apart.
And this is where we stand, after 5000 years of history.
Ailsing Stubridge, Updated 5/23/1998</li> ----------------------------------------------- © Copyright White Wolf Publishing, Inc.
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