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nw-of-dark · 6 months
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Mage: Awakening vs. Ascension
So I have been playing World of Darkness for a short while now and I'm also contentious in regards to Mage and its two iterations; Awakening and Ascension. Awakening is part of Chronicles of Darkness whereas Ascension is a part of World of Darkness, and they are basically parallel universes of the same-ish game.
When I started playing Awakening, I found the rules to be fairly straightforward, and I didn't have to struggle through pages of flavor text like with other World of Darkness games. The one thing I really appreciate about Ascension is its lore. It's fascinating how philosophical the game can get, whether it's during character creation or actual gameplay. Ascension explores themes such as the nature of reality, the dynamics of power, and power over the narrative.
I generally play the setting of Ascension with the rules of Awakening, but I have recently been reading about Ascension more (particularly, 20th Anniversary/4th Edition) and a homebrew of Ascension 5th Edition.
As a fan of the 5th Edition World of Darkness game lines, I am disappointed that only Vampire, Werewolf, and Hunter have been released so far. Until we get a full set, I'll have to make do with homebrews and supplements from the 4th Edition to satisfy my craving for supernatural horror.
As for this blog, I will be covering both Awakening and Ascension lore but primarily focusing on Ascension. I will, masochistically, try to work the Awakening paths and orders into the setting of Ascension and I will leave you with this question; what are your thoughts on Awakening and/or Ascension?
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nw-of-dark · 8 months
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Vampire Clan: Lasombra
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The Night Clan, Abyss Mystics, Keepers, Magisters, Shadows, Traitors, Turncoats
Formerly prominent figures within the Sabbat, clan Lasombra embodies the essence of shadowy predators and ambitious social climbers. They prioritize their personal triumphs over mere symbols of authority or positions of power. Embracing the notion that strength justifies actions, they spare no sacrifice in their relentless pursuit of objectives. Rather than seeking genuine enlightenment, they view spirituality as a mere instrument, resulting in their unpredictable loyalties being showcased through a significant portion of their clan defecting from the Sabbat.
Disciplines: Dominate, Oblivion, Potence
Bane - Distorted Image: The broken souls of Lasombra vampires are halfway drawn into the Abyss. All reflections and recordings distort, flicker, or become transparent (though this does not conceal their identity with any certainty). Microphones have the same difficulty with the vampire's voice as cameras have with their image, touch technology becomes unresponsive at best, and their anomalous nature makes it harder to avoid electronic detection systems.
Organization
Clan Lasombra, driven by an insatiable desire for power and superiority, once constituted the majority of administrative offices within the Sabbat. Operating in the shadows, they avoid the spotlight, preferring to manipulate others to achieve their own goals while minimizing personal exposure. This approach stems not solely from fear, but also from the domineering and superior personalities often found among the Lasombra, necessitating the presence of subordinates beneath them.
Apart from their involvement in Sabbat affairs, the Lasombra maintain a clan-specific organization known as the Friends of the Night, commonly referred to as Les Amies Noires (Amici Noctis during the Dark Ages). While not all Lasombra are members, the organization holds significance for those who matter within the clan. The Friends of the Night serve as a formalized network of favors within the Lasombra, granting prestige and facilitating prestation. Notably, the Friends are responsible for the regulation of diablerie through their Courts of Blood.
Ambition drives the Lasombra, leading them to accept diablerie as an essential aspect of their existence. From their perspective, the only tragedy in diablerie is that the vessel, as an unworthy vampire, was ever embraced in the first place. The Courts of Blood regulate this practice by considering petitions for diablerizing other Lasombra and authorizing hunts. However, these hunts come with conditions, as the target must be deemed guilty of transgressions before authorization is granted. Through this court system, diablerie is managed, allowing Lasombra to consume suitable targets, albeit with the judgment of the court determining their worthiness before an attack is permitted.
Culture
The Lasombra clan embodies a fierce predatory nature, embracing the very essence of darkness. Their mindset revolves around the belief that power rightfully belongs to the most deserving, with worthiness determined by the acquisition of such power. Consequently, they are predatory, manipulative, power-hungry, and unapologetically arrogant. Needless to say, the Lasombra and Ventrue clans hold a deep-seated disdain for one another. Throughout history, these two clans have sought separate domains: the Lasombra focusing on the Mediterranean while the Ventrue claimed Germany. The Lasombra found influence within the Church, while the Ventrue established their power within the state. The Lasombra aligned with the Sabbat, whereas the Ventrue joined the Camarilla. Moreover, the Ventrue stake their claim to rulership over all Cainites through their lineage from the first of the Antediluvians, while the Lasombra assert their leadership by being the first clan to successfully slay their own Antediluvian founder.
With the Lasombra's defection from the Sabbat, many Ventrue revel in the opportunity to assert dominance over a clan they have battled against for centuries. However, the Lasombra Magisters view this as a chance to turn the Ventrue's arrogance against them. They become advisors, bodyguards, and regents to Ventrue Princes, subtly undermining the other clans without directly challenging the prestigious seat held by the Clan of Kings. The Lasombra understand that one does not need to sit on the throne to control the kingdom.
Chess also holds a profound fascination for the Lasombra, serving as a metaphor for vampiric existence as they perceive it. Therefore, proficiency in the game is expected of any Lasombra seeking advancement within the clan.
Lastly, the impact of the lost visage on the Lasombra should not be overlooked. Their clan weakness denies them the ability to ever see their own reflection again. Mirrors, photography, and other reflective media fail to capture their image, and Lasombra individuals respond to this predicament in various ways. Clan culture emphasizes not overreacting to this limitation, permitting the occasional portrait to be painted every few years.
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nw-of-dark · 8 months
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Mage Path: Thyrsus
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Shamans, Ecstatics, Stewards, Blood-Wise, Thyrsi
The Thyrsus represent a mystical path that focuses on the interconnected arcana of Life and Spirit, but they face challenges when delving into the arcanum of Mind. Often referred to as the Shamans on the Path of Ecstasy, they are the esteemed Scions of the Watchtower of the Singing Stone, dwelling in the enchanting Realm of the Primal Wild, known as the Kingdom of Totems and Abode of Beasts. Their magical essence centers around the theme of Instinct, while their emotional state embodies the essence of Passion. In their pursuit of magic, they find their way through the concepts of Boundaries and Intercession.
Characteristics
Mages who Awaken with a connection to the realm of the Primal Wild tap directly into the ancient forces of vitality that underlie creation. Their very hearts beat in sync with the world's pulse, and their passion and vigor distinguish them from other Awakened individuals. Emphasizing impulse, instinct, and primal urges, Thyrsus mages often experience intense emotions, with some possessing better control over their passions than others. Those who manage to rein in their impulses can blend into society like any other mage, but those who choose isolation grow unaccustomed to wearing society's polite facade, finding it difficult to interact with others. Consequently, such secluded mages are candid in their assessments of others, whether it involves criticism or appreciating physical beauty.
Once a Thyrsus mage focuses on something, their intensity becomes unmatched, leading others to feel uncomfortable with their laser-like dedication. Despite potential inconvenience, this unyielding focus also makes those on the Path of Ecstasy highly diligent in their chosen tasks. When a mage on this path invests themselves in a pursuit, they do so wholeheartedly, even to the point of being considered obsessive by some.
To Thyrsus mages, the body is sacred, akin to a temple. They possess an innate understanding of how to maintain their bodies in prime condition. Physical flaws like paunches, allergies, warts, or acne are non-existent for them. Their skin remains clear and taut, their eyes bright, and their muscles firm beneath the skin. While they continue to age, youth and health persist in Thyrsus mages well into their later years. Even at an age over a century, they appear as vigorous as a 60-year-old.
Shamans exude an "earthy" quality, being practical and no-nonsense individuals. They possess the keenest understanding of the physical realities of human existence among all the Awakened. Thyrsus mages harbor no shame or concern about bodily functions, discussing them openly. This unpretentious attitude can make Sleepers and other mages uncomfortable with the Thyrsus approach to life.
Style
Ecstasy holds a profound significance for those who undergo Awakening on the Thyrsus Path, which aptly bears the name "Path of Ecstasy." Some among the Awakened may not fully grasp the true essence and potential of ecstasy or its connection to magical practice until they embark on the Thyrsus Path. The state of ecstasy sought by many Thyrsus mages serves as a means to transcend or bypass conscious thought. By attuning their minds to the primal and untainted "frequency" of the Primal Wilds, they become impervious to judgment, illusions, or other vulnerabilities associated with conscious thinking. Through this connection, the Thyrsus mage rises above mere physicality and becomes one with the broader world.
To the Thyrsus, the Material and the Shadow realms are intertwined elements of a unified whole. They perceive all things as imbued with life and breath, with even immaterial objects housing thriving spirits. These beings exist in interconnectedness, forming a vast superorganism of sorts, where songlines reveal themselves during moments of Ecstasy. These songlines later rearrange akin to an ever-transforming nerve system, emphasizing the dynamic and living nature of their reality.
Philosophy
Thyrsus mages possess an insightful grasp of the Greek concepts of Bios and Zoë, understanding both the fragility of individual life and the indomitable tenacity of the life force itself. They bear witness to the intricate dance of spirits that underlies all natural phenomena and life, observing how this ephemeral dance manifests physically in the world. With unmatched clarity, Thyrsus mages comprehend the consequences of vices and habitually steer their lives towards sources of vitality. They attune themselves to the pulse of the world's rhythms—the ebb and flow of the moon, the changing seasons, the chirping of crickets, and the beating of hearts. However, city life often thwarts their sensitivity, leading some to misconstrue their wisdom as eccentricity or madness. The Thyrsus mages perceive themselves as the sturdy roots that support all branches of magical knowledge, holding the most fundamental secrets of life and the animating forces that give it meaning.
Embracing the ways of nature, Thyrsus mages acknowledge that there is no inherent right or wrong, only consequences. This understanding leads to a reputation for amoral behavior among some of them after Awakening. Moral considerations do not burden them, and they shed societal hang-ups concerning the natural world. For them, sex becomes passionate play, untethered from unnatural moral strictures or expectations. Likewise, they can adopt an amoral stance towards killing, viewing it with a perspective similar to that of a predator's hunt. While they do not kill for enjoyment, they do not shy away from it when necessary. Thyrsus mages recognize that death is an integral part of the predator-prey cycle, and they accept that one day, they too will be prey rather than predators. This profound understanding fuels their passionate approach to life. They acknowledge their place in the food chain, understanding that any predator, no matter how fierce, will eventually become prey when age or weakness catches up with them.
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nw-of-dark · 9 months
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Vampire Clan: Toreador
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The Clan of the Rose, Perverts, Aesthetes, Vanitas, Hedonists, Degenerates, Torries, Bullfighters
The Toreador clan embodies the epitome of beauty, sensuality, seduction, emotion, and glamour among the Kindred vampires. Renowned for their ability to captivate and allure their prey, they have become the inspiration behind the legends of vampires who mesmerize with their exquisite charm, love, and sensuality. Esteemed for their artistic talents and groundbreaking ideas, the Toreador are both celebrated and notorious. Within the Camarilla, they serve as a vital pillar, as their survival hinges upon upholding the façade of civility and grace that the sect proudly upholds.
Disciplines: Auspex, Celerity, Presence
Bane - Aesthetic Fixation: The Toreador exemplify the old saying that art in the blood takes strange forms. They desire beauty so intensely that they suffer in its absence.
Organization
The Toreador clan operates without a formal overarching hierarchy. Instead, they rely on spontaneous gatherings known as "affairs of the clan," which are not mandatory but attract a significant turnout. These affairs encompass a wide range of events, including parties, dinners, art exhibitions, and even formal meetings.
In each city, the Toreador organize themselves into Guilds, which, despite their artistic connotation, encompass most Toreador residents, regardless of their specific inclinations as either Poseurs or Artistes. The Guild's leader typically holds the status of the oldest and most influential Toreador in the city. The remaining members form a complex and stratified social system, the intricacies of which can confuse outsiders.
Within the clan, there are two distinct divisions. The Artistes consist of sculptors, painters, musicians, and writers who perceive themselves as the authentic embodiment of the Toreador legacy, faithfully upholding the clan's original values and objectives. On the other hand, the Poseurs constitute the opposing faction, encompassing failed artists (or those Embraced while their sire was following a passing trend), professional critics, and individuals who view their physical appearance as their life's masterpiece. It is worth noting that neither group adopts a nickname for themselves; such labels are typically used by one faction to deride the other.
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nw-of-dark · 9 months
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Vampire Clan: Tzimisce
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Fiends, Voivodes, Dragons, The Old Clan, Flesh-shapers
The Tzimisce embody a clan of noble beings and masters of flesh manipulation. If one were to describe a Tzimisce as inhuman and sadistic, the Tzimisce would likely praise their keen insight and then proceed to demonstrate how their mortal understanding of sadism pales in comparison to the depths they can reach. The Tzimisce willingly shed their ties to humanity and enthusiastically strive to surpass the limitations of their vampiric existence. At first glance or during a brief interaction, a Tzimisce may appear as one of the more amiable vampires. They exhibit politeness, intelligence, and curiosity, standing in stark contrast to the raging hordes of the Sabbat or even the seemingly more compassionate Brujah or Nosferatu. However, upon closer examination, it becomes evident that this facade merely conceals something unearthly and monstrous.
Disciplines: Auspex, Dominate, Protean
Bane - Grounded: Each Tzimisce is required to select a specific responsibility, referred to as a charge. This charge can encompass a physical territory, a group of individuals, an organization, or even something more abstract, but it must be clearly defined and constrained. During their daytime slumber, Tzimisce must be in close proximity to their chosen charge. Traditionally, this has often meant resting within the earth of their land, but it can also entail being surrounded by that which they govern in their current nocturnal pursuits. This could involve a particular group of people, a structure intricately tied to their fixation, a local underground movement, or even more extraordinary elements.
Torture
It is an unpleasant fact to some Kindred that a large portion of the Tzimisce culture revolves around ways and means of hurting other beings. Many Kindred would understandably prefer to ignore or gloss over this aspect of the clan. Still, Tzimisce are dubbed Fiends for a good reason, and information from that perceived evil that is the Clan Tzimisce may be particularly useful to those used to a more benevolent Camarilla perspective.
Psychological preparation is vital for any torture session and Tzimisce disciplines are admirably suited to this. Vicissitude allows the torturer to assume a shape appropriate for the situation. Perhaps an incredibly beautiful member of the gender to which the victim is attracted, to heighten their shame; or an impossibly hideous one, to heighten the revulsion and terror; or even the form of the victim's worst enemy, or closest friend. Auspex allows the Tzimisce to discover the victim's phobias and dirty little secrets, and to discern which areas of the victim's body are particularly sensitive.
Tzimisce disciplines also vastly aid in the actual torture session. Vicissitude allows the torturer to become his own toolkit, reforming his extremities (or the victim's extremities) into a variety of intrusive implements, perfectly shaped to fit the victim (or, not quite fit, as the case may be).
Of course, common physical torture has its limits, and this is particularly true concerning Kindred. Most Elders worthy of that title have experienced massive body trauma at least once during their unlife and thus, are somewhat numb to the usual concept of pain. Moreover, Kindred scoff at threats that would break many mortals, such as amputation or castration, given their regenerative capabilities.
Unfortunately for such victims, Tzimisce are equally skilled at emotional torture. Centuries of unlife have given Tzimisce torturers an uncanny degree of psychological insight into the way the human, and Kindred mind operate.
Hospitality
The rights and treatment of guests forms an indelible part of Tzimisce culture. There are many archaic rules concerning deportment, manners, greetings, goodbyes, allowances, and settlement of grievances, but there are a few Clan-wide obligations that are always honored. A guest of the Tzimisce is entitled to several things:
Shelter and nourishment for three days and three nights (not counting the night of arrival)
The protection of the host against third-party aggressors
Suspension of inter-family grievances for the duration of the stay
The best quarters in the home of the host (up to and including the host's own chambers)
However, the guest also has a few obligations that makes them worthy of such special treatment
A ritual exchange of gifts or services (on arriving, departing, or sometimes both)
Respecting the host's boundaries and property
Not needlessly angering the host or any of his family
Not staying any longer than the requisite three days and three nights unless invited to.
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nw-of-dark · 9 months
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Vampire Clan: Nosferatu
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The Clan of the Hidden, Sewer Rats, Lepers, Priors, Crawlers, Nossies
In the realm of Kindred, none bear the visible weight of their curse as prominently as the Nosferatu. The act of Embrace distorts their once human visage into grotesque deformities, each Nosferatu embodying a unique manifestation of this curse. The archetypal Nosferatu often bears a resemblance to the monstrous Count Orlok portrayed by Max Shreck, although the curse can take on countless other variations.
Among the Kindred, the Nosferatu have assumed the role of cunning spymasters of the undead. They excel in gathering valuable information, which they trade at a considerable price. Skilled in the arts of subterfuge, they have become the unrivaled masters of the underworld, finding refuge and protection within the labyrinthine tunnels of the sewers.
Disciplines: Animalism, Obfuscate, Potence
Bane - Repulsive: Hideous and vile, all Nosferatu can never increase their rating in the Looks Merit. In addition, any attempt to disguise themselves as non-deformed incurs a penalty. However, most do not break the Masquerade by just being seen.
Organization
Nosferatu, as a clan, tend to congregate in tightly-knit groups known as broods. These communities are often centered around extensive sewer systems, effectively serving as subterranean cities that can house numerous Nosferatu individuals. While the common perception is that Nosferatu are unattractive on the outside but possess compassion within, this stereotype is not entirely accurate. Many Nosferatu choose to remain within the confines of the sewers, relying on more socially adept members of their clan to interact with the wider Camarilla.
The Nosferatu place great emphasis on clan loyalty, considering it of utmost importance. Their repulsive appearances necessitate strong support structures within the clan, providing everything from safe havens to sustenance. Broods typically operate under a gerontocratic system, where the eldest Nosferatu hold authority and guide the younger members. Most Nosferatu are able to contribute to their clan's endeavors by taking on various roles, such as assisting with construction or other survival-focused projects. Their survivalist mentality is deeply ingrained, and they constantly strive to fortify their havens, ensuring their strength and security.
Additionally, the Nosferatu have developed an intriguing method of defense by utilizing blood-bound animals. These creatures, influenced by the Nosferatu's vitae, become loyal defenders and protectors of the brood. Furthermore, the clan has devised Spawning pools, which, over the course of many years, transform any animal that consumes from them into monstrous beings solely devoted to the Nosferatu brood.
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nw-of-dark · 9 months
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Vampire Clan: Hecata
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The Clan of Death, Necromancers, Graverobbers, The Family, Stiffs, Corpses, Devil-Kindred, Lazarenes
They do not constitute a completely organic clan stemming from a singular Antediluvian and an unbroken lineage. Instead, they consist of the Giovanni, the remaining members of the ancient Clan Cappadocian and their associated bloodlines, and even the Nagaraja, despite lacking a direct tie to an Antediluvian. Together, they form a novel and (largely) cohesive Clan of Death, encompassing various Kindred bloodlines that specialize in necromancy through the use of Oblivion. Similar to the Giovanni, whom they predominantly absorb, they function as a family, albeit an extensively extended one.
Disciplines: Auspex, Fortitude, Oblivion
Bane - Painful Kiss: Steeped in death, the fangs of the Hecata bring not bliss, but agony.
Bloodlines
The Hecata are composed of ten main bloodlines:
La Famiglia Giovanni, or Clan Giovanni as it has been known until recent nights, still largely occupying the overall leadership role in the Hecata, even without Augustus Giovanni as an anchoring influence. They do not normally identify themselves to clan outsiders as Hecata. La Famiglia also includes other satellite families, such as the Della Passaglias and Ghibertis, who have not earned their own individual bloodline status to date.
The Harbingers of Ashur, the aggregate remnants of Clan Cappadocian, of both the mainline clan and the Harbingers of Skulls.
Nasyon san An (Nation of Blood), the new face of the Samedi bloodline.
The Gorgons, the surviving remnants of the Lamia, the Cappadocian bloodline of devout Bahari faith from whom the curse of the painful Kiss originates.
The Flesh-Eaters, a group of Nagaraja; a bizarre bloodline of flesh-eating vampires, feared by all Kindred.
The Bankers of Dunsirn, the cannibalistic banking family from Scotland, once a branch of Clan Giovanni, and now considered a bloodline in their own right.
The Children of Tenochtitlan, the Giovanni allies Pisanob (now without the leadership of Pochtli), once driven to the brink of extinction by the Harbingers of Skulls.
The Criminal Puttanesca, a Sicilian crime family formerly attached to the Giovanni.
The Little Siblings, are the Rossellini, once a rival necromantic family (now attached) to the Giovanni, they are known for their cruel treatment and exploitation of wraiths.
The Grudge Masters, are the Milliners, a minor Giovanni family with many connections in organized crime.
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nw-of-dark · 9 months
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Vampire Clan: Ravnos
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Rogues, Ravens, Daredevils, Vagabonds, Wanderers, Tricksters, Mystics, The Haunted, Gypsies, Criminals, Deceivers, Charlatans, Shapers, Seekers, Unwelcome
Renowned as elusive enigmas, mystics, and nomads, the Ravnos clan embodies an irrepressible spirit that delightfully embraces the thrill of living on the edge. Their true essence and rich lineage were tragically lost to the western world, leaving only a handful disconnected from their ancestral heritage and compelled to forge a new narrative. However, with their very survival at stake, those who never wandered before are now left with no alternative but to embark on a perpetual journey, lest they suffer the fate of their ancient progenitor, the Ravnos Antediluvian.
Disciplines: Animalism, Presence, Obfuscate
Bane - Doomed: If they slumber in the same place more than once in seven nights, they are scorched from within. This happens every time they spend the day in a location they’ve already slumbered less than a week before. Furthermore, a mobile haven, such as a movers’ truck, is safe so long as the place where the truck is parked is at least a mile from the last location.
Culture
For an extensive duration, the Ravnos of the Western world maintained a resolute bond within their clan. A prominent expression of this unity was enacted through a retaliatory practice known as "The Treatment." This method involved a mistreated Ravnos reaching out to fellow clan members, who would swiftly converge upon the city where the initial Ravnos suffered injustice. The havoc wreaked by a dozen unleashed Ravnos could push even the most seasoned Prince to the precipice of chaos. Skillfully embellishing the consequences of The Treatment served as the primary weapon employed by the Ravnos to secure their rightful place within Western society.
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nw-of-dark · 9 months
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Camarilla Traditional Code (VTM Homebrew)
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Preamble
In recognition of the ever-changing nights and the need to adapt our ancient ways to the modern age, we, the Kindred of the Camarilla, hereby present an updated and clarified version of our sacred laws, the Camarilla Traditional Code. This revised codification aims to dispel any ambiguity that may have arisen over the centuries and to ensure that these guiding principles are adhered to by all Princes and subjects under the banner of the Camarilla henceforth.
May they serve as a reminder of our collective responsibility to protect the secrets of our kind and to respect the traditions that have guided us through the ages.
So it is written, and so shall it be embraced by all Princes and subjects under the Camarilla. As we navigate the landscape of the modern nights, let these updated traditions be etched into the core of our existence, shaping the future of our society.
(This is definitely a violation of Article I, Section 2.)
Article I: The Masquerade
Section 1. Masquerade Obligation
All Kindred shall steadfastly adhere to the sacred principle of the Masquerade, diligently concealing their true nature from kine at all times. The existence of Kindred shall remain hidden from the eyes of humanity. Any action that jeopardizes the Masquerade or compromises the secrecy of our society shall be considered a grave offense, subject to severe consequences as determined by the local governing authority.
Section 2. Media Exposure
No Kindred shall willingly or inadvertently reveal their vampiric nature to media or public forums. Any communication with human media must be conducted with utmost caution, ensuring that our existence remains a closely guarded secret. Media exposure poses a profound threat to the Masquerade and shall be met with swift and decisive action to rectify the situation and safeguard our society from undue scrutiny.
Section 3. Human Relations
Kindred shall exercise extreme prudence in their interactions with kine, refraining from any actions that could arouse suspicion or jeopardize the Masquerade. Emphasis shall be placed on cultivating responsible and discreet feeding practices to minimize breaches to the Masquerade.
Section 4. Judicial Punishment
The local governing authority, under the guidance of the Prince and the Primogen Council, shall administer justice for violations of the Masquerade and related offenses. A transparent and fair judicial process shall be followed, affording accused Kindred the opportunity to defend themselves and present their case. Punishments may include exile or the Final Death.
Article II: The Domain
Section 1. Rights of the Property Owner
The Prince, as the ruling authority of a city, shall possess the inherent right to claim and govern the territory under their control. The Prince's authority over the domain shall be recognized and respected by all Kindred within the city. The Prince holds the power to enforce the Traditions, maintain order, and protect the Masquerade within their territory.
Section 2. Responsibilities of the Property Owner
The Prince, as the owner and sovereign of the property, shall bear the burden of ensuring the safety and welfare of the Kindred within their city. They shall strive to foster an environment conducive to peaceful coexistence, where the Masquerade is upheld, and conflicts are resolved through just and impartial means. The Prince shall also facilitate communication with the Primogen Council and uphold the principles of transparency and accountability in their governance.
Article III: The Progeny
Section 1. Approval of Embrace
The act of creating new kindred, known as the Embrace, shall be subject to the explicit approval of the local governing authority, represented by the Prince or designated representative. No Kindred shall undertake the Embrace without securing the necessary consent and authorization. Prospective sires must demonstrate their adherence to the Traditions, their commitment to safeguarding the Masquerade, and their ability to mentor and guide their progeny responsibly.
Section 2. Illegal Progeny
Any Kindred created without the appropriate approval, or in violation of the Embrace Tradition, shall be deemed an illegal progeny. The sire of an illegal progeny shall be held accountable for their actions and shall face severe consequences as determined by the local governing authority. Additionally, the illegal progeny themselves may be subject to disciplinary measures, including potential Final Death, for their transgression.
Article IV: The Accounting
Section 1. Period of Custody
Upon the Embrace of a new Kindred, the sire shall assume custodianship of their childer for a specified period. During this initial period, the sire shall be responsible for the education, guidance, and integration of the fledgling into Kindred society. The length of this custody period shall be determined by the local governing authority, with consideration for the sire's experience, the progeny's readiness, and the prevailing circumstances.
Section 2. Childer Education
During the custody period, the sire shall impart essential knowledge and teachings to their progeny, including the Traditions, the importance of the Masquerade, and the responsibilities of being a member of the Camarilla. Emphasis shall be placed on fostering a sense of responsibility, ethical behavior, and respect for the established hierarchy and customs of our society.
Section 3. Responsibilities of the Sire
The sire shall bear the responsibility of monitoring their progeny's actions and intervening when necessary to prevent any breaches of the Traditions or reckless behavior. The sire shall be held accountable for the conduct of their childer during the custody period and shall be expected to instill a sense of loyalty, honor, and discretion in their progeny.
Article V: The Hospitality
Section 1. Guest Conduct
Kindred who enter the domain of another shall conduct themselves with utmost respect and deference to the laws and customs of the hosting city. Guests shall seek permission from the ruling Prince before entering and shall abide by all rules and regulations set forth by the local authority. Any violation of the host's hospitality or disruption of the peace within the domain shall be considered a serious offense, subject to appropriate punitive measures.
Article VI: Crimes Against Kindred
Section 1. Eldest Privilege of Blood Hunt
The eldest among us, often embodied in the ruling Prince, shall hold the solemn privilege of invoking the ancient rite known as the Blood Hunt. This powerful prerogative is to be exercised when a Kindred egregiously violates the Traditions or poses a significant threat to the stability and survival of our society. The call for a Blood Hunt marks the offender as a pariah, subject to ruthless pursuit, and potential Final Death.
Section 2. Murder of Kindred
The gravest crime within the Camarilla is the murder of another Kindred, a violation that shall not be tolerated. Any act that results in the Final Death of a fellow member of our society warrants an automatic Blood Hunt. The murderer shall be relentlessly pursued and, upon capture, face judgment that may lead to their own Final Death as retribution for their heinous act.
Section 3. Jurisdiction of Blood Hunt
Blood Hunts shall only be sanctioned and executed within the jurisdiction of the local governing authority, represented by the Prince or designated representative. No Blood Hunt shall take place beyond the boundaries of the city or region unless the local governing authority grants explicit permission. This ensures that such significant actions are conducted judiciously and without undue interference from external parties.
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nw-of-dark · 9 months
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Mage Path: Acanthus
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Enchanters, Witches, Visionaries, Sky-Wise, the Path of Thistle
Mages who follow this path have an affinity for the arcana of Fate and Time, which means they specialize in manipulating these aspects of reality through their magical abilities.
The Acanthi mages have a distinct approach to magic, focusing on the concepts of Choice and Consequence. They believe that their actions and decisions have significant effects on the outcome of events. This philosophy guides their magical practices and shapes their understanding of the world.
However, Acanthi mages are often described by their fellow Awakened (those who possess magical abilities) as flighty, reckless, and irresponsible. This is because their mastery of Fate and Time allows them to navigate around the setbacks and dangers that other Awakened individuals and ordinary people, known as Sleepers, have to face. While this ability can be advantageous, it can hinder their personal growth and development.
Acanthi mages tend to overlook the importance of learning from failure. They rely heavily on their inherent talent for timing and luck, disregarding the valuable lessons that come from experiencing setbacks and overcoming challenges. Their overreliance on their own abilities can lead to impatience and a lack of proper planning. Consequently, this can result in them getting entangled in unnecessary conflicts and problems due to their refusal to consider the future consequences of their actions.
Despite their flaws, the Acanthi mages' openness and adaptability serve them well, given their connection to the Arcana of foresight and fortune. However, their impulsive nature and lack of effective planning can be detrimental to their overall success and well-being.
Characteristics
Upon Awakening, Enchanters experience a profound expansion of their consciousness, becoming aware of the vast possibilities and intricacies within the fabric of destiny and the time stream. This newfound perception may explain why Acanthus mages often struggle to commit or focus on one particular pursuit for an extended period. They glimpse countless opportunities and perceive that anything is possible, believing that forgiveness can be found in time. This flighty and impulsive nature of Acanthus mages is perceived by other Awakened individuals, who view them as unpredictable and carefree.
Enchanters are renowned among other magical Paths for their exceptional divination skills, often serving as oracles and fortune tellers. However, this reputation does little to change the common perception of Acanthus mages as detached and unconcerned with the world around them. In truth, they are known for their mercurial attitudes, making decisions based more on emotions rather than logic or duty.
Enchanters possess a natural curiosity but easily become bored, finding it challenging to commit to anything they find uninteresting or meaningless. Nonetheless, this adaptable nature grants them a unique ability that many other Awakened lack—the capacity to laugh at themselves and derive enjoyment from life.
Among the Awakened, the mages of the Lunargent Thorn, or Acanthae, are considered the most whimsical and capricious. Some see them as free-spirited and refreshing, while others view them as unstable, immature, or even childish. Acanthus mages often exhibit an otherworldly quality, and they themselves do not deny it. Additionally, they appear to age differently from both ordinary humans (Sleepers) and mages from other Paths, as time treats them more gently, causing them to look younger than their actual age.
Maturity and stability are not the strong suits of those who follow the Path of Thistle. While they possess extraordinary insights into past and future events, they may not always fully capitalize on their foresight, which can frustrate their fellow mages. Peers often criticize Acanthus mages for their perceived flakiness or irrationality, but such allegations seem to have little effect on them. Several theories attempt to explain their peculiar behavior, with some suggesting that Enchanters are inundated with the vast branches of the time stream, causing them to perceive that nothing is impossible and no decision is irreversible. In their defense, the Path of Thistle offers far more than a mage can handle until they develop and mature in their magical abilities.
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Style
A mage on the Path of Thistle, or Acanthus, often experiences magic in the form of extraordinary good luck. This aspect of their magic can lead them to perceive themselves as exceptionally fortunate, and many Acanthus mages display a tendency towards superstition, even within their magical practices. Their sense of wonder and limitless potential often instills hope in others, as Acanthus mages believe that odds can always be overcome and second chances are ever-present.
While ordinary humans, or Sleepers, perceive time as a linear progression, Acanthus mages see it as a boomerang, capable of reversing its course and returning to its point of origin. Both Time and Fate, the ruling Arcana of the Acanthus, revolve around the concept of constant change and perpetual motion. Time continues to flow, and Fate evolves as probabilities and possibilities shift. These changes can be sudden and drastic or subtle and gradual. Acanthus mages learn to embrace this ever-changing nature, as their magic binds them to the eternal fluctuations of the cosmic pulse (Time) and the unpredictable nature of the cosmic Will (Fate).
For the Acanthus mage, the world is veiled by Mists, obscuring both the past and the future. It is also encircled by Thorns, which supposedly keep each being confined within their predetermined destiny. Acanthus mages possess the ability to remove or sever these Thorns using their Awakened Will, as well as navigate through the Mists until they find their desired vision or outcome.
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Vampire Clan: Banu Haqim
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The Clan of the Hunt, Assamites, Assassins, Mediators, Lawmen, Saracens, Children of Haqim (endonym), Judges
Based in their concealed stronghold of Alamut in the Middle East, the Banu Haqim have long been perceived by Western Kindred as perilous assassins and practitioners of diablerie. However, the reality is that they are actually protectors, fighters, and intellectuals striving to detach themselves from the incessant struggles of vampiric factions, commonly referred to as the Jyhad. Over the course of their existence, they have consistently maintained a self-reliant and autonomous clan, yet they have recently aligned themselves with the Camarilla.
Disciplines: Blood Sorcery, Celerity, Obfuscate
Bane - Blood Addiction: Banu Haqim are drawn to feed from those deserving punishment. This is especially true for vampire Blood, the very essence of transgression. When one of the Judges tastes the Blood of another Cainite, they find it very hard to stop.
The Laws of Haqim
The loyalists of the clan do not follow the Traditions as such, but instead a set of codes handed down from their founder.
The Law of Leadership
Honor the Eldest among you for he is to rule my House when I am absent.
The Law of Protection
Ward the mortals from Caine’s descendants and treat them with honor in all things.
The Law of Destruction
Slay not those of the Blood, for that Judgment is for the Eldest alone.
The Law of the Word
Deceive not those of the Blood, for my House is founded on Truth.
The Law of Judgment
Judge those of Caine’s blood and punish them should they be found wanting.
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Vampire Clan: Gangrel
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The Clan of the Beast, Animals, Bêtes, Outlanders, Outlaws, Wolf's-Heads, Beasts, Ferals
The Gangrel, a clan of nomads, maintain stronger connections to untamed landscapes compared to their urban-dwelling counterparts. They possess a profound affinity for the primal instincts of the Beast and excel in the art of fleshcrafting. Originally, they were among the seven clans that established the Camarilla, but as the Modern Nights unfolded, they grew disenchanted with the sect. Eventually, the Gangrel elders made the decision to sever their ties and forge a path as a predominantly independent clan.
Disciplines: Animalism, Fortitude, Protean
Bane - Bestial Features: In frenzy, these Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following debauchery.
Culture
The Gangrel, known for their feral and predatory nature, are considered the most solitary and unsociable among the Kindred. Preferring solitude over society, they exhibit reclusive tendencies, animalistic instincts, and a loose organizational structure. Their territorial and possessive nature is so intense that entering a Gangrel's domain without permission inevitably leads to certain death. While they are renowned as formidable warriors, convincing a Gangrel to collaborate, even with their own kind, proves to be an arduous and often impossible task.
The Clan's legends, myths, and methods of gaining prestige are predominantly passed down orally. Storytelling and the ability to captivate an audience hold significant social value, as gatherings in the wilderness offer little else besides entertaining one another with grand tales and songs. While most of these stories contain elements of truth, a satisfying and embellished narrative outweighs the importance of factual details. The Gangrel do not engage in outright deception but rather embellish the truth to appear more impressive, much like a cat fluffing its fur to appear more menacing. Honoring one's spoken word is highly esteemed, as the only barrier preventing another vampire from betraying you is their own sense of honor. This is not to say that socially inclined Gangrel cannot participate in the Jyhad. In fact, many of them derive some degree of enjoyment (or at least begrudging acceptance) from the grand masquerade of betrayal, conspiracy, and power struggles that characterizes much of Kindred existence.
The Gangrel also maintain strong ties with the Romani community and go to great lengths to protect and provide shelter for them, especially from other Kindred. However, the Ravnos claim a similar connection to the Romani, resulting in a deep-seated mutual hatred between the two clans that spans centuries.
Despite the Clan's rural nature, it may come as a surprise that even higher-generation Gangrel possess adeptness in managing modern technology such as cell phones, computers, and cutting-edge vehicles. Recognizing the importance of technological knowledge for survival in the modern nights, the Gangrel have adapted, and even the eldest among them possess the know-how to operate a microwave.
The Gangrel's emphasis on oral history and traditions, including tales of their Antediluvian progenitor, puts them at odds with the Camarilla's official stance that such ancient accounts do not exist.
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Vampire Clan: Ventrue
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The Clan of Kings, Blue Bloods, Patricians, Warlords, Ambitiones, Power Mongers, Monarchs
The Ventrue, a distinguished lineage of vampires, have always taken great pride in their heritage. Members of this clan devote themselves to upholding a reputation for honor, refined conduct, and leadership. They embrace a profound sense of noblesse oblige, sincerely believing that they possess the knowledge of what is best for all. Not only do they consider themselves the oldest vampire clan, but they also perceive their role as guardians of tradition and the rightful rulers of Kindred society.
Throughout their history, the Ventrue have predominantly embraced individuals from the ranks of nobility and privilege. Whether they were kings, merchant princes, knights, or warlords, these individuals strived to live by the principles of chivalry and duty. The Ventrue clan remains staunch supporters of the Camarilla and the Masquerade, viewing both institutions as the most reliable safeguards against the encroaching mortal masses and as a means to protect their own power.
Disciplines: Dominate, Fortitude, Presence
Bane - Rarified Tastes: When a Ventrue drinks blood from any mortal outside their preference, a profound exertion of will is required or the blood taken surges back up as scarlet vomit. Preferences can range greatly on individuals. Ventrue can sense if a mortal possesses the blood they need.
Organization Within a City
Within urban areas, the Ventrue establish a structured institution known as the Board. This council serves as an effective body for addressing Ventrue matters within the city, overseeing the clan's business ventures and political interests within a given domain. The Board is officially led by the Praetor, who presents issues to the rest of the council and presides over their meetings. Below the Praetors are the Aediles, who provide assistance to the council and the Praetor, much like supervisors support managers in a business setting. Serving their purpose, the Questors act as aides to more experienced or elder Ventrue members. Finally, at the bottom of the hierarchy, there are the common Ventrue, lacking a formal title or substantial experience within the clan. They are referred to as Eiren.
Culture
Ventrue culture places a strong emphasis on dignitas, which can be understood as "dignity" or "face" in modern terms. Ventrue leaders are well aware of the negative aspects of power. While they may engage in unsavory activities such as organized crime or corporate dealings, they are expected to maintain their dignity, grace, and honor, especially in public. Attacks on their reputation are taken seriously, including spreading rumors, claiming credit for others' work, or insulting a Ventrue without justification. Such actions can diminish their dignitas and result in severe punishment or discipline.
One defining tradition that sets the Ventrue apart from other clans is their Ethic Succor. Unlike other clans that provide support within their own ranks, the Ventrue adhere to a strict policy of aiding one another without exceptions or excuses when in need. This practice is seen as a key factor in the clan's enduring strength. Respecting other Ventrue involves refraining from encroaching on their territory, avoiding competition in their established holdings, and, most importantly, safeguarding their dignitas. It also means providing assistance to a fellow Ventrue, regardless of the inconvenience it may pose.
Having been shaped by millennia of noble upbringing, class, and culture, the Ventrue highly value gentility. Ventrue etiquette can be quite intricate, especially in Europe where ancient standards persist. Although things may be less formal in the New World, the comparison is still significant. Even in the most casual Old World cities, the atmosphere often appears rigid and excessively polite by modern standards. For the Ventrue, politeness serves important functions beyond traditional customs. It helps mitigate personal conflicts and ensures respect for the social structure. Kindred, by their nature, are prone to emotional outbursts and grudges. Considering the Ventrue's regard for their dignitas, maintaining a sophisticated, polite, and somewhat distant demeanor becomes not just a matter of manners but a matter of survival. The Ventrue, devoted to tradition and meticulous detail, have developed an extensive code of conduct covering various aspects of life, from appropriate attire for Board meetings to gift-giving during death-night celebrations, although they have never officially collected these guidelines in written form.
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Meet: Prince Siegfried of Vancouver
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faceclaim: herman tømmeraas
Siegfried, a 6th generation Ventrue, holds the position of Prince in Vancouver, where he exercises absolute rule over the city and its supernatural inhabitants. He commands respect and wields an immense amount of influence that extends far beyond the boundaries of Vancouver itself.
Siegfried's tenure as Prince of Vancouver has been characterized by the maintenance of a delicate peace between the vampire clans and the "taming" of the Garou, the werewolf tribes in the region.
However, recent events surrounding the breaking of the Covenant by the Garou have created ripples of uncertainty. Some princes may interpret this breach as a sign of a potential reevaluation of their loyalty and obligations. The shifting dynamics in Vancouver and the potential for power struggles among the princes may challenge Siegfried's authority.
Havens
Siegfried maintains multiple havens throughout Vancouver, but his favorite resides in the catacombs beneath the Vancouver General Hospital. This secluded and well-guarded haven offers both security and proximity to a vital location in the city, allowing him to stay informed and maintain control over important resources.
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History
In life, Siegfried was a Visigoth chieftain at the age of 22 who played a pivotal role in defeating the Roman emperor's army and initiating the Germanic invasions. Impressed by Siegfried's vigor and intellect, a former Roman consul named Regulus offered him the gift of eternal life, turning him into a vampire. Initially unaware of the implications of his transformation, Siegfried later discovered his new nature and, consumed by rage and confusion, diablerized his sire. This act of Diablerie marked him as a criminal and subjected him to centuries of pursuit by the Roman Ventrue until he managed to gain formal recognition within his own Clan.
Disenchanted by the intricate web of Cainite politics, Siegfried chose a nomadic existence, rarely settling in one domain for long. During his travels, he encountered Hrothulf, a fellow member of the same Clan and barbarian heritage. At Hrothulf's urging, Siegfried decided to journey to England. In London, he witnessed the execution of the Tremere Marius Drake and his progeny Julie Foster. Moved by a sense of kinship, Siegfried intervened, saving Julie at the cost of being subjected to the Blood Hunt. Together, they fled across the Atlantic to the New World. Here, free from the machinations of other Kindred, Siegfried experienced a newfound sense of liberation. Wandering across the continent, he eventually settled in Granville, the future site of Vancouver.
Maintaining vigilance against the numerous Lupines (werewolves) in the area, Siegfried and his lover subtly influenced the local mortals, leading to the expansion of the small logging town into one of Canada's largest cities. Consequently, Siegfried perceives himself not only as the Prince of Vancouver but also as its founder, patriarch, and greatest benefactor. Initially welcoming all new Kindred, Siegfried soon realized that an excessive vampire presence would only invite conflict. When the first Anarchs arrived, bringing with them dissension and violence, Siegfried assumed the mantle of Prince in the 1940s. Declaring Vancouver neutral ground for all sects, he established stringent laws that consolidated political power in his hands while still adhering to the framework of the Traditions. Neither the Camarilla nor the Sabbat challenged him, recognizing the risks and costs associated with engaging in a conflict within Lupine territory.
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During this period, Siegfried was saved from Final Death at the claws of the Lupines by Marcus Vitel, who claimed a Life Boon in return. Half a century later, Vitel would choose to embrace Misery, who had been groomed as Siegfried's childe. Despite this turn of events, she retained her training as a Ventrue until Vitel returned to claim her after her education was complete.
Siegfried's fame reached legendary proportions when he established the Covenant, a "peace treaty" between the local Kindred and the Lupines. Under the Covenant, the werewolves agreed to protect his domain from intruders and refrain from unprovoked violence against the vampires Siegfried pledged to shield. However, the Covenant was actually secured through coercion, as Siegfried held a sacred artifact of the werewolves hostage. His rule became so secure that he abolished most traditional positions of power within the domain, consolidating all authority in himself.
Maintaining the fragile peace was crucial to Siegfried's reputation. However, a minor rival, the Ventrue Stalest Coursain, conspired with the Lupine Shadow Lord known as Guttooth to incite conflict between the two factions. Additionally, Siegfried unknowingly encountered mages from the Syndicate, who had become corrupted by the Wyrm and collaborated with Pentex. The strain on the Covenant intensified in the late 1990s when a Glass Walker representative named Roger Daly was murdered by technocrats from the Syndicate, and a casino was constructed atop a dormant Pit, releasing several Banes into the world. The Covenant finally collapsed in 2023 during a casino robbery, as the Glass Walker tribe of werewolves successfully reclaimed their sacred fetish, the Rune of Gaia, which had been held hostage by Siegfried and his court for decades.
Siegfried's current whereabouts and status remain unknown, leaving a cloud of uncertainty over his fate.
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Vancouver (By Night)
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Demographics
Vancouver's vampire court, led by Prince Siegfried, is composed of 28 Kindred. These vampires come from diverse backgrounds and bloodlines, each with their own unique set of skills and agendas. In addition to the Kindred, Vancouver's supernatural landscape includes a presence of 12 Kuei-Jin, or Eastern vampires, hailing from Hong Kong and Japan. These Kuei-Jin are drawn to Vancouver's vibrant Chinatown, where they have established a significant presence.
The werewolf population in Vancouver is significant, with approximately 380 individuals residing primarily in the city's suburbs. These Garou, fiercely connected to Gaia and guided by their tribal traditions, have endured decades of servitude under the vampire court. The retrieval of the sacred fetish by the werewolves has united them in their desire for revenge and the reclamation of their ancestral lands.
Vancouver is also home to a population of awakened individuals who possess the ability to manipulate reality through their magical practices. The total population of Awakened individuals is estimated at 132. Among them, 79 belong to the Technocratic Union, a group of mages aligned with a scientific and technologically driven paradigm. These mages often work in secret, collaborating with the vampires in their attempts to summon primal demons and create Fomori.
The remaining 52 mages in Vancouver follow more mystical paths and traditions. They draw power from esoteric knowledge, ancient rituals, and spiritual practices. These diverse mages bring their own unique perspectives and magical abilities to the supernatural tapestry of the city.
Within the hunter population of Vancouver, there are approximately 66 individuals who have taken up the mantle of hunting supernatural creatures. These hunters, driven by a shared mission and a desire to protect humanity, work independently or in cooperative teams to combat the threats posed by supernatural beings. Their primary focus in Vancouver is targeting the formidable and dangerous werewolves.
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Government
Siegfried's court of vampires in Vancouver is a unique and secretive underground group that operates independently from the established sects of the Camarilla, Sabbat, and Anarchs. Renowned among vampires for their formidable reputation, Siegfried's court holds a distinct position of power and influence in the supernatural landscape of the city. One of the main reasons for Siegfried's court's notoriety is their past accomplishment of subjugating the Garou, the werewolf clans. They were the first vampires to successfully bring the werewolves under their control, a feat that earned them respect and fear from other vampires. Their success in pacifying the Garou has made the Camarilla, Sabbat, and Anarchs cautious about venturing into Siegfried's territory.
Unlike the established sects, Siegfried's court operates outside the boundaries of the Camarilla, Sabbat, and Anarchs. They have chosen not to align themselves with any specific sect, allowing them to maintain their autonomy and pursue their own interests without the constraints and politics of sect loyalty. This independence grants Siegfried's court the freedom to navigate the complex supernatural web of Vancouver as they see fit. Siegfried, as the leader of the court, holds significant authority and control over his vampire subjects. The absence of a Primogen Council suggests that Siegfried exercises ultimate decision-making power within the court. His dominion over the court allows him to enact swift and decisive actions without the need for consensus or extensive bureaucratic processes. This autonomy grants Siegfried the ability to respond swiftly to threats and capitalize on emerging opportunities.
In the aftermath of the Garou-Kindred covert war, opportunistic vampires from all sects and factions seek to take advantage of the resulting chaos. The absence of a Primogen Council within Siegfried's court adds to the intrigue and uncertainty surrounding their operations. With Siegfried seemingly holding absolute rule over the court, other vampires are left speculating about his motivations and the inner workings of the court.
Factions
The Horsemen of Chaos is a vampire faction in Vancouver, composed of Malkavians, Brujah, and Caitiff. These clans, once banned from the city under Siegfried's rule, have come together in an attempt to overthrow his dominance and establish their own authority. However, internal divisions and conflicting ambitions have led to a fracture within their ranks. The Horsemen of Chaos comprise vampires from the Malkavian, Brujah, and Caitiff clans, drawn together by their shared desire for rebellion against Siegfried's rule. Malkavians, known for their inherent madness and unpredictability, bring a unique perspective and insight to the faction. The Brujah, passionate and rebellious by nature, add their fervor and combat prowess to the cause. The Caitiff, as outcasts and unaffiliated vampires, seek belonging and recognition within this unified faction.
In a bid to restore Camarilla control and influence in Vancouver, the Seattle Camarilla has dispatched a coterie of five vampires to facilitate the rise of a Camarilla Prince in the city. This intervention aims to undermine Siegfried's authority and establish a new order more aligned with Camarilla principles. The coterie acts as an external force seeking to influence the outcome of the power struggle in Vancouver.
Two main candidates vie for the position of Prince in Vancouver. Stalest Coursain, a 7th generation Ventrue, masquerades as Siegfried's second-in-command or Seneschal. Through this position, she seeks to manipulate the other clans into supporting her claim as the rightful ruler. On the other hand, Necross, a powerful and ancient 5th generation Malkavian methuselah, poses as a Nosferatu spymaster working for Siegfried. Necross uses his clandestine influence to smuggle Camarilla vampires into Vancouver secretly, garnering support for his own claim to the throne.
As the power struggle intensifies, divisions within the Horsemen of Chaos become apparent. The covert aid from the Vancouver Nosferatu, manipulated by Necross, creates a rift within the faction. Some members support Necross's bid for power, viewing his ancient bloodline and cunning as assets. Others side with Stalest, drawn to her persuasive leadership and ability to maneuver among the other clans. The fracture within the Horsemen of Chaos threatens their united front against Siegfried. Internal conflicts and conflicting loyalties sow discord and create an unpredictable dynamic within the faction. As the power struggle unfolds, alliances shift, and the outcome remains uncertain. The fractured Horsemen of Chaos must find a way to reconcile their differences and present a united front if they are to have any chance of toppling Siegfried's rule and shaping the future of Vancouver's vampire politics.
The Special Projects Division (SPD) is a clandestine faction operating within the Technocratic Union, specifically within the Syndicate. On the surface, the SPD presents itself as a Research & Development program for the Syndicate, focusing on innovative technologies, economic strategies, and corporate advancements. However, hidden from the public eye, the SPD engages in sinister activities, collaborating with Pentex, a powerful and corrupt mega-corporation. In a shocking turn, the SPD has forged a secret alliance with Pentex, a multinational corporation known for its unscrupulous practices and connections to various dark supernatural entities. This unholy alliance spans across multiple nefarious factions, including vampires, Wyrm-tainted werewolves called Black Spiral Dancers, Wyrm-aligned mages known as Nephandi, and demon-worshipping Infernalists.
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Points of Interest
The Great Caern of Vancouver stands as a powerful testament to the cooperative efforts of the Garou tribes, specifically the Wendigo, Uktena, and Croatan, and their Theurges. Constructed in the year 1350, this sacred site has served as a focal point for Garou spirituality and strength throughout the centuries. Throughout the centuries, the Great Caern of Vancouver has served as a focal point for the Garou in the region. It became a gathering place where tribes set aside their differences to work towards a common goal: protecting the land and upholding the sacred duty bestowed upon them by their totem spirits. The caern's creation brought together the wisdom, rituals, and spirits of the Wendigo, Uktena, and Croatan tribes, fostering a bond that transcended tribal boundaries.
In 1912, a physical structure known as Lumberman's Arch was built within the Great Caern. While it initially caused concern among some Garou, who feared the encroachment of human presence on the sacred site, others saw it as an opportunity to blend with the modern world and establish a bridge between the spiritual and physical realms. However, as the Covenant was ratified, solidifying the subjugation of the Garou, the presence of Lumberman's Arch became a symbol of their submission and loss of power.
In recent times, the sacred fetish, a powerful artifact revered by the Garou, has been retrieved from the vampires by the werewolves. Its return to the site of the Great Caern has brought about great rejoicing among the Garou. The reunion of the fetish with the caern renews the spiritual connection between the Garou and their totem spirits. They feel the surge of energy and strength flowing through the land, inspiring them to prepare for an imminent war against the vampires who have long oppressed them.
The Isle of Hisses, a remote island located near Vancouver, serves as a holy site and sanctuary for a group of mages known as the Verbenae. These mages derive their magical traditions from ancient paganism and have a deep affinity for magic of the Life arcanum. While other mages may classify it as a Chantry or the Technocrats dismiss it as a Superstitionist Construct, the Verbenae revere the island and its mystical significance. The Isle of Hisses holds immense importance for the Verbenae. It is a place where they can connect with the natural forces of the earth, tapping into its spiritual energies and communing with the spirits that reside there. The island is a sanctuary where Verbenae mages can practice their unique traditions, perform rituals, and deepen their understanding.
One of the notable features of the Isle of Hisses is the presence of Canadian geese, which seasonally nest on the island. The Verbenae refer to the island by this name due to the distinctive sound of the geese hissing. Interestingly, despite the potential for aggression from the geese during nesting season, the Verbenae do not receive any hostility from them.
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Vampire Clan: Tremere
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The Broken Clan, Warlocks, Wizards, Magi, Usurpers, Grayfaces, Tremores ("Trembling Ones"), the Pyramid
The Clan of Tremere, although one of the younger vampiric clans, came into being during the Dark Ages. Despite their relatively brief existence, these Warlocks have swiftly risen to prominence within the vampire society and are arguably the most formidable clan in the modern nights. Their ascent to power can be attributed to their strict hierarchical structure, enigmatic nature, and mastery of Blood Sorcery, traits that provoke suspicion, fear, and admiration among other vampires. While aligned with the Camarilla, the Warlocks maintain a somewhat separate identity, serving as one of its principal defenders. Some even regard themselves as the next stage in the evolution of vampirism, supported by their unparalleled proficiency in blood magic and the absence of a conventional clan curse, which grants them extraordinary adaptability.
Disciplines: Auspex, Dominate, Blood Sorcery
Bane - Deficient Blood: The Tremere are no longer able to create Blood Bonds with other Kindred through normal means. A Tremere can still bind mortals and ghouls, though the corrupted vitae must be drunk an additional number of times equal to the vampire’s Bane Severity for the bond to form.
Organization
The Tremere clan boasts an unparalleled level of organization, with a clear hierarchy dictating the authority of each member. This structure presents a facade of unity and cooperation to outsiders, as most Cainites remain ignorant of the intricate Tremere inner politics and the true extent of their hierarchical system. At the pinnacle of this pyramid stands the founder and namesake of the clan, the mythical Antediluvian Tremere. However, few have ever witnessed his presence or observed his direct influence, leading some to question if he is a mere embodiment of the Tremere cause or a symbolic representation of their collective purpose.
Below the enigmatic Antediluvian, the significance of the number seven resonates throughout the Tremere hierarchy. The Inner Council of Seven, known as Councilors, holds true power within the clan. Each Councilor assumes responsibility for directing the clan's endeavors in a specific region of the world and appoints seven Pontifices.
Pontifices, in turn, govern larger territories such as portions of a nation or clusters of smaller countries and islands. Each Pontifex oversees seven Lords who utilize their influence and knowledge to sway Tremere affairs within their respective domains.
Lords bear the responsibility of governing small countries or groups of states, acting as influential figures who oversee the Tremere within their territories, particularly the Regents.
Regents, the most visible symbols of Tremere authority, preside over individual chantries and ensure their smooth operation.
Magisters, on the other hand, hold a different role within the hierarchy. They are trusted advisors who mediate inter-chantry disputes and provide guidance. Additionally, Magisters undertake the important task of educating and caring for the well-being of Apprentices.
Apprentices form the youngest and largest segment of the Tremere clan. Their time is primarily dedicated to training, serving the needs of their respective chantries, and navigating the clan's political landscape to the best of their inexperienced abilities. Some Apprentices remain at this rank indefinitely, either due to their focus on Camarilla politics or their personal affairs, or simply because the regional Lord deems it unnecessary to establish a new chantry and appoint a regent.
Acolytes represent those below the Apprentices, including Tremere who have yet to be fully accepted into the clan, awaiting their opportunity to prove their worth.
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Vampire Clan: Brujah
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The Learned Clan, Warrior Scholars, Philosophers, Punks, Rebels, Rabble, Zealots, Agitators
The Brujah represent a clan known for their radical nature and disruptive tendencies. They embrace individuals who are willing to assert themselves when necessary. Many of them view themselves as warriors fighting for a cause, driven by their intense emotions, physical prowess, and unwavering commitment to their own set of principles, whatever those may be.
Brujah vampires are typically chosen from among those who sympathize with those unwilling to back down. They actively seek out individuals who challenge the established order and embrace countercultural movements. From passionate fighters to critical thinkers, the clan draws strength from their ability to endure turbulent times and overcome adversity.
Unfortunately, the Brujah often find themselves misunderstood and mislabeled as mere street punks or anarchists who seek trouble without purpose. However, this misconception couldn't be further from the truth.
Disciplines: Celerity, Potence, Presence
Bane - Violent Temper - A rage is simmering in the back of the mind with a Brujah with the slightest provocation able to send them into a frenzied rage.
Organization
As a clan, the Brujah have next to no organization. Outside of the clan, the Brujah adore building structures, and then other Brujah adore tearing them down. Among modern Brujah, the primary structure is the division between the Iconoclast and Idealist factions of society.
Iconoclast
The Iconoclasts are rebels and almost uniformly young Brujah. They fulfill the clan's stereotypical image as mad, bad, and dangerous to know.
Idealist
In contrast to Iconoclasts, Idealists are the intellectuals and theorists of the clan. They are usually elders or ancillae, and the elders are Idealists simply because their habits have not changed since their Embrace.
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