WOD: Vampire the Masquerade



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06/11/2022 

The six Traditions of the Camarilla

The Traditions

First Tradition: The Masquerade
Thou shall not reveal thy true nature to those not of the Blood.
Doing such shall renounce thy claims of Blood.



Second Tradition: The Domain
Thy domain is thine own concern.
All others owe thee respect while in it.
None may challenge thy word while in thy domain.

The Traditions.png
Third Tradition: The Progeny
Thou shall only Sire another with the permission of thine Elder.
If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.

Fourth Tradition: The Accounting
Those thou create are thine own children.
Until thy Progeny shall be Released, thou shall command them in all things.
Their sins are thine to endure.

Fifth Tradition: The Hospitality
Honor one another's domain.
When thou comest to a foreign city, thou shall present thyself to the one who ruleth there.
Without the word of acceptance, thou art nothing.

Sixth Tradition: The Destruction
Thou art forbidden to destroy another of thy kind.
The right of destruction belongeth only to thine Elder.
Only the Eldest among thee shall call the Blood Hunt.

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06/11/2022 

The Camarilla

Camarilla
The Camarilla

Nicknames
The Ivory Tower
Type
Vampire sect
Founder
The Founders
Founded
1435 CE
Allies
Anarchs (1435-2012)
Ashirra (2013-)
Clans
Membership
Present: Ventrue, Toreador, Tremere, Nosferatu, Malkavian, Banu Haqim (2013-), Lasombra (2019-)
Past: Gangrel (1435-1999), Brujah (1435-2012)
Leader
The Inner Circle
The Camarilla is the most organized of the vampiric sects, an elite club that favours tradition and control of the mortal populace from behind the scenes. Across their domains, they enforce six major Traditions, chief among them being the Masquerade. All clans have an individual presence in the Ivory Tower, though a select group of pillar clans make up the core of its membership. Once the Camarilla welcomed all Kindred who obeyed its laws, but recent events have caused the leadership to adopt more exclusive membership rules. No Anarchs, Caitiff, or thin-blooded vampires are allowed to exist within the sect.

In addition to preventing the growing mortals masses from discovering the existence of vampires, the Camarilla aims to maintain the status quo of Kindred society; as such, much of its structure and traditions mirror that of Cainite society in feudal Europe in the Dark Ages, and places it at odds with the agenda of the Sabbat and Anarchs, both of whom seek to overthrow archaic Kindred society.

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06/11/2022 

The 13 clans

Clan: A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation.
A Kindred’s clan is his lineage, the vampiric "family" into which he was Embraced. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.

Like all bloodlines, each clan has greater familiarity with a set of three Disciplines, a clan weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics. The clans are generally differentiated and set above bloodlines by their greater number and influence throughout the world, identification with an Antediluvian progenitor, a history that reputedly extends back to the Second City, and clan weaknesses that were said to be handed down by Caine himself.

Very few non-vampires recognize the differences that set apart members of each clan and may in fact consider all vampires to be roughly the same as they all share a common ancestor (Caine). The majority of Cainites take the divisions and lineage in general quite seriously, particularly the elders and those who know their complete lineage. During the Dark Ages, the High Clans and Low Clans marked the upper and bottom rungs of vampiric society, with one's ancestry greatly influencing the possibility for advancement and respect. Centuries later, these class divisions would be abandoned for the division of sects between the Camarilla, Sabbat, and independent clans.

Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood. Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity. Such appearances almost always mask internal conflicts, however, and it is considered incredibly naive to treat all individuals of a clan the same.

The 13 major clans
From the Dark Medieval into the modern nights, the thirteen recognized clans are:

Clan Banu Haqim (formerly Assamite) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.

Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.

Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.

Clan Hecata (both subsumes and replaces Clan Cappadocian and Clan Giovanni) - an insular, extended family of vampires who practice the art of commanding the dead while commanding global finances.

Clan Lasombra - proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say.

Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.


Clan Ministry (formerly Followers of Set) - a religious movement that evangelizes the example of a chthonic god, while seeking out the world’s secret places and protecting ancient artifacts.
Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.

Clan Ravnos - nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in.
Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.

Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.

Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.

Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.

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