Post by Cyn on Jan 22, 2008 6:21:14 GMT -5
Clans of the Camerilla
Brujah: Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics. Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.
Gangrel: Of all the vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel. Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies. Xaviar, the last surviving Gangrel Justicar, removed his entire Clan from obedience to the Camarilla, calling the Inner Council liars and manipulators. However, as is usual for the Clan, each member has decided for him or herself where their allegiances lie, and many have stayed in the Camarilla. Others, now freed from the domineering yoke of the Camarilla, find purpose in their unlives as members of the Sabbat or freedom as Independents.
Malkavian: The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight. Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie. The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.
Nosferatu: The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection. Nosferatu are generally organized into broods; communities centrally located around a sewer system and serving as underground cities which may house dozens of their kind. Nosferatu are stereotyped as ugly on the outside, humane on the inside - this is not entirely true. There are many Nosferatu who never leave the sewers, the Nosferatu make a habit of sending their friendliest to communicate with the rest of the Camarilla.
Toreador: The Toreador are some of the most beautiful and glamorous of the Kindred. Famous ,and infamous, as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself. The Toreador play their games as they always have, albeit at a slightly more frantic pace due to the upheaval of the various skirmishes the Camarilla have fought. The recent innovations of cinema, television and the internet means that new forms of art and expression are being discovered almost daily, meaning the Toreador have become even more varied. However, the Toreador are still a noble and aristocratic clan, and many perceive the Embrace of graffiti artists, Wall Street Wizards and CGI technicians as a pollution of the vaunted ideals that the Clan used to stand for. Many nights are filled with one Toreador bickering with another over what can be considered true art, and each Toreador's opinion is as varied as the definition of art itself.
Tremere: Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict heirarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather. The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere heirarchy or inner politics.
Ventrue: Clan Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they have long been chosen from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adopted to fill the roles of leadership over the ages, and in the modern nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both instituitions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power. Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity." In modern days, it's often described as "Face". Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is just as likely to lead organized crime as he is a fortune 500 company ,the Ventrue really don't object to theft, so much as petty theft, he must always comport himself with dignity, with grace and with honor. At least publically.
The Sabbat
Lasombra: The leaders of the Sabbat, clan Lasombra are Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes. Lasombra are fiercely predatory creatures, and the Lasombra mindset is defined by an enthusiastic embrace of social darwinism. The Lasombra firmly believe that power is best held by the most worthy, and that the primary test of worthiness is acquiring said power. As a result, they are predatory, backstabbing, power-hungry and unapolagetically arrogant about their position. Needless to say, the Lasombra and Ventrue despise each other. Historically, the two clans have sought out parallel dominions - the Lasombra focused on the Mediterranean, the Ventrue on Germany. The Lasombra went to the Church, the Ventrue went to the state. The Lasombra went to the Sabbat, the Ventrue to the Camarilla. That stated, as the ruling clans of their respective sects, they are naturally prone to come to loggerheads.
Tzimisce: The Tzimisce consider themselves apart from and superior to other Kindred, by dint of their unique Disciplines, unnatural ethical views and the inner-structure of their Clan. Many Tzmisce are warriors or religious leaders within the Sabbat, though many lead existences devoid of other Vampiric contact, instead surrounding themselves with servants and slaves. They are obsessed with their birthplaces and graves, usually possessing some of the soil from the location of their Embrace, over which they are fiercely territorial. The Tzimisce are known for their body altering technique, called Vicissitude or, less formally, fleshcrafting. Tzimisce can supernaturally alter the bodies of living and undead organisms, even to the point of melting them. For this clan, body alteration is an art and a philosophy. In the modern ages, most Tzimisce are simultaneously radical transhumanists, posthumanists, and prescriptive social Darwinists. Sooner or later, many Tzimisce become totally lost in this detatched and inhuman way of thinking, often losing all contact with the concepts of mercy, compassion, or moral or ethical value as understood by the human mind.
The Antitribu The antitribu are splinter groups of the main vampiric Clan. The most notable of these are the antitribu of the Camarilla clans, who make up a large portion of the Sabbat. Antitribu is another way of saying anti-tribe, or opposed to one's clan. Specifically, it refers to Cainites that have chosen a sect allegiance contrary to the standard affiliation of one's clan, and outside of the Camarilla/Sabbat political structure the term has little meaning. Antitribu are commonly targeted with particular vehemence as traitors by their "loyal" clanmates, while ironically they may be distrusted by the "official" clans of their chosen sect even if they've been members since their Embrace. Among the Anarchs there are no antitribu, or, to put it another way, everyone is antitribu.
The Independants:
Assamite: Assamites are divided into three castes, which often have a semi-antagonistic relationship with each other. Warrior Assamites are the primary fighters of the clan. They are the Assamites most likely to take assasination contracts and most likely to adhere to the Path of Blood. When other vampires think of Assamites, they are most likely to picture a warrior. Sorcerors are the the smallest caste, but the second most recognizable. They claim to have practiced sorcery since the time of the Second City and to have been created to counter the dark magic of the Baali. Their magic is partially based around Babylonian and Sumerian magics, with some more modern components thrown in. Sorcerors usually need to send themselves into some sort of altered state of consciousness in order to focus their magics. This may involve consuming drugs, whirling themselves into a trance, ritually wounding themselves, or even more exotic methods. Viziers are the least well-known caste, but allegedly the oldest caste. They are the scholars and artisans of the clan. In many ways, they are similar to the Toreador, but where the Toreador become lost in contemplation, the viziers explode in frenzied creative activity. Viziers lust after knowledge or artistic perfection. They suffer from an obsessive-compulsive derangement that causes them to pursue their art with the tenacity of a pit bull. A vizier in the throes of his Derangement will persue it to the exclusion of all other activites. His aura will blaze with madness. Vampires with Auspex may be able to discern exactly what it is he so doggedly persues.
Followers of Set: The Followers of Set are one of the most universily reviled clans. Much of the Setite symbology is Egyptian, and they claim that their organization was founded by the god Set and not Caine. They see themselves as having a divine mandate to revive their master, Set, in order to create an era of paradise for vampires and they are willing to work towards this in any way possible without drawing attention to themselves. The Followers of Set are generally found near Cairo, in sub-Saharan Africa, India, and the Caribbean though they travel worldwide in their search for knowledge to help them find and revive Set. The Setites are known as keepers of secrets, particularly those of a magical nature. Indeed, the Followers of Set tend to know anything anyone needs to know or can find it for them--for a price. Many vampires warn each other never to trust a Setite, as Followers of Set do not follow the Path of Humanity like most other vampires. Instead they have their own Path of Enlightenment which exalts, amongst other things, the corruption of others. Many who are snared by the Followers of Set do not realize the danger until it's too late and are either forced to join the Followers of Set or become dangerously indebted to them.
Giovanni: The usurpers of clan Cappadocian and the youngest clan of Caine, the Giovanni are both a clan and a family. They Embrace exclusively within their family, one of many things kept within the family, and are heavily focused on two goals: money and necromantic power. The Giovanni are organized as something between a highly ruthless mafia dynasty and a highly ruthless corporation. Favors such as financial responsibilities ,and rewards, ghouling, and the Embrace are dependent on performance; vicious backstabbing and cutthroat competition are the order of the day in a Giovanni household. The Giovanni maintain their own internal Masquerade; a member of the family may be aware that his family is into some weird stuff, but beyond the relatively benign incest and high-finance backstabbing, be blissfully unaware that he's a catspaw for cannibalistic blood-drinking necromancers.
Ravnos: Ravnos are not seen as being especially honorable; they are often seen as compulsive gamblers, thieves, liars, and criminals in general. This is because of the Ravnos' unique curse: their beast is especially clever and cajoling. Rather than the usual feral desires for violence and gorging on blood, the Ravnos beast tempts its host with crimes and infractions against society. In this way, the Ravnos beast is more similar to the classical "devil on the shoulder" than the usual Cainite version. In the late 1990s, the Ravnos had been fighting a war with the Cathayans, siring large numbers of high-generation cannon fodder. The mass Embracings and Final Deaths of so many awakened the clan's slumbering Methuselahs, and in turn awakened Zapathasura, the clan's Antediluvian founder. In the Week of Nightmares, Zapathasura's awakening caused all Ravnos to go mad. Zapathasura caused a massive monsoon to block out the sun as he laid waste to Bangladesh. Three powerful Eastern Kindred fought him for three days and nights, until the Technocracy dropped a spirit nuke on him. The attack did not kill him, but it enraged him even farther. The blast had the additional effect of killing hundreds of mortals, which was later blamed on the monsoon. The Technocracy had to reflect the sun off three satellites onto Zapathasura, burning through the cloud cover, in order to destroy him. In his death throes, Zapathasura forced all of his progeny to engage in a brief self-destructive rampage. When their minds cleared, an unknown but low number of Ravnos survived. This number is not strictly known, as some sources say 'less than 100' survivors, while others say 'at least 100' or similarly-vague figures.
Salubri: The Salubri are a little-known Bloodline of Kindred, ostracized and hunted to near-extinction due to the dedicated slander campaigns against them by the Tremere. They are chiefly marked by their possession of a third eye in the center of their foreheads. While typically concealable, this eye makes it harder for these Kindred to blend in with normal society or with other vampires. This third eye, when closed, resembles a thin scar, but when the Salubri use their healing powers, the eye opens, looking detached and serene. Its presence is related to the Discipline of the Salubri, but is not exclusive to the Salubri Bloodline. Salubri who never develop Obeah or Valeren never develop a third eye, and Kindred of other lineages who learn these Salubri healing or warrior powers will also develop a third eye. Distancing them further from other Kindred, the typical Salubri can only gain sustenance from blood that is willingly given, thus divorcing them from the typical image of vampires as life-stealing monsters. In recent years, a Salubri calling himself Adonai rebelled against tradition and defected to the Sabbat, creating the Salubri antitribu by siring a large number of childer. In doing this, he created a variant Bloodline. The Salubri Antitribu differ from their parent bloodline in that they can only obtain sustenance from blood taken unwillingly and by force, though they can also drink from victims they've recently killed. They also have no healing powers, possessing instead the ancient supernatural combat abilities of the long-extinct Salubri warrior caste which also provide a third eye, though this eye reflects rage.
Samedi: The Samedi bloodline have a relatively short but immensely curious history within kindred society. Originating most likely in the Carribean, the bloodline's members all seem to resemble a zombie or a corpse. Unlike the Nosferatu, who merely become disfigured, the body of the Samedi appears to be in a constant state of decay. Social interactions often fail miserably, as do attempts to integrate into mortal society. Rotting chunks of flesh fall off of their bodies with increasing frequency as they age, and the smell of death clings to them wherever they roam. The bloodline claims absolutely no affiliation with any sect or cause, though it has members within the ranks of both the Camarilla and the Sabbat. Many Samedi find employment among kindred society in the form of assassins or bodyguards. While not as skilled in the ways of battle as the Assamites, they prove to be potent foes. Their use of Thanatosis and Necromancy cause other clans to adopt a healthy fear of the Samedi, if not respect.
Brujah: Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics. Brujah rely on chaotic behavior and upheaval to get their ideas across, and the Rabble are allowed a certain leeway that other clans do not have. In fact, Brujah are almost expected to be incoherent and bellicose; this stereotype works to the advantage of many eloquent, well-spoken members of the clan, who have no need to resort to violence when making their arguments.
Gangrel: Of all the vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel. Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies. Xaviar, the last surviving Gangrel Justicar, removed his entire Clan from obedience to the Camarilla, calling the Inner Council liars and manipulators. However, as is usual for the Clan, each member has decided for him or herself where their allegiances lie, and many have stayed in the Camarilla. Others, now freed from the domineering yoke of the Camarilla, find purpose in their unlives as members of the Sabbat or freedom as Independents.
Malkavian: The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight. Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie. The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.
Nosferatu: The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection. Nosferatu are generally organized into broods; communities centrally located around a sewer system and serving as underground cities which may house dozens of their kind. Nosferatu are stereotyped as ugly on the outside, humane on the inside - this is not entirely true. There are many Nosferatu who never leave the sewers, the Nosferatu make a habit of sending their friendliest to communicate with the rest of the Camarilla.
Toreador: The Toreador are some of the most beautiful and glamorous of the Kindred. Famous ,and infamous, as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself. The Toreador play their games as they always have, albeit at a slightly more frantic pace due to the upheaval of the various skirmishes the Camarilla have fought. The recent innovations of cinema, television and the internet means that new forms of art and expression are being discovered almost daily, meaning the Toreador have become even more varied. However, the Toreador are still a noble and aristocratic clan, and many perceive the Embrace of graffiti artists, Wall Street Wizards and CGI technicians as a pollution of the vaunted ideals that the Clan used to stand for. Many nights are filled with one Toreador bickering with another over what can be considered true art, and each Toreador's opinion is as varied as the definition of art itself.
Tremere: Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict heirarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather. The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere heirarchy or inner politics.
Ventrue: Clan Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they have long been chosen from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adopted to fill the roles of leadership over the ages, and in the modern nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both instituitions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power. Ventrue culture places a heavy emphasis on dignitas, the Latin word for "dignity." In modern days, it's often described as "Face". Ventrue are completely aware of the unsavory aspects of power, and while a Ventrue leader is just as likely to lead organized crime as he is a fortune 500 company ,the Ventrue really don't object to theft, so much as petty theft, he must always comport himself with dignity, with grace and with honor. At least publically.
The Sabbat
Lasombra: The leaders of the Sabbat, clan Lasombra are Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes. Lasombra are fiercely predatory creatures, and the Lasombra mindset is defined by an enthusiastic embrace of social darwinism. The Lasombra firmly believe that power is best held by the most worthy, and that the primary test of worthiness is acquiring said power. As a result, they are predatory, backstabbing, power-hungry and unapolagetically arrogant about their position. Needless to say, the Lasombra and Ventrue despise each other. Historically, the two clans have sought out parallel dominions - the Lasombra focused on the Mediterranean, the Ventrue on Germany. The Lasombra went to the Church, the Ventrue went to the state. The Lasombra went to the Sabbat, the Ventrue to the Camarilla. That stated, as the ruling clans of their respective sects, they are naturally prone to come to loggerheads.
Tzimisce: The Tzimisce consider themselves apart from and superior to other Kindred, by dint of their unique Disciplines, unnatural ethical views and the inner-structure of their Clan. Many Tzmisce are warriors or religious leaders within the Sabbat, though many lead existences devoid of other Vampiric contact, instead surrounding themselves with servants and slaves. They are obsessed with their birthplaces and graves, usually possessing some of the soil from the location of their Embrace, over which they are fiercely territorial. The Tzimisce are known for their body altering technique, called Vicissitude or, less formally, fleshcrafting. Tzimisce can supernaturally alter the bodies of living and undead organisms, even to the point of melting them. For this clan, body alteration is an art and a philosophy. In the modern ages, most Tzimisce are simultaneously radical transhumanists, posthumanists, and prescriptive social Darwinists. Sooner or later, many Tzimisce become totally lost in this detatched and inhuman way of thinking, often losing all contact with the concepts of mercy, compassion, or moral or ethical value as understood by the human mind.
The Antitribu The antitribu are splinter groups of the main vampiric Clan. The most notable of these are the antitribu of the Camarilla clans, who make up a large portion of the Sabbat. Antitribu is another way of saying anti-tribe, or opposed to one's clan. Specifically, it refers to Cainites that have chosen a sect allegiance contrary to the standard affiliation of one's clan, and outside of the Camarilla/Sabbat political structure the term has little meaning. Antitribu are commonly targeted with particular vehemence as traitors by their "loyal" clanmates, while ironically they may be distrusted by the "official" clans of their chosen sect even if they've been members since their Embrace. Among the Anarchs there are no antitribu, or, to put it another way, everyone is antitribu.
The Independants:
Assamite: Assamites are divided into three castes, which often have a semi-antagonistic relationship with each other. Warrior Assamites are the primary fighters of the clan. They are the Assamites most likely to take assasination contracts and most likely to adhere to the Path of Blood. When other vampires think of Assamites, they are most likely to picture a warrior. Sorcerors are the the smallest caste, but the second most recognizable. They claim to have practiced sorcery since the time of the Second City and to have been created to counter the dark magic of the Baali. Their magic is partially based around Babylonian and Sumerian magics, with some more modern components thrown in. Sorcerors usually need to send themselves into some sort of altered state of consciousness in order to focus their magics. This may involve consuming drugs, whirling themselves into a trance, ritually wounding themselves, or even more exotic methods. Viziers are the least well-known caste, but allegedly the oldest caste. They are the scholars and artisans of the clan. In many ways, they are similar to the Toreador, but where the Toreador become lost in contemplation, the viziers explode in frenzied creative activity. Viziers lust after knowledge or artistic perfection. They suffer from an obsessive-compulsive derangement that causes them to pursue their art with the tenacity of a pit bull. A vizier in the throes of his Derangement will persue it to the exclusion of all other activites. His aura will blaze with madness. Vampires with Auspex may be able to discern exactly what it is he so doggedly persues.
Followers of Set: The Followers of Set are one of the most universily reviled clans. Much of the Setite symbology is Egyptian, and they claim that their organization was founded by the god Set and not Caine. They see themselves as having a divine mandate to revive their master, Set, in order to create an era of paradise for vampires and they are willing to work towards this in any way possible without drawing attention to themselves. The Followers of Set are generally found near Cairo, in sub-Saharan Africa, India, and the Caribbean though they travel worldwide in their search for knowledge to help them find and revive Set. The Setites are known as keepers of secrets, particularly those of a magical nature. Indeed, the Followers of Set tend to know anything anyone needs to know or can find it for them--for a price. Many vampires warn each other never to trust a Setite, as Followers of Set do not follow the Path of Humanity like most other vampires. Instead they have their own Path of Enlightenment which exalts, amongst other things, the corruption of others. Many who are snared by the Followers of Set do not realize the danger until it's too late and are either forced to join the Followers of Set or become dangerously indebted to them.
Giovanni: The usurpers of clan Cappadocian and the youngest clan of Caine, the Giovanni are both a clan and a family. They Embrace exclusively within their family, one of many things kept within the family, and are heavily focused on two goals: money and necromantic power. The Giovanni are organized as something between a highly ruthless mafia dynasty and a highly ruthless corporation. Favors such as financial responsibilities ,and rewards, ghouling, and the Embrace are dependent on performance; vicious backstabbing and cutthroat competition are the order of the day in a Giovanni household. The Giovanni maintain their own internal Masquerade; a member of the family may be aware that his family is into some weird stuff, but beyond the relatively benign incest and high-finance backstabbing, be blissfully unaware that he's a catspaw for cannibalistic blood-drinking necromancers.
Ravnos: Ravnos are not seen as being especially honorable; they are often seen as compulsive gamblers, thieves, liars, and criminals in general. This is because of the Ravnos' unique curse: their beast is especially clever and cajoling. Rather than the usual feral desires for violence and gorging on blood, the Ravnos beast tempts its host with crimes and infractions against society. In this way, the Ravnos beast is more similar to the classical "devil on the shoulder" than the usual Cainite version. In the late 1990s, the Ravnos had been fighting a war with the Cathayans, siring large numbers of high-generation cannon fodder. The mass Embracings and Final Deaths of so many awakened the clan's slumbering Methuselahs, and in turn awakened Zapathasura, the clan's Antediluvian founder. In the Week of Nightmares, Zapathasura's awakening caused all Ravnos to go mad. Zapathasura caused a massive monsoon to block out the sun as he laid waste to Bangladesh. Three powerful Eastern Kindred fought him for three days and nights, until the Technocracy dropped a spirit nuke on him. The attack did not kill him, but it enraged him even farther. The blast had the additional effect of killing hundreds of mortals, which was later blamed on the monsoon. The Technocracy had to reflect the sun off three satellites onto Zapathasura, burning through the cloud cover, in order to destroy him. In his death throes, Zapathasura forced all of his progeny to engage in a brief self-destructive rampage. When their minds cleared, an unknown but low number of Ravnos survived. This number is not strictly known, as some sources say 'less than 100' survivors, while others say 'at least 100' or similarly-vague figures.
Salubri: The Salubri are a little-known Bloodline of Kindred, ostracized and hunted to near-extinction due to the dedicated slander campaigns against them by the Tremere. They are chiefly marked by their possession of a third eye in the center of their foreheads. While typically concealable, this eye makes it harder for these Kindred to blend in with normal society or with other vampires. This third eye, when closed, resembles a thin scar, but when the Salubri use their healing powers, the eye opens, looking detached and serene. Its presence is related to the Discipline of the Salubri, but is not exclusive to the Salubri Bloodline. Salubri who never develop Obeah or Valeren never develop a third eye, and Kindred of other lineages who learn these Salubri healing or warrior powers will also develop a third eye. Distancing them further from other Kindred, the typical Salubri can only gain sustenance from blood that is willingly given, thus divorcing them from the typical image of vampires as life-stealing monsters. In recent years, a Salubri calling himself Adonai rebelled against tradition and defected to the Sabbat, creating the Salubri antitribu by siring a large number of childer. In doing this, he created a variant Bloodline. The Salubri Antitribu differ from their parent bloodline in that they can only obtain sustenance from blood taken unwillingly and by force, though they can also drink from victims they've recently killed. They also have no healing powers, possessing instead the ancient supernatural combat abilities of the long-extinct Salubri warrior caste which also provide a third eye, though this eye reflects rage.
Samedi: The Samedi bloodline have a relatively short but immensely curious history within kindred society. Originating most likely in the Carribean, the bloodline's members all seem to resemble a zombie or a corpse. Unlike the Nosferatu, who merely become disfigured, the body of the Samedi appears to be in a constant state of decay. Social interactions often fail miserably, as do attempts to integrate into mortal society. Rotting chunks of flesh fall off of their bodies with increasing frequency as they age, and the smell of death clings to them wherever they roam. The bloodline claims absolutely no affiliation with any sect or cause, though it has members within the ranks of both the Camarilla and the Sabbat. Many Samedi find employment among kindred society in the form of assassins or bodyguards. While not as skilled in the ways of battle as the Assamites, they prove to be potent foes. Their use of Thanatosis and Necromancy cause other clans to adopt a healthy fear of the Samedi, if not respect.