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Assamite
Skilled assassins and swift warriors, the majority of the clan resides in a mountain fortress known as Alamut. Also known as the Children of Haqim, they originated in the ancient Middle East. These warriors will readily agree to dangerous missions, if paid a high enough blood-price. Their thirst for blood is legendary, as is their desire to judge vampires according to their founder's laws.
Brujah
Passionate rebels and philosopher-warriors. The Brujah are idealists driven by a burning inner fire, whether that manifests as righteous activism or uncontrollable rage. Once scholars and kings, the modern Brujah are fractured between those who cling to their intellectual heritage and those who embrace raw fury.
Gangrel
Feral nomads and shapeshifters, the Gangrel are the most in touch with their bestial nature among the Kindred. They roam the wilds and survive through primal instinct, claiming kinship with wolves, bats, and other predators. They are respected for their toughness and feared for their unpredictability.
Malkavian
The Lunatics are prophets, but as often as their wisdom is revered, it is also scorned. Every Malkavian is afflicted with an insanity that grants them terrible insights into the nature of reality. They are connected through the Madness Network — a shared psychic web — and their pronouncements, however bizarre, often contain kernels of devastating truth.
Nosferatu
Hideous information brokers who dwell in the shadows. The Embrace warps every Nosferatu into a monstrous creature, driving them underground — literally and figuratively. They compensate for their horrific appearance with unmatched networks of spies, informants, and secrets, making them indispensable to Kindred society despite the revulsion they inspire.
Tremere
Of all the vampire clans, the Tremere may have the most shadowed history. Long ago, the Tremere were not vampires, but powerful mortal sorcerers, specializing in hermetic magic. Through dark ritual they achieved vampirism, and they wield Thaumaturgy — blood magic — as their signature power. Their internal structure resembles a rigid pyramid of strict loyalty.
Salubri
In the Dark Ages, the Salubri were a respected clan of healers. When Saulot returned from his quest in the East, the new childer he Embraced were very different from the old — more warlike and far less interested in mystic apotheosis. These childer wreaked furious vengeance upon the enemies of the clan. A new leader, a Fury named Adonai, has brought his clan together and found allies in the Sabbat.
Caitiff
The Caitiff are not a clan — they are outcasts lumped together by circumstance, bearing no ties of lineage or universally distinguishing traits. On occasion, a vampire's blood carries no mark of her sire's clan. These unfortunate childer are usually abandoned and disregarded as unfit for vampire society. Most Caitiff flit from city to city, alone in the night. Caitiff choose three in-clan disciplines from: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Presence, or Potence.
Coyote
Sometimes known as 'City Gangrel,' Coyotes were once seen only among the Sabbat, but in recent years have appeared as Autarkis, Anarchs, and even Camarilla members. These urban predators emerged centuries ago but became notable during the Industrial Revolution, adapting to hunt in cities rather than the wild.
Ananke
The Ananke keep the ancient temples where haruspexy — divination via entrails — was practiced. They believe truths can be read in blood and the universe's secrets appear in the bodies of the recently dead. They gain insight by physically opening and studying bodies, using Auspex on gristly trophies in meditative contemplation.
Knights of the Moon
Not a true lineage, as the alteration in their blood is not passed on. Knights of the Moon are throwbacks who, for unclear reasons, never develop Dementation. They may appear more stable than the rest of their clan, but the truth is that their insanity tends to manifest as darker malfunctions: vicious sociopathy, cold callous intellectualization, or a true psychotic break.
Creeps
A collective of outcasts seized and Embraced against their will, imprisoned in subterranean depths by ancient monsters known as the Hungry. Freed in 2013 by Nosferatu tunnel rats in the Paris sewers, the Creeps are patient and contemplative, riddled with guilt from centuries of aiding their captors but grateful for their liberation.
Telyav
A small cabal of Lithuanian pagan Tremere who studied the myth of Telyavel, Lithuanian protector of the dead. They broke with the clan over its Dark Ages atrocities and were left unsupported against their enemies. By the 1600s the Telyav were nearly extinct. They prefer animistic magic over formal Hermetic magic, always hiding from the Pyramid, and are found almost entirely among the Sabbat.
Salubri Healer
Salubri Healers, known as Lambs, descend from those vampires Embraced before Saulot's trip to the East. They were devastated by the Tremere until only seven survived. In modern nights, they have broken that prohibition against the Embrace, and on rare occasion embrace childer they find to be particularly compassionate or wise. Yet even though they are few, the Salubri Healers continue on their founder's quest, convinced that one day they will unlock the secrets of Golconda.
Gargoyle
Created by the Tremere from the blood and flesh of kidnapped Tzimisce, Nosferatu, and Gangrel vampires, the Gargoyles were originally mindless slaves. After a revolt, they found freedom and now revile Clan Tremere with furnace-like hatred. Modern Gargoyles are Embraced rather than created, but the process still eradicates all memory, rendering each new Gargoyle a blank slate. With their hideous appearance, Gargoyles are a constant threat to the Masquerade.
Baali
Long ago, a group of vampires made a pact with demonic forces, selling their souls for power to use against the other vampire clans. The Baali clan has not been obliterated — on the contrary, it still exists within the accursed city of Chorazin. These vampires are foul, vicious creatures, and there is nothing a Baali wouldn't do to satisfy personal ambition.
Lhiannan
In the ancient days, a powerful spirit known as the Crone infused a portion of its essence into a vampire, creating the Lhiannan — reclusive protectors of the wild places. They have fought against urbanization and globalization for centuries, wielding nature-based blood magic. Once solitary, in modern nights they have mobilized and embraced technology to coordinate their cause.
Nagaraja
Created when a group of death mages called the Chakravanti enacted a flawed ritual with vampire blood, the Nagaraja are flesh-eating necromancers. Most vampires consider them a foul and dangerous bloodline. Scattered by persecution and calamity, they have begun to repopulate and seek alliances with other necromantic clans in modern nights.
Daughters of Cacophony
Stepping onto the stage of vampiric existence during the Age of Enlightenment, the Daughters of Cacophony refused to hide or be considered lesser than the ancient clans. Some scholars believe they are an offshoot of the Malkavians or Toreador, but the Daughters refuse to validate either claim. Known for their extraordinary voices, every moment of a Daughter's eternity is spent listening to the music of the spheres — a curse or blessing that makes them seem unfocused or capricious.
Lasombra
Arrogance seems native to the Lasombra vitae. Even the clan's youngest fellows radiate a dark sense of command, and true elders can use their clan's power over shadow to enforce their will on the night itself. They feel that no other vampire is their equal, and that the Lasombra clan is of quantifiably superior blood.
Ravnos
The Ravnos clan has a shady reputation, burdened by history and prejudice. Its members are tricksters, thieves, and vagabonds, stealing what they wish and moving on to the next target. A great tragedy struck the clan during the Week of Nightmares, reducing its numbers to near-extinction. Although it has begun to repopulate, the clan is still small.
Assamite Sorcerer
Members of the Sorcerer caste of Clan Assamite were content to spend immortality pondering magical theory, religious philosophy, and intellectual knowledge. Since the clan's curse was broken, they have dedicated themselves to two goals: vengeance against the Tremere and the treacherous Viziers, and caring for the Eldest, whose behavior has become more and more erratic.
Samedi
The Samedi are repulsive, even more so than their deathly, disfigured parent clan. Rotting skin, exposed bone, and the hideous smell of decomposition commonly afflict the Samedi. They claim to be the childer of the voudon loa Baron Samedi. Mercenary and self-interested, they do not join sects, preferring to work independently and honoring the absolute law and word of any bargain they make.
Anda
Descendants of the Mongol Empire's vampire warriors, the Anda rode with the Great Horde and laid waste to courts across Asia and Eastern Europe. Believed extinct for centuries, they were revived in 1974 when the elder Kuthulun awoke from torpor. Cunning, ambitious, and organized, they value hierarchy and collective action — unusual traits among the Gangrel.
Corsairs
Pirate-kings and renegades who defied the Lasombra Blood Courts during the Age of Sail, seizing Spanish cargo and amassing wealth in the New World. After centuries as pariahs, the Blood Courts lifted their prohibition in the early 21st century. Bold, reckless, and opportunistic, Corsairs prefer to stand outside of the shadows rather than in them.
Brahman
Philosophers and gurus from the Ravnos caste system in India. In theory, one's place in the castes was inherited from one's sire and immutable. In modern nights, only one jati still exists. After the clan's tragedy during the Week of Nightmares, the last of the Brahman chose childer for their adherence to traditionalism, hoping that with support, guidance, and a rigid system to provide structure, the clan can thrive again.
Crusader
A stern, demanding bloodline of the Ventrue. Once reviled as aberrant, the Crusaders have begun to earn more respect from the elders in modern nights. More soldiers than princes, they are prone to cruelty and viciousness, preferring to look into an enemy's eyes the moment she turns to ash.
Followers of Set
The Followers of Set, also known as the Setite clan, began as a death-cult in ancient Egypt, but the clan has grown prosperous in modern nights. These cunning vampires specialize in using the weaknesses of others in order to acquire power for themselves. At their core, they are a religious organization dedicated to the reverence and worship of their Antediluvian, the almighty Set.
Giovanni
The Giovanni began their history as a house of mortal Venetian merchants. Embraced by scholars of Clan Cappadocian, the Giovanni were intended to be the clan's liaison with the mortal world during the Renaissance, but the crafty and power-hungry merchants quickly turned against their sires. They mastered the secrets of Necromancy and built a vast fortune over the centuries.
Toreador
Artists, aesthetes, and socialites of the Kindred world. The Toreador are passionate devotees of beauty in all its forms — art, music, fashion, and mortal culture. They serve as the social glue of the Camarilla, hosting salons and galleries, though their elaborate system of guilds and patrons is ruthlessly competitive.
Tzimisce
Flesh-crafting lords of the Old World. The Tzimisce are ancient, territorial vampires who use their mastery of Vicissitude to reshape flesh and bone like clay. Once the undisputed rulers of Eastern Europe, they are scholars of monstrosity who view their transformations as a form of transcendence beyond mere humanity.
Ventrue
Blue-blooded aristocrats and self-proclaimed rulers of the Camarilla. The Ventrue see themselves as the rightful leaders of Kindred society, claiming the right to rule through centuries of tradition, wealth, and noblesse oblige. They are consummate politicians who lead from boardrooms and thrones alike.
Cappadocian
The Cappadocian Antediluvian was a monastic scholar with little interest in leadership or political causes. Cappadocius sought truth, questioned the secrets of life and death, and asked that his childer do the same. The Giovanni proved untrustworthy and seized control of the clan, hunting down and diablerizing every Cappadocian they could find. Only a few survive in modern nights.
Assamite Vizier
Once responsible for compiling and documenting information on culture, government, the arts, and religion for the clan. After the clan's religious schism, the primarily-Islamic Viziers defied the worship of Haqim and fled the Mountain. Assamite Viziers are driven to accumulate knowledge with a zeal that borders on the obsessive.
True Brujah
One group of Brujah stands apart from the rest, and they absolutely abhor the majority of their clan. Called True Brujah or Sages, they assert that Troile, the founder's most beloved childe, committed diablerie upon him, changing the very nature of the clan with that heinous act. Sages strive to be faithful to the founder's original vision, pursuing passionless intellect and mastery over time itself.
Tlacique
These vampires claim descent from Tezcatlipoca, the Aztec god of night, war, and sorcery, whom they consider analogous to Set. The native Tlacique resisted colonization and fought viciously against the invading vampires of Europe. In the end, they were overcome by Lasombra and Ventrue forces wishing a foothold in the New World.
Vipers
Known as 'Warrior Setites,' the Vipers contrast with the usual Setite focus on seduction, persuasion, and stealth by relying on brute force and intimidation. They protect temples, serve as soldiers in Set's holy war, and see their immortality as existing only at Set's whim. They are passionate, fervent ideologues who preach Set's word, and are known to forcibly convert others through fear, torture, and intimidation.
Noiad
Of the Gangrel bloodlines, the enigmatic Noiad are perhaps the rarest. The lineage developed in Finland during the Dark Ages, and as civilization encroached upon them, they withdrew further north. These primitive seers and oracles disdain technology and modern ways, claiming to read the future in the Northern Lights.
Ahrimanes
An all-female Gangrel bloodline from the southern United States. The Ahrimanes are shamanistic and have a strong connection to spirits. They are extremely secretive and violent. Although the group originated within the Sabbat, Ahrimanes are rare enough that no sect truly claims them; most choose to be Autarkis. Only female characters can purchase this bloodline.
Premascine
A throwback to an older lineage of the Giovanni clan with Cappadocian ancestry. Premascine can learn Necromancy: Mortis Path without a teacher (at out-of-clan costs, not an in-clan discipline). Other Giovanni, especially elders, are deeply suspicious of those who demonstrate the ability to harness the Mortis Path, fearing continued Cappadocian loyalty.
Kiasyd
A Lasombra named Marconius experimented with Obtenebration and fae blood, changing permanently and becoming the first Kiasyd. The bloodline is isolationist and reclusive, devoted to collecting knowledge and lore. Other clans treat them with distrust as something other than vampire.
Ishtarri
The Ishtarri devote themselves to the perfection of movement, whether in dance or battle. They are extremely passionate and have difficulty controlling their emotions. Named for the ancient goddess Ishtar, these vampires express art through physical motion rather than static works.
Volgirre
A lineage of Toreador antitribu that returned to the Camarilla in 2011, breaking their oaths to the Sabbat. Led by Baron Philippe Volgirre, they traded 600 years of vicious, dangerous art created through the suffering of mortals in exchange for refuge and a new beginning. Volgirre have the default Toreador in-clan disciplines, but can additionally purchase the first 2 dots of Vicissitude without a teacher at out-of-clan costs.
Carpathian
When the Tzimisce joined the Sabbat, some members of the clan resisted. These archaic nobles refused to cultivate the use of Vicissitude, calling it a corruption. Carpathians can never learn Vicissitude, but may learn Protean as an out-of-clan discipline without a teacher. They cannot create szlachta.
Koldun
The Koldun claim to be the first vampires to master sorcery. Their magic is drawn from the land, from otherworldly lines of energy that criss-cross the earth in mystic patterns. Koldunism is an ancient skill, and a demanding one. They can additionally purchase one other path of Thaumaturgy of their choice, learned without a teacher at in-clan costs (but not considered an in-clan discipline).
Bratovitch
A revenant family that earned the Embrace in large enough numbers to form their own bloodline. The Bratovitch are monsters among monsters — reclusive, cannibalistic, and prone to extreme violence. They breed hellhounds as guardians and are nearly all members of the Sabbat. Their tempers are legendary, surpassing even the Brujah.
Angellis Ater
Originally a Lasombra line known in the Dark Ages as 'Black Angels,' they took the Lasombra penchant for faith and evil ambition to an extreme. They were recruited by the Baali Azaneal of Chorazin and converted through infernal rites. They maintain many subtle and influential contacts in mortal churches, from the spires of Rome to the Pentecostal snake-handlers of the Deep South. Note: the third in-clan discipline is a player choice of Potence, Presence, or Obfuscate.
Lamia
The Lamia, once called Gorgons, protected the Cappadocians and their sacred libraries centuries ago. During the Giovanni revolt, most Lamia died fighting to defend their charges. They are usually female and rarely Embrace males, focused on disease and survival rather than death-study.