Views: 20978
Nosferatu
The Gentleman Gamer's
The Gentleman's Guide to Vampires: Clan Nosferatu
Overview
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.
History
Early History
As with all of the Antediluvians, the Nosferatu Antediluvian (referred to as Absimiliard) was Embraced in the shadow of Enoch. Powerful and vain, Absimiliard was a hunter of great skill and beauty who attracted the attention of one of the second generation, who stalked him down as prey. The Embrace was quick, but left him with a tiny facial scar that inflamed his vanity. His wounded pride, coupled with his ego, led him to resent, then hate, then kill his sire, precipitating the revolt by the Antediluvians.
As with his brethren, Absimiliard had sired a small clique of childer by the time of the Second City. His childer, hunters all, remained loyal to him except for one woman who fled further than he could chase. When Caine returned in judgment, he cursed Nosferatu with hideousness, a curse passed to all his descendants, including the hidden maid. Since that time, Absimiliard's eldest descendants, the Nictuku, have chased her. The maiden came to be known as the Matriarch for according to legends, she gave birth to the entire modern incarnation of the Nosferatu clan. Through his loyal Nictuku, Absimiliard hopes to exterminate all of the Matriarch's childer in atonement for his crimes against the laws of Caine – or in bitter vengeance, some would say.
In the beginning, most Nosferatu resorted to hunt humans as prey, as they were unable to coexist with them in their cities, as the mortals either ran away in fear or resorted to fire and violence to drive them out. Most hid from the sun in subterranean caves or in the grounds of rivers and lakes. Many Nosferatu hid in the great rivers like the Tigris or the Nile to prey on farmers at night. The development of the catacombs in ancient Rome connected the Clan with mortal society, although they were regarded as low-blooded by the ruling Ventrue and Malkavians. Rumors, however, tell of the dyulamansa, the Hidden Kings, who ruled Nosferatu Kingdoms in sub-Saharan Africa. This may refer to the Guruhi.
Dark Ages
In the middle age, Nosferatu were one of the Low Clans, and notable in particular for their embrace of Christianity and redemption (flagellation in particular). They were, however, not without power, as they had discovered the connection between human waste and plagues and used it to defile the water sources of a village if a local Cainite lord became too arrogant. Many Nosferatu chose to dwell among the beggars and outcasts of society, feeding from the muck of society and hiding their disfigurements as illnesses like leprosy.
The Nosferatu did effectively split during the formation of the Sabbat; however, Nosferatu antitribu are largely identical to their Camarilla kin. Nosferatu tend to place a higher emphasis on clan unity and mutual survival, and are consequently fairly cordial with each other even though technically enemies.
Renaissance
During this period the Nosferatu began to construct their urban lairs, using the urbanization as a means to disappear from the mortal world to ensure the protection of the Masquerade. Many ghettos and tenements housed large populations of Nosferatu that lived hidden from the views of the Toreador and Ventrue who had instituted themselves into mortal society. The Renaissance also saw an increase in Embraces that had only spite and hatred as reasons, as many Nosferatu grew to resent the new arts and philosophies that began to develop.
With the start of European colonization of the Americas, the 1600s brought the revelation that many Nosferatu had been living in North America alongside the indigenous peoples for thousands of years. These "manitou" as they called themselves lived as solitary hunters in the night, accepting sacrifices from human clans to forestall their wrath, and were strong practitioners of Animalism. The manitou were largely wiped out or assimilated by the European Nosferatu.[1]
Victorian Age
The Nosferatu were very (some would say suspiciously so) quiet during the Victorian Era. In a time when physical beauty was supposed to reflect spiritual beauty, the Nosferatu experienced one of the greatest periods of exile in their long and lonely history. Where the Toreador were ascendant, the Nosferatu were relegated to the slums and ghettos of Europe. More than one Prince of London banned them from entering Elysium.
So, instead of parading around the brightly-lit mansions of the wealthy and noble, the Nosferatu scuttled around the back alleys of London, taking over derelict buildings and, yes, the sewers. The banks of the Thames were downright infested with Nosferatu, for the river was a convenient way to cross the city without being seen. The Nosferatu also lived in what was termed "the Thieves' Citadel", which was the name given to high-crime areas of London. These zones tended to be self-contained both culturally and architecturally – the Nosferatu ensured that they controlled how and when new construction went on in these zones for their own protection and that of their herd.
Caffeinated Conquests
How not to Nosferatu (Vampire the Masquerade)
Toreador
The Gentleman Gamer's
The Gentleman's Guide to Vampires: Clan Toreador
https://whitewolf.fandom.com/wiki/Toreador_(VTM)
Overview
The Degenerates are responsible for the legends of vampires who seduce and entice their prey with beauty, love and sensuality. 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.
History
Early History
It is said that the Clan's founder, Arikel was a mortal painter and/or sculptress in the First City. Famed throughout the lands for her work, after her Embrace she painted a mural on which the past, present and future of Kindred society was depicted. When Caine saw a terrible future for his race, he cursed her with the affliction that affects Toreador today – the art that she loved most dearly would now be her obsession and distraction above all things.
The Toreador had a strong presence in the early minoic cultures of Greece. The Toreador attribute many of the classic tales as distorted versions of actual interference of mortals and Cainites (such as the tale of the Minotaur or the tale of Tantalus and Pelops). Their squabbling, however, weakened the first civilization of Mycenae, as childer drew their sustenance from the population, who in turn became too weak to defend themselves from foreign invaders. After the fall of Mycenae to the Dorians, the Toreador wandered across the Mediterranean, often seeking shelter by the Roman Ventrue or the Carthaginian Brujah.
At first, the Toreador supported both sides in their struggle, but when it became clear that Carthage would lose, many Toreador abandoned the city and joined the Roman forces, bringing with them tales of debauchery and infernalism that propelled the Ventrue to completely raze the city to the ground. The Toreador began to insinuate themselves into the city, often competing with the Ventrue and Malkavians. When Rome's glory began to fade, one of them, the Toreador Mi-ka-il, deserted Rome to follow Constantine into Nova Roma, to construct the Dream that had failed in Rome, much to the shock of many Toreador Elders. Constantinople remained a beacon of Cainite power and glory, until the city was sacked by the Fourth Crusade in 1204 and original Cainite population either had fled or was destroyed.
Dark Ages
In the Middle Ages, the Toreador were a member of the High Clans, and their numbers were made up of the same types that are common in the modern nights – minstrels, painters, poets and actors. Many Toreador insinuate themselves into the structures of the Catholic Church, primarily because the Church was the only supporter of art in these dark times. The Courts of Love, which encompassed much of France, were firmly under their control and the Toreador.
Following the formation of the Camarilla thanks to the efforts of the Toreador Rafael de Corazón, some of the members left the Clan proper upon the formation of the Sabbat, most famously Arianne of Esztergom. Toreador antitribu are the dark reflection of their Camarilla cousins – while they are beautiful social butterflies, their weakness has twisted so that all antitribu derive joy from the emotional, physical and mental suffering of others.
The Renaissance is well remembered as a Golden Age of the Clan among the Elders. As one of the most powerful Clans within Europe, the Toreador prospered in France as Europe's cultural nexus, enjoying the works of various new artists as Michelangelo and DaVinci as well as the works of Shakespeare and the invention of the mirror. Many Toreador began to turn away from spiritually motivated preservationism to a self-serving hedonism that plagues them today.
Victorian Age
The Toreador revelled in the Victorian age. The Industrial Revolution led to a phenomenon that only the rich had been previously afforded – leisure time. A heyday of theatre, music and art began in cultural nexuses like New York, London, and Paris and spread throughout the globe. While the influence of the Church in people's lives (and consequently, the influence Toreador held over the church) waned, those Kindred that latched themselves onto businessmen prospered. Possibly the one thing most Toreador love with the exception of beauty is money, and it was now accessible from places other than the landed gentry of the time. While the Clan has had peaks and troughs, this was a time that cemented them as a true power in the Camarilla.
Caffeinated Conquests
How not to Toreador (Vampire the Masquerade)
Tremere
The Gentleman Gamer's
The Gentleman's Guide to Vampires: Clan Tremere
https://whitewolf.fandom.com/wiki/Tremere_(VTM)
Overview
In the (comparatively) little time since their founding, the Warlocks 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 hierarchy, 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 of 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 – and in their bid for power, the Tremere have accumulated more enemies than most.
History
Early History
The Tremere began as House Tremere, mages of the Order of Hermes named for their leader and founder, Tremere. At the end of the first millennium, the members of House Tremere realized the Hermetic arts were failing and found its immortality potions no longer working. Facing the possibility of losing everything, Tremere ordered research into alternate methods of sustaining their lives. House Tremere undertook numerous experiments, but it was Goratrix who devised a solution in his investigation of vampires.
In 1022, Goratrix invited Tremere and six of the founder's closest advisers to participate in the completed ritual, which promised true immortality. Whether Goratrix knew what would happen is known only by him and, perhaps, Tremere, but at the completion of the ritual the participants fell unconscious and were reborn as vampires, their avatars destroyed and magical abilities lost. The mages had gained their immortality but lost the power they lived for. Though the others would likely have slain Goratrix for his folly (or trickery), Tremere ordered them to halt and declared that they would remain at his side, leaving their chantries in the hands of subordinates while they discovered the powers of their new forms in secret.
In time, the Tzimisce made war against House Tremere in retribution for the Fiends that had been made part of Goratrix's experiments. The Order of Hermes also became suspicious of diabolical practices being performed by the increasingly secretive House, but Tremere was able to dissuade them from investigating further. Finally, in 1037 Tremere gathered the seven newly-made Cainites and forced the blood bond upon them. He then declared to them that House Tremere would be restructured with a new pyramid hierarchy, placing himself at the top as Primus of House and clan Tremere and his seven closest followers forming the Inner Council of Seven directly under him. They would slowly begin Embracing the rest of the House, with each initiate being bound to the Inner Council to ensure their loyalty. In time, all members of House Tremere would die or become vampires.
Dark Ages
Over the next century, the Omen War with the Tzimisce continued on and off. With their mages growing weaker and those newly Embraced unfamiliar with the powers of the blood, chantries as far as their stronghold of Ceoris were repeatedly ravaged. While Tremere and Etrius pursued their own research throughout Europe in converting the hermetic arts into Thaumaturgy, Goratrix once again returned to his laboratories with his apprentices at hand. After years of experimentation on captured Tzimisce, Nosferatu, and Gangrel, he succeeded in creating a Gargoyle in 1121, and by 1125 the hybrids were serving as shock troops against the Fiends.
Nevertheless, the Tremere found themselves third-class citizens among the undead. Whatever boldness Tremere had shown in entering the night was ignored by the staunchly traditionalist clans, and they were often forced from cities by princes who did not look kindly on their presumption.
Tremere's response to this was further boldness. As he and Etrius rapidly acquired more vampiric lore they discovered the history of Caine and the Antediluvians, as well as the benefits of diablerie. Seeking to establish themselves as a clan proper, the Tremere sought a clan founder to diablerize and settled on Saulot, the enigmatic founder of the Salubri clan. In 1133, Tremere and the Inner Council discovered Saulot's tomb in the Anatolian desert. Tremere diablerized the Antediluvian and promptly entered torpor, leaving the Inner Council to lead the clan and destroy the remaining Salubri.
As with everything else that the Tremere had done to this point, the result was a mixed blessing. Due largely to Meerlinda's efforts, the Tremere were entrenched in many Cainite courts, their services as mages making them indispensable to princes across Europe. They were now accepted as one of the Low Clans, albeit considered usurpers, distrusted warlocks, and known diablerists. A vicious propaganda campaign painted the Salubri as infernalists and soul-stealers, granting them some credit, and even those who knew better largely sat back while the Salubri were hunted to near extinction, for their arrogance had made them many enemies among the other clans.
In 1202, the Order of Hermes finally discovered what had become of House Tremere and sentenced them to death, resulting in a Wizard's March. The Massasa War, as it would eventually be called, never officially ended, but neither side had the resources to sustain the war and it subsided after a few decades, only to sporadically begin anew years later.
Renaissance
The Tremere continued their hunt of Saulot's descendants while making alliances with Hungarian Ventrue against the Tzimisce. By the 15th century the Salubri were only a legend and the Tremere were completely acknowledged as a clan. The Inquisition was particularly hard on them, however, and they lost many of their cults and chantries. During this time Goratrix used his influence and power to try to corrupt religious orders, most notably the Knights Templar, in order to seize potent artifacts held by the Church and turn its hunters against his enemies. When his bid for power failed, and the Knights Templar were branded as heretics, Tremere awoke and summoned Goratrix to return to Ceoris to stand trial before the Inner Council. After being censored and stripped of his authority, Goratrix fled into the east, believing his assassination was imminent. Shortly thereafter Etrius moved Tremere's torpid body to the Vienna Chantry, which became the new center for the clan.
The formation of the Camarilla signaled the Tremere's rise to legitimacy. Though the Tremere did not suffer greatly from the Anarch Revolt, the spread of Thaumaturgy among the Anarchs by the Tremere antitribu was a dire threat to the clan. The Warlocks used their sorcery to facilitate communication and coordination of the Elders needed to support such an endeavor and played a pivotal role at the Convention of Thorns when they placed a curse upon the entirety of Clan Assamite, preventing them from drinking the blood of Cainites without extreme danger. The Assamites would never forgive the Tremere, their rivalry continuing into the present. At the same time, the Tremere antitribu were also cursed so that anyone who partook of the Vaulderie would be branded by a mark visible to "true" Tremere. Such mighty feats were said to have been led by Tremere himself, who rose from torpor for the event, along with the entire Inner Council.
Victorian Age
In the 18th Century rumors were finally confirmed that Goratrix had joined the Sabbat and was gathering the majority of the Tremere antitribu to form House Goratrix. Though the Tzimisce ensured that they would never become influential within the sect, the Betrayer's efforts brought them closer together in an ironic imitation of the main clan.
During this time the Tremere continued to spread throughout Europe and North America, with considerably less success in Africa and Asia. Despite this expansion, the clan maintained its hierarchy, and the web of communication leading back to Vienna and the Inner Council steadily grew.
The Victorian age saw a rise in occultism among mortals, and the Tremere were quick to capitalize. Infiltrating the many secret societies that sprang up among the upper and middle classes, they drew childer, servants and herds from them. This also allowed the Tremere to practice their talents more openly (although still within the strictures of the Masquerade), and what once would have gotten an incautious magus burned at the stake for witchery, now enthralled and excited mortals with its concepts of divination, conjuration and communing with spirits.
Caffeinated Conquests
How NOT To Tremere (Vampire the Masquerade)
Ventrue
The Gentleman Gamer's
The Gentleman's Guide to Vampires: Clan Ventrue
https://whitewolf.fandom.com/wiki/Ventrue_(VTM)
Overview
The Ventrue have 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 is best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of Kindred society.
They have long been Embraced 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 adapted to fill the roles of leadership over the ages, and in the Final 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 institutions to be the surest means of protecting vampires from the growing mortal masses, and of guarding their own power.[1]
History
Early History
The Ventrue cherish history more so than any other clan, believing it to be a worthy guide to live by and to justify their positions of authority today. This is not to say that they have any particular obsession with the truth – a myth can be much more powerful than the real thing, after all. But they take history very seriously, a fact that is no doubt aided by their tale being one of conquests and grand achievements the likes of which few other clans can boast. To hear them say it, their claim to fame begins in the early days of vampire history with Caine himself commanding his eldest childe Ynosch to Embrace the Ventrue Founder, who they believe to be the first member of the Third Generation and who is often called Ventru. He was to be Caine's advisor in the nights of the First City, and when the Dark Father prepared to leave he chose to hand the burden of stewarding his people to Ventru. Through this story the Ventrue justify their position of superiority and leadership over the other clans, just as they believe their progenitor led the other Antediluvians for a time.
The first major achievement of the Ventrue is attributed to Artemis with the creation of militant Sparta. Wary of the mortal masses even in those ancient nights, Artemis saw promise in the ideas of the philosopher Lycurgus and supported him, seeking to make the humans a tool to be used rather than fought, and eventually making herself Sparta's patron goddess. They would soon become the perfect example mortal potential in her eyes: loyal, brave, and completely devoted to self-perfection. Sensing the rising power, other Ventrue gathered to become a part of the Spartan war machine, urging the neighboring City-states to ally with Sparta while establishing their own domains within the Peloponnesian League. This also made possible the rise of the mercantile city of Corinth and its Prince Evarchus, who exemplified the power of wealth in a role for all Ventrue to follow.
The growing power of Sparta and the Brujah alliance in Athens would lead to the first Brujah War, a conflict that would set the stage for a bitter rivalry between the two clans millennia afterwards. Though the Brujah or Ventrue never came directly to blows in the conflict, the eventual invasion of Athens led by Lysander caused many Brujah and Toreador to regard the Ventrue as power mad barbarians, while Spartan Ventrue considered the Brujah dangerous idealists.
Roman Age
After Sparta's fall, the rise of Rome signaled one of the clan's greatest ages. Many Ventrue had long settled in the region and lived relatively quietly while it was ruled by the Etruscans. Nevertheless, the rebellion that freed the Roman people was attributed to Collat, who would become the city's first Prince. Recognizing the mortals of Rome to be a proud and superstitious people that would sooner stake any vampires than consider living with them let alone beneath them, Collat did not seek to rule the Romans directly or make himself a deity as vampires in the past had done, but influenced events from behind the scenes by collecting favors from the city's citizens. This system would later be refined by Camilla, childe of Collat, who replaced his sire and set about establishing political connections with the patrician families of Rome. Instead of using Disciplines to force his will on the city's leaders, Collat ruled through ghoul proxies delivering favors and contacts, allowing him to grow rich and powerful while the mortals remained ignorant. This strategy would be widely adopted in the centuries to follow and would serve the clan well once the Masquerade was adopted.
The second Brujah War would parallel that of Rome and Carthage, where Brujah, Assamites, and even Baali ruled the mortals openly, demanding blood and sacrifices while living as gods. In such contrast to what the Patricians had fostered in Rome, the African nation was seen as a den of infernalists and monsters. Despite Lysander's repeated efforts to convince Camilla, the war with Carthage would not begin until a Brujah named Dominic antagonized the Malkavian Prince of Syracuse, Alchias. Alchias turned to Artemis and supposedly the bull-dancer Arikel for help, and the three made plans with Lysander to arrange the war. Cainites largely avoided direct fighting during the first two Punic Wars, but in the final assault Ventrue, Toreador, Malkavians, and Gangrel of Rome battled openly alongside the Romans against the people of Carthage. In the end both sides were greatly wounded, but the Ventrue prevailed, and the Brujah would never forgive them for destroying their fabled city.
In the years that followed Rome prospered. The Ventrue shared its power with many of the other clans that had taken part in the wars against Carthage, establishing friendships with other Cainites even as the Ventrue themselves began squabbling with one another. Most Patricians of the time were independent, with the only organization of the clan being a largely ineffectual assembly that eventually fell out of practice. Following the cue of Julius Caesar, Camilla reorganized the Ventrue into a structure that gave authority over the clan's members to the most important Ventrue in the region. While the power over the younger and less important Ventrue was not absolute, it did create a means for settling disputes, establishing connections, and identifying friends and enemies of the clan. These reforms served the clan well, and the Patricians prospered for several centuries until the empire itself dissolved.
Dark Ages
When Rome fell, most of the Ventrue elite abandoned the ruined city to establish new centers of power elsewhere. During the rise of the Merovingian dynasty in Frankia (later the Holy Roman Empire), the Ventrue began infiltrating existing government as feudal lords, thus taking credit for the creation and expansion of the medieval feudal system. As the Frankish state expanded into Germany and Italy, the Ventrue began to prosper once again. When the Holy Roman Empire was dispersed, the Ventrue moved their center of power to Italy. However, since Rome was dominated by the Lasombra (as was much of the Church), the Ventrue established centers of power elsewhere in Italy, in Venice, Milan, Genoa, and Firenze. Here, the Ventrue constantly opposed the Lasombra (and their proxies in the church and in Rome) in their quest for power, as their own early efforts had not succeeded. Posing as kings and merchant princes, the Ventrue expanded their influence across the Mediterranean through trade routes and crusades, thus becoming again a force to be reckoned with.
During these times, many Ventrue were influenced by the laws of chivalry and personal honor. Some of these separated themselves from the main clan during the founding of the Camarilla and turned to the Sabbat.
Victorian Age
1800s England was a good time to be Ventrue. The combination of centuries-old feudalism with the nouveau riche middle class served to keep the Ventrue at the top of the power structure. From there, they could oversee both international politics and the finances of an entire country.
Many Ventrue childer, already hungry for territories of their own, were sent to colonies through the British Empire, creating Camarilla beachheads in India, Australia, and Egypt. The vampires who already occupied these regions (primarily Ravnos and Daitya in India, and Setites in Egypt) faced years of vicious propaganda declaring them to be heathens, savages, and worse. Most people - both Kindred and kine - adopted these views wholesale, making the work of controlling popular opinion that much easier for the Ventrue. If a Ventrue wanted to increase profit from a mine in Africa, all they had to do was spread the word that the mine's workers were closet heretics, justifying the decline of pay and living conditions. The Danava of India were able to invoke their historical connection with the Ventrue to leverage themselves into a position resembling neutrality, at least on the surface. After over a century, the native Daitya were able to eventually wrest control of India back from the foreign British Ventrue.
Not all Ventrue were robber-barons and misanthropes, but enough of them were to make vampiric opinion turn against them for the first time since the founding of the Camarilla. The Toreador were repulsed by the Ventrue obsession with money and political gains; the Tremere had more important things to worry about than who was Prince of a small English town; the Gangrel were treated as servants and animals when they were not being hunted down.
The Ventrue made just enough compromises to smooth things over, at least with any Kindred whom they could make use of; it was during this time that the Ventrue learned to temper their cutthroat business dealings with an outward veneer of philanthropy. They remained, of course, a clan out for profit and prestige, but there is no reason not to remain civil while doing so. This policy was put to the test in the New World, where the Ventrue spread West across North America and provided much of the impetus for doing so: The clan's money could sponsor quite a few landstaking ventures and West Coast mines, and wherever cities sprang up so did Ventrue interests.
Caffeinated Conquests
How NOT to Ventrue (Vampire the Masquerade)
https://whitewolf.fandom.com/wiki/Sabbat
Sabbat
The Sabbat is a loose organization of Cainites who reject the Traditions. Unlike the Camarilla, the Sabbat believes in the Antediluvians and Caine. Also known as the Sword of Caine, as they believe they will be the army Caine will use to destroy the Antediluvians once Gehenna arrives.
History
The Sabbat was founded in 1493 CE, largely in reaction to the Convention of Thorns which founded the Camarilla. They are the remnants of the Anarch Revolt of the time.
Leaders of the endeavour were the Tzimisce and the Lasombra, two Clans that had ostensibly destroyed their Antediluvian founders and had accepted that there was no turning back for them. The Tzimisce would not cede their lands to the hated Tremere and submit the philosophy of Metamorphosism for the limited ideals of Humanity, while the Lasombra had invested too much in the Revolt to surrender their success to decrepit elders of other Clans (in the words of the Clan representative at the Convention of Thorns: "I came to negotiate, not to surrender."[1]) Delegations of both Clans met at the island of Majorca and began their own negotiations,[2] aided by several malcontents among the Anarchs, who refused to surrender to the Elders or did not share the view of their main Clan. Others joined to escape the practice of the Blood Bond, among them venerable Elders like the Malkavian Vasantasena, the Tremere Goratrix, and the Ventrue Dominique Touraine. These groups existed as small packs in the wilderness that harassed the holdings of the Elders and those who had submitted to the Camarilla, called "Sabbats" by the superstitious mortal population for their rapacious behavior and proud display of their inhumanity. Slowly, these disparate packs were brought to heel by the spreading of the Vaulderie, uniting the remnants of the Anarch Revolt as the Sabbat, a sect devoted to warfare against the Antediluvians and the tyranny of their catspaws.
Bitter war raged between the vampires of the newly formed Sabbat and the not-much-older Camarilla. The Inquisition continued to claim victims while all of Europe's Cainites drew lines in the sand to mark their allegiance. As the Camarilla consolidated their hold on the major European cities, the Sabbat were thrust into the defensive. Within the Black Monastery in Switzerland, the sect formalized the modern Paths of Enlightenment in 1666 out of the old Roads that had become obsolete. Despite open protests against it as a tool of the Antediluvians, the Sabbat Elders realized the worth of secrecy in the modern night and the real danger of falling into Wassail in the face of the demands of the Beast, so they sought to accommodate to these circumstances without pretending to be human.
Besides Spain, which was controlled by a majority of Lasombra, and territories in Eastern Europe and Scandinavia, which were claimed by the Tzimisce, most packs traveled across the sea to the New World. For a while, the sect flourished in the evolving colonies. Amid a revolutionary and radical mortal backdrop, the Sabbat's presence was easy to hide among the insurrectionists, fighting against the Cainite masters of the Aztecs, the dreaded monster Huitzilopochtli and his peers, as well as against the native Lupines.
Civil War
The relative prominence of the Sabbat in the Americas faced opposition, though, as disenfranchised Camarilla vampires also journeyed across the oceans, hoping to carve out legacies for themselves away from the ironbound holdings of European princes. Due to a lack of organization within the American packs, internal struggle between the Lasombra and Tzimisce resulted in the events of the First Sabbat Civil War.
The war weakened the sect enough that the Camarilla was able to seize much territory from them, before, after 30 years of conflict, the Purchase Pact officially forbade it to attack other Sabbat members in 1803. Cool heads never prevail in times of war however, and another wave of infighting broke out, which culminated in the Second Sabbat Civil War, a conflict grounded in simmering animosities that still rumbled on beneath the Purchase Pact. Convening in New York, which the sect had managed to hold against all the best efforts of the Camarilla, high-ranking Sabbat reconsidered their commitment to the sect's causes. Not content to merely sign a goodwill agreement as they had before, Sabbat vampires took a long, hard look at what was important to the Sword of Caine. An unheard-of congregation of Sabbat committed to document the Code of Milan in 1933, a collection of tenets that composed Sabbat ideology supposedly since the establishment of the sect. The new Code of Milan was approved by the new Regent Melinda Galbraith, as well as several Seraphim of the Black Hand. It also served to establish Mexico City as the informal capital of the Sabbat.
In the times of struggle, the Sabbat had managed to keep control of some major cities in the United States even through the internal war. Some cities, such as Philadelphia, remained under Sabbat domination because the Black Hand centralized most of its number in these locations. The Dioceses in Europe remained untouched by the upheavals overseas. The Sabbat began to develop along two lines - city Kindred and nomadic Kindred. Many of the nomadic packs were Sabbat that fled their cities after defeat at the hands of the Camarilla or other Sabbat. The city Kindred maintained permanent havens and and further resembled their Camarilla counterparts in that they inserted themselves in the local infrastructure of the city, while the nomadic Kindred traveled all over the country, never existing in one place too long and upholding the old tenets of the ancient Anarchs.
The Third Sabbat Civil War, the briefest of the three, lasted only 100 nights, in the latter half of 1957. Incited by a failed coup of New York on behalf of the Brujah antitribu, violence once again ensued. Ironically, the end of the trouble came as a result of the rarest of Cainite diplomacy-compromise. After the Brujah antitribu coup fell, the clan rose against the united Lasombra and Tzimisce, which was bound for disaster. Out of the ashes of the fighting, however, emerged a unified group of Caitiff calling themselves the Panders, after their leader, Joseph Pander. The Panders had the support of the Brujah antitribu, as they were rabble and outcasts, much like the Brujah had become after the migration to the New World. Seeing the opportunity to avoid another protracted (and dreadfully embarrassing) war, the Lasombra and Tzimisce recognized the Panders as a distinct entity, conferring on the group clan or bloodline status.
Culture
The Sabbat has many ways of identifying its members: the sect has an official color (purple), an official symbol (an inverted ankh), and dozens, if not hundreds, of specific signs, passwords, and gestures that theoretically let one member identify another. In practice, few Sabbat can recognize more than a few of these signs - most learn to identify one another by face at ritae or other sect gatherings.
Typically only a Bishop or Archbishop will be able to positively identify any vampire in their domain as Sabbat or non-Sabbat - in the case of nomadic packs, even this becomes a chore. Additionally, each of the individual packs of the Sabbat can assume their own particular symbol, gesture, or other way of identifying themselves. Pack members who are undercover have even more obscure and hard-to-spot ways of making their identities known or passing along information.
It has become quite the affectation among younger Sabbat (particularly those of Clan Lasombra) to wear crucifixes somewhere on their person - a necklace, an earring, even a tattoo. The irony of being damned but bearing the symbols of salvation is a source of great amusement to these vampires, especially if the bearer is a pack "priest". Older, more mature Lasombra regard the practice as irritating or outright blasphemous, even if they wear such a cross themselves. Their argument is that the neonates do not believe in their own damnation, or in God's immortal power over their souls.
Many neonates in the sect wonder why they have to bother with all these trappings of espionage: is not the Sabbat's mission statement to tear down the Camarilla and its Masquerade and rule humans openly? Sabbat elders who lived through the Inquisition do not dignify these questions with an answer, and even bishops are hard-pressed to come up with a convincing response.
The typical attitude is that being a True Sabbat is a matter of importance and distinction – you do not want just anybody coming in and claiming all the rights and privileges of Sabbat without having proven themselves first. Also, given the pack structure of the sect, many members think of themselves as a collection of gangs or neo-feudal warbands, complete with initiation rites and other ways of making themselves feel special.
The higher up one goes in the Sabbat ranks, the less frequently such symbols are seen, and the "us against the world" outlook of the young packs becomes more and more "me against the world". In order to survive long enough to achieve position and age within the sect, a vampire must learn how to live for themselves, and to fight for every scrap of profit or slightest advantage. Unlike the Camarilla, there is no rigid hierarchy in place to promote or control the ambitions of Sabbat vampires – the only rank and title a Sabbat holds is what they have the power to take.
Both the Tzimisce and the Lasombra encourage this dog-eat-dog culture, as it seems to ensure that only the strongest, smartest, and most capable lead the sect, and all the rest are fodder for the appetites of their betters. The only time Monomacy can be suspended is during a Crusade, and even then, all the reckless charges and Wild Hunts tend to have a way of weeding out the slow and weak from the Sabbat's ranks.
Countering this anarchic atmosphere is the Vaulderie. There are still a few elders who, in nights past, were members of the same pack, and will occasionally work together and share the Vaulderie. Younger vampires, who are living and fighting together as one unit, develop a fierce protection of one another, or else. If you cannot rely on your packmates, or their loyalty is in question, then the only thing stopping them from being ripped to shreds is the Vinculum bond they share with the rest of the pack. In the World of Darkness, being part of a pack is sometimes the only thing these vampires have going for them.
Ritae
The Sabbat values its bonds of loyalty and fraternity above all else. To this end, the sect has established many rituals, which reinforce pack and sect solidarity and structure. The entire sect observes the same 13 Auctoritas Ritae , while the Ignobilis Ritae vary greatly in number, subject and observation from pack to pack. The official corpus of ritae, as well as their authenticity and orthodoxy, is scheduled during Synods of high-ranking Noddists.
Packs observe the auctoritas ritae at common times: at esbats, before sieges, or when bringing a new member into the pack, for example. The ignobilis ritae may occur at any time, usually when the pack priest believes them to be most appropriate. Some packs observe greeting or parting ritae, feeding ritae, ritae of diablerie and any number of variations.
Most ritae exalt the vampiric state and are striving for perfecting it – as a result, these ritae are especially cruel to mortals and kindred alike. Many Ritae have shamanistic or even koldunic origins.
Organization
The Sabbat sees itself as the army of Caine and consequently is tightly organized, far more than the relatively anarchic Camarilla. The Sabbat consists mainly of Clans Tzimisce and Lasombra and numerous antitribu from Clans normally independent or associated with the Camarilla.
Although Sabbat vampires may sire childer as usual, and are no less picky than any other vampire about it, during a war effort, they often backdrop to use Mass Embraces for a steady supply of shock troopers. These unfortunate vampires are knocked over, Embraced and buried. By the time the so-called "shovelhead" has clawed himself up, he is usually confused and aggressive and then directed with the rest of the Mass Embrace in a first vinculum against the enemy. Most shovelheads do not survive their first weeks, they are considered False Sabbat and are not respected in any way by the members of the sect. Once they have proven themselves repeatedly, they are usually introduced into the sect and undergo the Creation Rites to become True Sabbat. Childer who are specifically chosen to be Embraced often receive this instructions much earlier directly from their sire.
The cornerstone of Sabbat organization is the pack; Sabbat packs are organizations of 3-10 vampires mutually bound through the standard blood-sharing rites of the cult. Packs have a ductus, who is the pack's warleader, and a pack priest who reminds the pack of its responsibilities to Caine. In addition, pack members are mutually bound in a vinculum – a sort of communal blood bond – created by the blood-sharing ceremonies. Packs generally occupy communal havens; given the Sabbat's rejection of human mores and its use of artificial loyalties enforced by the vinculum, there is less need for privacy.
Hierarchy
Above the pack is a set of hierarchical titles specifically mocking the titles of the Catholic Church. Bishops oversee multiple packs and may also have a specific portfolio; overseeing Bishops are Archbishops, generally holding a position analogous to Prince for a city. Above the Archbishops are the Cardinals, who oversee large geographic regions (such as Canada, or the Eastern Seaboard) and who comprise the Consistory, the governing body that selects the Regent. Advising the Regent, Consistory, and Archbishops, or other leaders are the Prisci, a group of elders and other respected Sabbat who take an advisory and judicial role. The higher ranks of the Sabbat enforce their will through agents commonly called Templars or Paladins, depending on rank.
- Sabbat Political Hierarchy
These titles are formally recognized, but also generally involve a certain degree of self-selection. The Sabbat has a formal rite for recognizing Bishop and higher ranks, but any Sabbat may claim a title and try to defend it. However, the higher the rank claimed, the more likely the claimant will meet a gruesome end. The Prisci, in particular, are selected only by other Prisci.
As with all Vampiric organizations, organization eventually bows to the demands of power. While most Sabbat belong to packs, elder Sabbat are more likely to live and work without packmates. At the higher levels of the organization, the difference between Camarilla and Sabbat elders is negligible, regardless of how different it may appear in the trenches.
Factions
The Sabbat is a fractious lot that values personal freedom above everything else. In the chaos of the Sabbat, it is not unlikely to find members of these factions among the packs, though by no means does every member of the Sabbat support a faction.
- Loyalists: On the far left side of the political spectrum, supporters of the Loyalists see themselves as heirs to the original Anarchs. They believe that the only way to be loyal to the Sabbat is to follow the original principle of the Anarch Movement - that all vampires must be free and ultimately responsible for their own actions. They are strongly opposed to the Code of Milan and the Purchase Pact.
- Moderates: Not as radical as the Loyalists, the Moderates see the modern Sabbat as clogged with rules and regulations that are in contrast to the original spirit of the Anarch Revolt. They support the Purchase Pact, but oppose several tenets of the Code of Milan.
- The Status Quo: The Status Quo literally seeks to keep things the way they are and work within their current systems, believing that allowing members a looser rein will compromise the secrecy and security of the sect. They support the Purchase Pact and the Code of Milan in its current form.
- The Orthodoxy:[5] The Orthodox Sabbat advocate a strengthening of the religious aspects in the higher echelons of the Sabbat, believing that to do otherwise would invite divine ire. They advocate a no-quarters attitude to heretics, as well as a reinforcement of the position of the Pack priest over the Ductus.
- Ultra-Conservatives: The far-right wing of the sect, the Ultra-Conservatives believe that Gehenna is just around the corner and that the sect must be ready for war. In their eyes, even the Revised Code of Milan goes not far enough to unite the sect.
Other groups are the Elders of the Old Clan Tzimisce, who joined with the Sabbat mainly to have their peace and not be bothered by pestering fledglings, the Pander Movement, charmingly referred to as "total political whores", who support any faction that supports them or anyone who helps them increase their “legitimacy”, and the Order of St. Blaise, a clerical order within the ranks of the Catholic Church that serves as the Sabbat's liaison to the Catholic clergy.
In addition to these factions, two parallel organizations exist within the Sabbat. The Sabbat Inquisition investigates vampires within the Sabbat for any signs of demon worship or apostasy. Contrasting, the Black Hand is a militant sect within the sect, and operates semi-independently from the Sabbat that it predates.
Heresies
Absolute freedom is not used wisely by everyone. Packs are seduced by the false teachings of the Path of Lilith or other Paths of Enlightenment that preach subservience to the Fathers, like the Path of Typhon or the Path of Blood. Others fall to the temptations of Infernalism, sometimes through the Path of Evil Revelations, sometimes through misplaced ambition and curiosity. The Sabbat Inquisition works hard to bring these heretics to justice, but the widespread nature of nomadic packs makes a complete eradication of heretics difficult. Some dioceses harbour heretics without knowing, who then spread their teachings to unsuspecting Shovelheads. Because these groups threaten the Faith that is one of the cornerstones of the sect, they are dealt with harshly.
Lasombra
The Gentleman Gamer's
The Gentleman's Guide to Vampires: Clan Lasombra
https://whitewolf.fandom.com/wiki/Lasombra
Overview
The Lasombra exist for their own success, fighting for personal victories rather than solely for a crown to wear or a throne to sit upon. They believe that might makes right, and are willing to sacrifice anything to achieve their goals. A clan that uses spirituality as a tool rather than seeking honest enlightenment, their fickle loyalties are currently highlighted by half their clan's defection from the Sabbat.
History
Early History
Several thousand years ago, a tribe of proto-Maasai people were ordered by a pale spirit to produce a child for him. This child was trained to lead by having every member of the tribe obey him, and he was trained to be loyal by extensive gifts and rewards from the Lasombra Antediluvian. The experiment failed, and Lasombra punished the tribe by wiping out half of its population. Before rerunning the experiment, Lasombra was visited by his child's playmate, Ontai. This shaman-in-training offered his life to Lasombra – in life, death, and beyond, with no price asked. Lasombra, disturbed by the offer and Ontai's already impeccable honor, tested the shaman's resolve by demanding he slaughter his tribe. Ontai obeyed, and a shaken Lasombra called off the execution and embraced Ontai, renaming him Montano, and bringing him to the Mediterranean. Thereafter, Lasombra was always uncertain whether his childe's unswerving honor had gotten the better of him.
In the second millennium B.C., the so-called "Sea Peoples" ravaged all the settled lands around the Mediterranean. The Hyksos even ruled Egypt for two successive dynasties. For a while, the Sea Peoples dominated all commerce in the Mediterranean. Nobody sailed without paying tribute to them or courting destruction. Indeed, around the turn of the millennium, the Sea Peoples played a major part in smashing the Bronze Age civilizations in and around Greece, ushering in an era that more landbound historians like to call a "dark age."
From the very beginning, the Lasombra have been tied to the sea. Sicily, where Lasombra had his lair, was the center of the Clan, from which they inserted themselves into various seafaring cultures that arose. It is said that, after the eruption of Thera, the Lasombra Antediluvian began various lengthy travels, leaving his progeny free to discover the world around them. Reveling in piracy and the freedom of the sea, most Lasombra fought against both Greeks and Romans, refusing to accept the feeding rights of any Cainite overlords. Others traveled to Iberia and the lands of the Roman Republic. Some particular adventurous even traveled so far as China, where their broods still survive secluded and hidden away from the wrathful Cathayans. Together with the Ventrue and Malkavians, the Lasombra clan ruled over the Roman Empire until it dissolved. While the Ventrue left for the north and the Malkavians are seen with suspicion and fear now, the Lasombra remained.
Dark Ages
In medieval times, the Lasombra were centered around the Mediterranean in the feudal realm of the Sea of Shadows as one of the High Clans, headed by their Antediluvian himself. The Lasombra were heavily involved with the religious institutions of this age, particularly the Roman Catholic Church, and with Islam, leading to an internal conflict between the two factions within the Clan that resulted in the Shadow Reconquista in Spain, where both sides battled against each other for control over the peninsula. Most Lasombra had strong ties to the clerics and nobility and were able to utilize them to their own ends.
The Anarch Revolt
According to clan legend, [Lasombra]'s last childe, Gratiano de Veronese, was the one who slew the Antediluvian with the aid of a coterie of Assamites, instigating the Anarch Revolt and the resulting chaos (although many Tzimisce challenge that claim). Many Lasombra flocked behind Gratiano, hoping to overthrow their scheming sires and gain their power. Most among them refused the Convention of Thorns, seeing it as submission to the despised Ventrue and the kine without even proper negotiations.
Renaissance
In the early renaissance, the Lasombra had just become the leaders of the Sabbat. Their political and commercial power had weakened and they had turned to more brutal practices, such as piracy, even shifting their focus from the dwindling Spanish kingdoms to Dutch pirates and opportunities in the New World. Their main focuses have been the eradication of the Camarilla, particularly their Lasombra antitribu clansmen.
Victorian Age
During this time the influence of the Church upon people's lives declined. As a result, Lasombra influence became more indirect as the years progressed. Like many other clans, the Lasombra began to influence the bourgeoisie, from which most of the world's finances now flowed. Unlike other Clans who had previously infested religious organizations, the Lasombra did not turn away from churches – indeed, the Lasombra are infamous even in the modern nights for their powerful grasp in religious circles, particularly the Catholic Church.
During this Age, many Lasombra sat down to codify the ancient Roads and clan-specific traditions into proper Paths of Enlightenment to create substitutes to Humanity within the Black Monastery. In the New World, various Sabbat Civil Wars threatened the rule of the Clan over the Sabbat and forced them to restructure the sect several times. The Purchase Pact defined the enemies of the sect to end various instances of infighting (Antediluvian catspaws, Infernalists and Camarilla pawns) while the revised version of the Code of Milan formalized a more structured approach to intern control. In both cases, the Clan were heavily involved in these revisions.
Tzimisce
The Gentleman Gamer's
The Dawkins Guide to Clan Tzimisce
https://www.youtube.com/live/zFKyaU82etw?si=_94e70ZiCtvVWKpC
https://whitewolf.fandom.com/wiki/Tzimisce
Overview
If someone were to call a Tzimisce inhuman and sadistic, the Tzimisce would probably commend them for their perspicacity, and then demonstrate that their mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation, a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent, and inquisitive, they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However, upon closer inspection, it becomes clear that this is merely a mask hiding something alien and monstrous.
History
Early History
While [Tzimisce] is presumed dead at the fangs of Lugoj, the Tzimisce clan still holds their deceased founder in some reverence. Far more than their Darwinist Lasombra brethren, the Tzimisce are a clan of tradition and history, and while the founder may be dead, its ideals and quests still capture the minds of the Fiends.
What the Eldest originally was is open to debate, although only marginal interest - the Tzimisce consider humans to be clay at best, and the Eldest's mortal existence would be a trivial prelude to a far more important undead career. However, at least one legend among the Tzimisce suggests that the Eldest was an experiment. Enoch, seeking to expel all of his bestial qualities spat out his existence into an Embrace using a modification of the Protean discipline – the Beast, according to those Metamorphosists, who adopt this theory is not just rage, but also change, whimsy, intuition, and imagination, all traits that the Eldest showed after its Embrace. In this interpretation, the Eldest is not just a creature, but also a visible manifestation of Vicissitude.
The Eldest struck out early, eventually travelling to Eastern Europe, where it became tied to the land and Kupala, the demon of the area. Kupala's instruction of Tzimisce eventually culminated in an event known as Kupala's Night. Before the Deluge, and long before the rise of Rome, Tzimisce and its eldest and wisest childer gathered in the depths of the Carpathian mountains. Though the Lupines attempted to keep the demon-spirit imprisoned, the Tzimisce triumphed, and Kupala was set free – mostly. All of its chains to the mortal world were broken, save two: the Carpathian mountains, within which it had been bound for so long, and Tzimisce itself.
With the rest of the great demon freed, its only outlet was into the Clan, through the blood of the Antediluvian. The childer of the Eldest speak of a legendary single night in the Clan's history, during which their powers of Vicissitude were heightened to incredible levels, and their sorcerous magicks rivaled that of the gods. This was known as Kupala's Night – the night the Tzimisce Clan established their power and damned themselves for the rest of eternity.
Since Kupala's Night, the Clan has waged a private war with the werewolf tribes of Eastern Europe for custodianship of the Carpathians. Though any single werewolf is easily a match for an elder vampire, with the aid of koldunic sorcery and fleshcrafted war ghouls (vozhd), the Tzimisce eventually gained the upper hand, and from there largely drove off or slew the Lupines. Occasionally in later years, werewolf "crusades" were launched against the Carpathians, but the Tzimisce (oftentimes aided by Gangrel allies), kept the terrain free of their shamanistic influences.
In the Carpathians, the Eldest Embraced others, notably Yorak, Kartarirya, Byelobog, and the Dracon, each of these descendants spread both intellectually and physically around the world. While the Tzimisce are now noted for the madness and sadism of Metamorphosists like Yorak, creatures like the Dracon show an entirely different side – the Tzimisce are experimenters and creators, whether it be Constantinople or the Cathedral of Flesh.
The Tzimisce had little to do with Rome and its many conquests. Their real influence lay further eastward, in Constantinople. There, noted scholars such as Myca Vykos and the Dracon furthered the knowledge of the Clan in unheard-of ways. The city was the site of a major spiritual movement among Cainites: it seems that the Damned may not be so Damned after all. With this revelation, the Clan Tzimisce, along with many others (Malkavians, Brujah, even Nosferatu) could learn to enjoy the fruits of their decades-long labor and co-exist more-or-less peacefully among the mortals.
The Obertus order was involved in this movement most heavily, of all the Tzimisce lines. They had preserved quite a bit of the lost Library of Alexandria, making them some of the most well-read supernaturals in the world at that time.
Dark Ages
The Tzimisce Voivodate, a loose confederation of Tzimisce domains in Eastern Europe, had survived since the fall of the Second City only to face new threats to its existence during the Dark Ages. The first threat to Tzimisce power in the region was the emergence of the Tremere. Though the magi of the Order of Hermes were a familiar presence in the region, they invoked the wrath of the neighboring vampires after prying the secret to vampirism from captured Tzimisce. House Tremere, led by Goratrix officially became Clan Tremere in the wake of the diablerie of Saulot. Despite making enemies of mortal magi, the Tzimisce, the Salubri and later the Gangrel and Nosferatu, the fledgling Tremere managed to survive the Omen War with the Tzimisce. Voivode of Voivodes Vladimir Rustovich's assault on the Tremere was interrupted by the invasion of the Ventrue under Jürgen of Magdeburg. While Jürgen's assault was ended through the efforts of Myca Vykos and the Obertus Order, the Omen War continued until the Anarch Revolt rendered the Tzimisce incapable of any real organized efforts as a clan. Despite the Warlocks' continued survival, most Tzimisce continue to bear a grudge against them into the modern era, though many younger Tzimisce fail to comprehend why. The Voivodate, and with it the feudal structure of Tzimisce society, would last only a few centuries longer.
Anarch Revolt
- Main article: Anarch Revolt
- Kupala's Eve
- Diablerie of Tzimisce
- Founding of the Sabbat
Victorian Age
Perhaps the most significant thing in the Victorian Age for the Tzimisce was the publishing of Bram Stoker's Dracula. Perhaps the most famous vampire novel (although by no means the first), it actually detailed a member of their clan (although a somewhat errant one). It introduced audiences to Transylvania, the home of the clan.
However, it was the Victorian Age that saw the beginnings of the Tzimisce's decline – once proud and aristocratic, the modernizing of the world turned them into anachronistic jokes. The ease at which mortals could travel and communicate meant that the Fiends could no longer exist as lords and rulers of their own fiefdoms – troubling news of shambling monstrosities and villagers impaled on pikes would reach more civilized parts of the globe in no time.
Science began to shake the iron foundations of folklore and superstition that the Tzimisce had built their fearsome reputation on. This was truly a double-edged sword for the Clan. Their hated enemies, the Tremere had become very powerful during this time, and the peasants over which most of the Fiends ruled rose up against their masters. Once again burned from their rotting manses and forced to hide from the Kine, most considered the age a great indignity. However, the leaps and bounds made in medicine and the sciences during this time yielded both a new crop of potential childer and a new way to study the effects of mutable forms. The Tzimisce had always been students of a sort, and having biology and anatomy codified and much easier to learn, their own knowledge of the body expanded.