Tal'mahe'Ra
From Atlantic Roleplay Wiki
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=OES Tal'mahe'Ra Rankings and Titles= | =OES Tal'mahe'Ra Rankings and Titles= | ||
− | Wazirs: | + | '''Wazirs:''' |
+ | |||
Comprised of the following three seats of power in the Tal'mahe'Ra. The Wazirs meet with the Sheikhs and the Tribunal of Qadi to oversee the various affairs of the Kindred in the Tal'mahe'Ra. | Comprised of the following three seats of power in the Tal'mahe'Ra. The Wazirs meet with the Sheikhs and the Tribunal of Qadi to oversee the various affairs of the Kindred in the Tal'mahe'Ra. | ||
− | Del'Roh - | + | '''Del'Roh -''' |
+ | |||
The Del'Roh is the Supreme ruler of the Tal'mahe'Ra. This figure is usually either voted in by the Wazirs or usurps the throne by Machiavellian methods, usually both. All are to obey the Del'Roh without question for to question the Master of Enoch is to face the fury of Oblivion. | The Del'Roh is the Supreme ruler of the Tal'mahe'Ra. This figure is usually either voted in by the Wazirs or usurps the throne by Machiavellian methods, usually both. All are to obey the Del'Roh without question for to question the Master of Enoch is to face the fury of Oblivion. | ||
− | Dark Seraph - | + | '''Dark Seraph -''' |
+ | |||
A Second in command of the True Hand. This individual is culled from the mightiest of the Erinyes, Shakari and Qlippoth. This Wazir specializes in the maintenance of the Tal'mahe'Ra members, recruiting new blood to the Sect and defending the holdings of the True Black Hand. The Dark Seraph oversees the Cult of Erinyes and the Shakari as well as the Qlippoth with the Kindred Liche. | A Second in command of the True Hand. This individual is culled from the mightiest of the Erinyes, Shakari and Qlippoth. This Wazir specializes in the maintenance of the Tal'mahe'Ra members, recruiting new blood to the Sect and defending the holdings of the True Black Hand. The Dark Seraph oversees the Cult of Erinyes and the Shakari as well as the Qlippoth with the Kindred Liche. | ||
− | Kindred Liche - | + | '''Kindred Liche -''' |
+ | |||
A Second in command of the True Hand. This individual is culled from the mightiest of the Rawis, Qadi and Qlippoth. This Wazir specializes in internal and external information gathering, enforcement of the laws of the Wazirs and the obtainment of ancient and modern lore and rituals for the Shadow Library. The Kindred Liche oversees the Qadi and Rawis as well as the Qlippoth with the Dark Seraph. | A Second in command of the True Hand. This individual is culled from the mightiest of the Rawis, Qadi and Qlippoth. This Wazir specializes in internal and external information gathering, enforcement of the laws of the Wazirs and the obtainment of ancient and modern lore and rituals for the Shadow Library. The Kindred Liche oversees the Qadi and Rawis as well as the Qlippoth with the Dark Seraph. | ||
− | Qlippoth (Rank 5) - | + | '''Qlippoth (Rank 5) -''' |
+ | |||
These are the most ancient of the Kindred. They have been called Methuselah's by some, walking nightmares by others and pure unadulterated evil by all. These vampires have survived the ages through cunning, manipulation, displays of great personal power and surviving the constant onslaught of younger Kindred and mortal society alike. These individuals are to be greatly respected and highly feared. | These are the most ancient of the Kindred. They have been called Methuselah's by some, walking nightmares by others and pure unadulterated evil by all. These vampires have survived the ages through cunning, manipulation, displays of great personal power and surviving the constant onslaught of younger Kindred and mortal society alike. These individuals are to be greatly respected and highly feared. | ||
− | Kherebu (Rank 4) - | + | '''Kherebu (Rank 4) -''' |
+ | |||
When vampires reach a certain age, there are few above them who still hold power in vampire society. The Kherebu or Elders are the Kindred who are in control and who seek to dominate all the others. Most Kherebu are members of one of the Cults within the Tal'mahe'Ra such as the Cult of Erinyes, the Shakari or the Rawis. Kherebu tend to be scheming, ruthless and paranoid beings; they will do anything to hold onto their power structures, oppress or manipulate the younger "upstart" vampires, and destroy their rivals. | When vampires reach a certain age, there are few above them who still hold power in vampire society. The Kherebu or Elders are the Kindred who are in control and who seek to dominate all the others. Most Kherebu are members of one of the Cults within the Tal'mahe'Ra such as the Cult of Erinyes, the Shakari or the Rawis. Kherebu tend to be scheming, ruthless and paranoid beings; they will do anything to hold onto their power structures, oppress or manipulate the younger "upstart" vampires, and destroy their rivals. | ||
− | Dominion (Rank 3) - | + | '''Dominion (Rank 3) -''' |
+ | |||
These Kindred are still young, but have proven themselves to the Kherebu. Dominions are most often vampires who have lived from three hundred to four hundred years of Unlife, though certain ambitious younglings may achieve the rank prematurely. The Dominions are the up-and-coming Kindred, the ones who play by the rules (usually) in order to achieve great power. Dominions often serve as aides and agents for Kherebu, Qlippoth or the Wazirs; they usually play their own power-games as well, though these are of lesser consequence than the manipulations of their elders. This is the rank between Neonate and Kherebu, where the vampire is given increasing respect and power. | These Kindred are still young, but have proven themselves to the Kherebu. Dominions are most often vampires who have lived from three hundred to four hundred years of Unlife, though certain ambitious younglings may achieve the rank prematurely. The Dominions are the up-and-coming Kindred, the ones who play by the rules (usually) in order to achieve great power. Dominions often serve as aides and agents for Kherebu, Qlippoth or the Wazirs; they usually play their own power-games as well, though these are of lesser consequence than the manipulations of their elders. This is the rank between Neonate and Kherebu, where the vampire is given increasing respect and power. | ||
− | Neonate (Rank 2) - | + | '''Neonate (Rank 2) -''' |
+ | |||
These vampires have been recently released and presented to the Wazirs, though they have not yet made their mark in their society. Neonates barely rank higher than the Progeny, embraced within the last two hundred or so years. Though occasionally cherished, Neonates are often deployed as pawns by the scheming Kherebu and Qlippoth. This callous treatment often causes Neonates to resent their elders. The neonate is the caste of youngest vampires who have been released by their sires. | These vampires have been recently released and presented to the Wazirs, though they have not yet made their mark in their society. Neonates barely rank higher than the Progeny, embraced within the last two hundred or so years. Though occasionally cherished, Neonates are often deployed as pawns by the scheming Kherebu and Qlippoth. This callous treatment often causes Neonates to resent their elders. The neonate is the caste of youngest vampires who have been released by their sires. | ||
− | Progeny (Rank 1) - | + | '''Progeny (Rank 1) -''' |
+ | |||
Lowest in rank are the Progeny, those vampires created less than fifty to one hundred years ago. Otherwise known as Childer, Vampires of this class have not yet been introduced to the Wazirs, nor have they been released by their Sires. They are not considered to be full members of vampire society and are thus shown no respect. They are, in short, treated as children. | Lowest in rank are the Progeny, those vampires created less than fifty to one hundred years ago. Otherwise known as Childer, Vampires of this class have not yet been introduced to the Wazirs, nor have they been released by their Sires. They are not considered to be full members of vampire society and are thus shown no respect. They are, in short, treated as children. | ||
− | Revenant (Rank 1) - | + | '''Revenant (Rank 1) -''' |
+ | |||
A Ghoul who has proven himself to the True Hand and has been granted additional powers, rights and responsibilities. Some of the more venerable Revenants rival the younger Kindred in their personal power. All Revenants are highly prized by their Masters. One is advised to be weary in their treatment of the Revenants for only the most powerful Kindred have control over these ancient creatures. | A Ghoul who has proven himself to the True Hand and has been granted additional powers, rights and responsibilities. Some of the more venerable Revenants rival the younger Kindred in their personal power. All Revenants are highly prized by their Masters. One is advised to be weary in their treatment of the Revenants for only the most powerful Kindred have control over these ancient creatures. | ||
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(The below rankings are all considered rank 0 in the hierarchy of the Slave Stone. Some of these rankings may very well intermingle as the individual nature of the subject may cross more than one area of existence (i.e. a Ghoul Chatterling). In which case the more prevalent role that they will play shall be the title that is displayed.) | (The below rankings are all considered rank 0 in the hierarchy of the Slave Stone. Some of these rankings may very well intermingle as the individual nature of the subject may cross more than one area of existence (i.e. a Ghoul Chatterling). In which case the more prevalent role that they will play shall be the title that is displayed.) | ||
− | Thrall - | + | '''Thrall -''' |
+ | |||
The Thralls are either a mortal or Kindred who is blood bound to a Dominion or higher within the Tal'mahe'Ra. These thralls are considered to be slave initiates of the True Hand until they have proven their worth to both their Master as well as the Wazirs. | The Thralls are either a mortal or Kindred who is blood bound to a Dominion or higher within the Tal'mahe'Ra. These thralls are considered to be slave initiates of the True Hand until they have proven their worth to both their Master as well as the Wazirs. | ||
− | Chatterling - | + | '''Chatterling -''' |
+ | |||
A mortal child or teenager who is either captured or lured into the service of the True Hand by one of the Erinyes or the Enrathi Ghouls. These Chatterlings are trained by the Cult of Erinyes. Once they have passed their training they are than allowed to choose the Clan in which they wish to join. All Chatterlings have very high ratings in the Roads of Enlightenment as humanity is stamped out of their psyche early on in their existence. They tend to make most powerful and ruthless Kindred once Embraced. | A mortal child or teenager who is either captured or lured into the service of the True Hand by one of the Erinyes or the Enrathi Ghouls. These Chatterlings are trained by the Cult of Erinyes. Once they have passed their training they are than allowed to choose the Clan in which they wish to join. All Chatterlings have very high ratings in the Roads of Enlightenment as humanity is stamped out of their psyche early on in their existence. They tend to make most powerful and ruthless Kindred once Embraced. | ||
− | Ghoul - | + | '''Ghoul -''' |
+ | |||
A former Kine who has gained certain powers by being blood bound to a Kindred for some time. These Ghouls may exist indefinitely so long as they meet the requirements of drinking Kindred blood. The more ancient they are the more frequent they must drink of Kindred vitae. Ghouls are bound to one Master or Mistress and may also advance to the Tal'mahe'Ra proper by following certain steps. | A former Kine who has gained certain powers by being blood bound to a Kindred for some time. These Ghouls may exist indefinitely so long as they meet the requirements of drinking Kindred blood. The more ancient they are the more frequent they must drink of Kindred vitae. Ghouls are bound to one Master or Mistress and may also advance to the Tal'mahe'Ra proper by following certain steps. | ||
− | Shiqq - | + | '''Shiqq -''' |
+ | |||
A human servant (often times blood bound) and oracle of the True Hand who have mystic powers in divining the future and giving advice. | A human servant (often times blood bound) and oracle of the True Hand who have mystic powers in divining the future and giving advice. | ||
− | The Camarilla - | + | '''The Camarilla -''' |
+ | |||
Once ruled by the operatives of the Tal'mahe'Ra, this rogue organization has been usurped by the cowardly traitor Jadis. The former Del'Roh has begun to gather riffraff Kindred under her banner of a kindlier and gentler Vampiric society, free of the Glory of Oblivion. Such folly will surely fail for all Kindred serve Oblivion in some fashion or another since all originated from Oblivion. In short, the True Hand views the Camarilla as an upstart child that needs to be disciplined. | Once ruled by the operatives of the Tal'mahe'Ra, this rogue organization has been usurped by the cowardly traitor Jadis. The former Del'Roh has begun to gather riffraff Kindred under her banner of a kindlier and gentler Vampiric society, free of the Glory of Oblivion. Such folly will surely fail for all Kindred serve Oblivion in some fashion or another since all originated from Oblivion. In short, the True Hand views the Camarilla as an upstart child that needs to be disciplined. | ||
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For now, though, only three small families exist, and they are faultlessly loyal to their masters of the True Black Hand. | For now, though, only three small families exist, and they are faultlessly loyal to their masters of the True Black Hand. | ||
− | The Enrathi: | + | '''The Enrathi:''' |
The Enrathi were originally little more than a small farming family in the area of what would later become known as Yew. Over the course of centuries, and through Kindred influence they became increasingly more powerful in the local area. With this influence came wealth, and with wealth came the thirst for more. It was not long before the Enrathi began to dabble in the black market, and eventually they became the largest supplier of slaves to mortals, mages and the Kindred with slaves. | The Enrathi were originally little more than a small farming family in the area of what would later become known as Yew. Over the course of centuries, and through Kindred influence they became increasingly more powerful in the local area. With this influence came wealth, and with wealth came the thirst for more. It was not long before the Enrathi began to dabble in the black market, and eventually they became the largest supplier of slaves to mortals, mages and the Kindred with slaves. | ||
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The Enrathi have been tempered by centuries of their cruel and unforgiving task, that of snatching away children. They are cold, detached and ruthless, delighting in their assigned duties. They treat all family members and kindred (whether they are of the Tal'mahe'Ra or not) with a great deal of respect, often holding the eldest in a state of reverence. | The Enrathi have been tempered by centuries of their cruel and unforgiving task, that of snatching away children. They are cold, detached and ruthless, delighting in their assigned duties. They treat all family members and kindred (whether they are of the Tal'mahe'Ra or not) with a great deal of respect, often holding the eldest in a state of reverence. | ||
− | The Marijava: | + | '''The Marijava:''' |
The Marijava family was once one of the most feared bands of brigands, highwaymen and cut-throats to ever plague the lands that were to become Skara Brae. They did not attract the attention of the Tal'mahe'Ra however, until a large band of them successfully managed to murder and rob a young vampire by the name of "Zantosas". Once word of this reached the leaders of the Black Hand, they swept into the camp of the Marijava with the intent of destroying them to a man. | The Marijava family was once one of the most feared bands of brigands, highwaymen and cut-throats to ever plague the lands that were to become Skara Brae. They did not attract the attention of the Tal'mahe'Ra however, until a large band of them successfully managed to murder and rob a young vampire by the name of "Zantosas". Once word of this reached the leaders of the Black Hand, they swept into the camp of the Marijava with the intent of destroying them to a man. | ||
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Over the centuries since their creation, the Marijava have perfected their deceitful natures, being perfectly able to lead double lives in their task as the mortal watchers of the Tal'mahe'Ra. Their true natures are shadowy, deceitful and conniving, always looking for a way to further their own ends. They are completely loyal to the Tal'mahe'Ra, though some are known to resent their masters for the murder of their ancestors so many centuries ago. | Over the centuries since their creation, the Marijava have perfected their deceitful natures, being perfectly able to lead double lives in their task as the mortal watchers of the Tal'mahe'Ra. Their true natures are shadowy, deceitful and conniving, always looking for a way to further their own ends. They are completely loyal to the Tal'mahe'Ra, though some are known to resent their masters for the murder of their ancestors so many centuries ago. | ||
− | The Rafastio: | + | '''The Rafastio:''' |
The Rafastio family of Moonglow enjoyed its connections with the Tal'mahe'Ra from a very early date, they were the first family to have dealings with the Black Hand on a quid pro quo basis. The Black Hand provided the family with blood and secrets in return for being schooled in the arts of magick - this was before vampires found a way to channel magical energy, and thus could not use the arcane arts. | The Rafastio family of Moonglow enjoyed its connections with the Tal'mahe'Ra from a very early date, they were the first family to have dealings with the Black Hand on a quid pro quo basis. The Black Hand provided the family with blood and secrets in return for being schooled in the arts of magick - this was before vampires found a way to channel magical energy, and thus could not use the arcane arts. | ||
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Because of the view of most of the Erinyes of males, the Erinyes are overseen almost exclusively by the Dark Seraph, and it is to she that they hold their loyalty. | Because of the view of most of the Erinyes of males, the Erinyes are overseen almost exclusively by the Dark Seraph, and it is to she that they hold their loyalty. | ||
− | The Sisterhood of the Erinyes: | + | '''The Sisterhood of the Erinyes:''' |
Outside of the Erinyes very little is known of their internal structure, save to the Wazirs. It is apparent that a female vampire referred to as the Reverend Mother oversees the other members of her sisterhood. The information gathered from those who will speak about the Erinyes suggests that under the Reverend Mother the remaining members of the Sisterhood are equal in rank. | Outside of the Erinyes very little is known of their internal structure, save to the Wazirs. It is apparent that a female vampire referred to as the Reverend Mother oversees the other members of her sisterhood. The information gathered from those who will speak about the Erinyes suggests that under the Reverend Mother the remaining members of the Sisterhood are equal in rank. | ||
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As with all Cults it can be assumed that the Reverend Mother is appointed directly by the Council of Wazirs, as the instrument of their will within the Cult. | As with all Cults it can be assumed that the Reverend Mother is appointed directly by the Council of Wazirs, as the instrument of their will within the Cult. | ||
− | Joining the Erinyes: | + | '''Joining the Erinyes:''' |
As already mentioned, the Erinyes are an exclusively female group and will never admit a male into their ranks, indeed, most view males as a little more than an unfortunate necessity to be tolerated rather than befriended. Most usually a Chatterling is chosen for membership of the Erinyes when still in training, and will be invited to join their numbers when their training is completed. | As already mentioned, the Erinyes are an exclusively female group and will never admit a male into their ranks, indeed, most view males as a little more than an unfortunate necessity to be tolerated rather than befriended. Most usually a Chatterling is chosen for membership of the Erinyes when still in training, and will be invited to join their numbers when their training is completed. | ||
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However, it is understood that other, older Kindred have joined the Erinyes upon request, and serve faithfully amongst them. Stranger still is the rumor that there are non-vampires amongst the Erinyes, and rumors of a Succubus within the Cult persist. Indeed, some have even whispered of seeing Drow women treated as fellow Kindred by the Erinyes… | However, it is understood that other, older Kindred have joined the Erinyes upon request, and serve faithfully amongst them. Stranger still is the rumor that there are non-vampires amongst the Erinyes, and rumors of a Succubus within the Cult persist. Indeed, some have even whispered of seeing Drow women treated as fellow Kindred by the Erinyes… | ||
− | Bloodlines and Roads of Enlightenment | + | '''Bloodlines and Roads of Enlightenment''' |
The Cult of Erinyes do not place a distinction upon bloodlines and will accept any and all into their Sisterhood, without exception or prejudice. Indeed, even non-Kindred will occasionally be welcomed as equals. | The Cult of Erinyes do not place a distinction upon bloodlines and will accept any and all into their Sisterhood, without exception or prejudice. Indeed, even non-Kindred will occasionally be welcomed as equals. | ||
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The Erinyes exclusively follow the Path of Lilith and her teachings and those who enter the Sisterhood whilst on a different path are expected to change immediately upon admission to the Cult. | The Erinyes exclusively follow the Path of Lilith and her teachings and those who enter the Sisterhood whilst on a different path are expected to change immediately upon admission to the Cult. | ||
− | The Ranks of the Erinyes: | + | '''The Ranks of the Erinyes:''' |
There are no ranks as such within the Erinyes. The Eldest and most powerful amongst them traditionally holds the position of Reverend Mother, though the Wazirs have been known to appoint others as they see fit. The Reverend Mother is responsible for overseeing the other Erinyes and reporting to the Wazirs on the progress and ability of their Chatterling charges. | There are no ranks as such within the Erinyes. The Eldest and most powerful amongst them traditionally holds the position of Reverend Mother, though the Wazirs have been known to appoint others as they see fit. The Reverend Mother is responsible for overseeing the other Erinyes and reporting to the Wazirs on the progress and ability of their Chatterling charges. | ||
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Upon becoming an Erinyes, the Kindred will have earned the right to wear the title, regardless of their previous one. Unless a good reason is stated to allow for the keeping of a previous title, then the "Erinyes" or "Reverend Mother" title is mandatory | Upon becoming an Erinyes, the Kindred will have earned the right to wear the title, regardless of their previous one. Unless a good reason is stated to allow for the keeping of a previous title, then the "Erinyes" or "Reverend Mother" title is mandatory | ||
− | Playing a Member of the Cult of the Erinyes: | + | '''Playing a Member of the Cult of the Erinyes:''' |
The Erinyes are a very close-knit gathering of female vampires (and others) who worship the Queen of Daemons and consort of Oblivion, Lilith. They often have a dislike or distrust towards males in general, and can be likened to the Drow women of the Underdark. | The Erinyes are a very close-knit gathering of female vampires (and others) who worship the Queen of Daemons and consort of Oblivion, Lilith. They often have a dislike or distrust towards males in general, and can be likened to the Drow women of the Underdark. | ||
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Perhaps the best resource on how best to play one of these women is found on the homepage of the Handmaidens of Lilith (an insular group within the Order which the Erinyes work closely with and even some say, are all members of) and I include a link for that purpose: | Perhaps the best resource on how best to play one of these women is found on the homepage of the Handmaidens of Lilith (an insular group within the Order which the Erinyes work closely with and even some say, are all members of) and I include a link for that purpose: | ||
− | The Handmaidens of Lilith | + | '''The Handmaidens of Lilith''' |
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The tower was greatly damaged, and much of the Shadow Library was lost or destroyed, but within were fragments of the Rubrics. Eventually, these fragments made their way back to the realm of the living and invariably came into the hands of the Kindred. Thus began the rebirth of the Order of the Rawis. | The tower was greatly damaged, and much of the Shadow Library was lost or destroyed, but within were fragments of the Rubrics. Eventually, these fragments made their way back to the realm of the living and invariably came into the hands of the Kindred. Thus began the rebirth of the Order of the Rawis. | ||
− | The Rawis Council: | + | '''The Rawis Council:''' |
Since their destruction in ancient Stygia, the Rawis have never since regained the rigid hierarchy they once followed. Now, they follow a loose organisation with the Keeper of Secrets overseeing the other members. Within the Dread Tower of Enoch and its fabled Shadow Library, the Rawis are amongst the greatest scholars to walk upon Sosaria. | Since their destruction in ancient Stygia, the Rawis have never since regained the rigid hierarchy they once followed. Now, they follow a loose organisation with the Keeper of Secrets overseeing the other members. Within the Dread Tower of Enoch and its fabled Shadow Library, the Rawis are amongst the greatest scholars to walk upon Sosaria. | ||
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Because of their immense knowledge of the ancient ways of the Tal'mahe'Ra and the contents of the Guarded Rubrics, the Rawis often take the lead in the many rituals and practices of the Kindred - even being allowed to take the places usually taken by a Wazir. | Because of their immense knowledge of the ancient ways of the Tal'mahe'Ra and the contents of the Guarded Rubrics, the Rawis often take the lead in the many rituals and practices of the Kindred - even being allowed to take the places usually taken by a Wazir. | ||
− | Joining the Rawis: | + | '''Joining the Rawis:''' |
The Rawis are a very proud and insular group, they have not forgotten their time as the undisputed masters of knowledge in Sosaria, and without exception all of them work towards rebuilding that position. Because of this they are loathe to share their knowledge with those who are not amongst the Rawis. The reluctance to share is often seen as elitist by other Kindred, and this is not discouraged by the Rawis themselves. | The Rawis are a very proud and insular group, they have not forgotten their time as the undisputed masters of knowledge in Sosaria, and without exception all of them work towards rebuilding that position. Because of this they are loathe to share their knowledge with those who are not amongst the Rawis. The reluctance to share is often seen as elitist by other Kindred, and this is not discouraged by the Rawis themselves. | ||
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Typically, those who dedicate their unlives to studying of the Rubrics and Kindred lore will be groomed by members of the Rawis for several years before being offered a place amongst them. Often, membership is offered as a reward for an especially important discovery. | Typically, those who dedicate their unlives to studying of the Rubrics and Kindred lore will be groomed by members of the Rawis for several years before being offered a place amongst them. Often, membership is offered as a reward for an especially important discovery. | ||
− | Bloodlines and Roads of Enlightenment | + | '''Bloodlines and Roads of Enlightenment''' |
The Rawis can be made up of any bloodlines, as the main requisite is absolute loyalty. Most commonly, members of the Kiasyd or the True Brujah bloodlines make up the core of the Rawis. | The Rawis can be made up of any bloodlines, as the main requisite is absolute loyalty. Most commonly, members of the Kiasyd or the True Brujah bloodlines make up the core of the Rawis. | ||
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Any Road of Enlightenment is permitted within the Rawis, but those dedicated to the paths of the warriors are far less common. | Any Road of Enlightenment is permitted within the Rawis, but those dedicated to the paths of the warriors are far less common. | ||
− | The Ranks of the Rawis: | + | '''The Ranks of the Rawis:''' |
There are no ranks as such within the Rawis. The Eldest amongst them traditionally holds the position of Keeper of Secrets, though the Wazirs have been known to appoint others as they see fit. The Keeper of Secrets is responsible for overseeing the other Rawis and reporting to the Wazirs anything that may prove of interest or importance to the Tal'mahe'Ra. Under the Keeper serve the other Rawis, who are equal in status and rank. | There are no ranks as such within the Rawis. The Eldest amongst them traditionally holds the position of Keeper of Secrets, though the Wazirs have been known to appoint others as they see fit. The Keeper of Secrets is responsible for overseeing the other Rawis and reporting to the Wazirs anything that may prove of interest or importance to the Tal'mahe'Ra. Under the Keeper serve the other Rawis, who are equal in status and rank. | ||
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Upon becoming a Rawis, the Kindred will have earned the right to wear the title, regardless of their previous one. Unless a good reason is stated to allow for the keeping of a previous title, then the "Rawis" or "Keeper of Secrets" title takes precedence. | Upon becoming a Rawis, the Kindred will have earned the right to wear the title, regardless of their previous one. Unless a good reason is stated to allow for the keeping of a previous title, then the "Rawis" or "Keeper of Secrets" title takes precedence. | ||
− | Playing a Rawis: | + | '''Playing a Rawis:''' |
The Rawis are jealous in their pursuit of knowledge; it is their greatest strength and their largest weakness. Because of their unwillingness to share their information with those outside their own ranks, they often come across as elitist and snobbish to other Kindred. They truly believe that they are the only ones worthy of possessing the truth of the Kindred. | The Rawis are jealous in their pursuit of knowledge; it is their greatest strength and their largest weakness. Because of their unwillingness to share their information with those outside their own ranks, they often come across as elitist and snobbish to other Kindred. They truly believe that they are the only ones worthy of possessing the truth of the Kindred. | ||
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Members of the Rawis have been known to spend years in the pursuit of a certain lost tome, or studying a fragment of the Guarded Rubrics, and as such they are often loners. The Rawis gather only to exchange knowledge and information with their fellows. | Members of the Rawis have been known to spend years in the pursuit of a certain lost tome, or studying a fragment of the Guarded Rubrics, and as such they are often loners. The Rawis gather only to exchange knowledge and information with their fellows. | ||
− | Uniforms: | + | '''Uniforms:''' |
Uniforms are an emotive subject, however in order to promote unity the Tal'mahe'Ra adheres to a loose code, which all members should follow. No restrictions on armor types, shields or weapons are in place, and this is left to the discretion of the individual. However, the mandatory items that must be worn by the Qadi are as follows; | Uniforms are an emotive subject, however in order to promote unity the Tal'mahe'Ra adheres to a loose code, which all members should follow. No restrictions on armor types, shields or weapons are in place, and this is left to the discretion of the individual. However, the mandatory items that must be worn by the Qadi are as follows; | ||
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'''(The descriptions of the following Clans and Bloodlines are to be used by existing and new True Hand characters alike. All new Hand members must adhere to the skills associated with their chosen Clan or Bloodline. Certain exceptions may be made for variations to the requirements below but all such exceptions must be approved by the Wazirs and an In Character and role-played reason must be given to warrant these deviations.)''' | '''(The descriptions of the following Clans and Bloodlines are to be used by existing and new True Hand characters alike. All new Hand members must adhere to the skills associated with their chosen Clan or Bloodline. Certain exceptions may be made for variations to the requirements below but all such exceptions must be approved by the Wazirs and an In Character and role-played reason must be given to warrant these deviations.)''' | ||
− | Assamites | + | '''Assamites''' |
Description: | Description: | ||
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Trade Skills: An Assamites only trade is that of death. Warlike in nature, they would not consider another path. | Trade Skills: An Assamites only trade is that of death. Warlike in nature, they would not consider another path. | ||
− | Baali | + | '''Baali''' |
Description: | Description: | ||
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Trade Skills: Most Baali completely forgo the mortal world, and being a merchent would not seem appealing to them. | Trade Skills: Most Baali completely forgo the mortal world, and being a merchent would not seem appealing to them. | ||
− | Brujah | + | '''Brujah''' |
Description: | Description: | ||
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Trade Skills (Excluding Blacksmithy): Brujah have no use for the making of works of art. They dismiss these practices as "mundane" and leave them to mortals, or the less violent of the Kindred clans. | Trade Skills (Excluding Blacksmithy): Brujah have no use for the making of works of art. They dismiss these practices as "mundane" and leave them to mortals, or the less violent of the Kindred clans. | ||
− | Daughters of Cacophony | + | '''Daughters of Cacophony''' |
Description: | Description: | ||
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Melee Fighting Skills: The Daughters' song is their weapon. They have a dislike for physical confrontation and would never take up arms. | Melee Fighting Skills: The Daughters' song is their weapon. They have a dislike for physical confrontation and would never take up arms. | ||
− | Followers of Typhon (Serpents) | + | '''Followers of Typhon (Serpents)''' |
Description: | Description: | ||
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Any skills or professions are within the grasp of a Follwer of Typhon due to their complex webs of subterfuge, deceit and corruption. The Followers contain many priests of Typhon, warriors, politicians and tradesmen to name a few. No city or organization is safe from the infiltration of the Serpents. | Any skills or professions are within the grasp of a Follwer of Typhon due to their complex webs of subterfuge, deceit and corruption. The Followers contain many priests of Typhon, warriors, politicians and tradesmen to name a few. No city or organization is safe from the infiltration of the Serpents. | ||
− | Gangrel | + | '''Gangrel''' |
Description: | Description: | ||
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Trade Skills (Excluding Bowering): Gangrel hold little value in material wealth. They also abhor organizations and cities, so they would not hold the profession of a merchant. | Trade Skills (Excluding Bowering): Gangrel hold little value in material wealth. They also abhor organizations and cities, so they would not hold the profession of a merchant. | ||
− | Giovanni | + | '''Giovanni''' |
Description: | Description: | ||
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Barding Skills: Giovanni hold an appreciation for the fine arts, but have no interest in creating it themselves. | Barding Skills: Giovanni hold an appreciation for the fine arts, but have no interest in creating it themselves. | ||
− | Harbingers | + | '''Harbingers''' |
Description: | Description: | ||
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Trade Skills (Excluding Inscription and Alchemy): Crafting items of a non-magical origin is seen as pointless to these evil magic users. They require items of magical origins to work their ancient rites. | Trade Skills (Excluding Inscription and Alchemy): Crafting items of a non-magical origin is seen as pointless to these evil magic users. They require items of magical origins to work their ancient rites. | ||
− | Kiasyd | + | '''Kiasyd''' |
Description: | Description: | ||
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Blacksmithy: Due to the aforementioned natural allergy to iron, a Kiasyd would be unable to do any ironwork. | Blacksmithy: Due to the aforementioned natural allergy to iron, a Kiasyd would be unable to do any ironwork. | ||
− | Lasombra | + | '''Lasombra''' |
Description: | Description: | ||
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Trade Skills: Merchants and blacksmiths are seen as common folk, and Lasombra consider themselves anything but. | Trade Skills: Merchants and blacksmiths are seen as common folk, and Lasombra consider themselves anything but. | ||
− | Malkavians | + | '''Malkavians''' |
Description: | Description: | ||
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Malkavians are highly unstable and chaotic. They may have any combination of skills. | Malkavians are highly unstable and chaotic. They may have any combination of skills. | ||
− | Nagaraja | + | '''Nagaraja''' |
Description: | Description: | ||
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Melee Fighting Skills: Having the ability to command the dead makes learning a weapons skill inconsequential. Nagaraja only use blades to slice the flesh off their enemies for consumption. | Melee Fighting Skills: Having the ability to command the dead makes learning a weapons skill inconsequential. Nagaraja only use blades to slice the flesh off their enemies for consumption. | ||
− | Nosferatu | + | '''Nosferatu''' |
Description: | Description: | ||
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Trade Skills: Having deformed limbs, hands and fingers make it nearly impossible to craft anything of worth. | Trade Skills: Having deformed limbs, hands and fingers make it nearly impossible to craft anything of worth. | ||
− | Ravnos | + | '''Ravnos''' |
Description: | Description: | ||
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Any Trade Skills: A Ravnos' trade is that of a thief or con man. They do not pursue legitimate means of earning money...it just isn't in their nature. | Any Trade Skills: A Ravnos' trade is that of a thief or con man. They do not pursue legitimate means of earning money...it just isn't in their nature. | ||
− | Samedi | + | '''Samedi''' |
Description: | Description: | ||
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Trade Skills: Samedi make their living primarily as bodyguards. Their talents do not lie with that of a merchant. | Trade Skills: Samedi make their living primarily as bodyguards. Their talents do not lie with that of a merchant. | ||
− | Toreador | + | '''Toreador''' |
Description: | Description: | ||
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Snooping or Stealing: Similar to Ventrue, Toreadors see themselves as the elite and respected amongst society. They would not stoop to the level of a common thief. | Snooping or Stealing: Similar to Ventrue, Toreadors see themselves as the elite and respected amongst society. They would not stoop to the level of a common thief. | ||
− | Tremere | + | '''Tremere''' |
Description: | Description: | ||
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Trade Skills: Seeing as Magery is fairly common in Sosaria, a Tremere can easily make money using their innate magical powers. They have no interest in being a simple merchant. | Trade Skills: Seeing as Magery is fairly common in Sosaria, a Tremere can easily make money using their innate magical powers. They have no interest in being a simple merchant. | ||
− | True Brujah | + | '''True Brujah''' |
Description: | Description: | ||
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The True Brujah are a very diverse lot. Although they do tend to steer towards the more cerebral and scholarly professions and skills as opposed to the physical and warrior professions, no area of expertise is beyond their abilities. | The True Brujah are a very diverse lot. Although they do tend to steer towards the more cerebral and scholarly professions and skills as opposed to the physical and warrior professions, no area of expertise is beyond their abilities. | ||
− | Tzimisce | + | '''Tzimisce''' |
Description: | Description: | ||
Line 893: | Line 908: | ||
Trade Skills: Vicious fiends do not spend their nights crafting dresses or chairs. | Trade Skills: Vicious fiends do not spend their nights crafting dresses or chairs. | ||
− | Ventrue | + | '''Ventrue''' |
Description: | Description: |
Revision as of 02:32, 18 July 2025
The Tal’mahe’Ra is a close-knit gathering of Vampires who seek to control the future of the mortals of Sosaria and lead them down the Dark path towards Oblivion. The Tal’mahe’Ra, or the True Black Hand, as it is sometimes called, manipulates the manipulators, betrays the betrayers, and hunts the hunters. The Hand existed when mortals were building their first towns, forming their first governments, and had influence in the birth of those creations. Within the hidden council chambers of their ancestral home, Enoch, the leaders of the Tal’mahe’Ra, the Wazirs, meet to decide the destiny of the Kine of Sosaria. These diabolical plots are implemented and carried out by the Nephilim and their many servitors and pawns.
The Kindred society is rich in politics and intrigue amongst themselves and mortal institutions alike. To be in the Tal'mahe'Ra is to immerse oneself into a world of shadowy conspiracies and eternal double dealings. Those who are truly of the Tal'mahe'Ra are masters of manipulation and cunning, who enslave all that they can control and betray all that they cannot.
Be warned, however, no one chooses to join the Tal’mahe’Ra…one can only be chosen…. Typically, the Hand watches a candidate for some time before making an offer, the period of ‘probation’ has no finite limits, though. Once accepted, the initiate will be paired with a mentor who guides and teaches, until such time as the initiate has learned the ways of the Sect and proves to be capable of serving Entropy and Oblivion on his or her own machinations.
OES Tal'mahe'Ra Rankings and Titles
Wazirs:
Comprised of the following three seats of power in the Tal'mahe'Ra. The Wazirs meet with the Sheikhs and the Tribunal of Qadi to oversee the various affairs of the Kindred in the Tal'mahe'Ra.
Del'Roh -
The Del'Roh is the Supreme ruler of the Tal'mahe'Ra. This figure is usually either voted in by the Wazirs or usurps the throne by Machiavellian methods, usually both. All are to obey the Del'Roh without question for to question the Master of Enoch is to face the fury of Oblivion.
Dark Seraph -
A Second in command of the True Hand. This individual is culled from the mightiest of the Erinyes, Shakari and Qlippoth. This Wazir specializes in the maintenance of the Tal'mahe'Ra members, recruiting new blood to the Sect and defending the holdings of the True Black Hand. The Dark Seraph oversees the Cult of Erinyes and the Shakari as well as the Qlippoth with the Kindred Liche.
Kindred Liche -
A Second in command of the True Hand. This individual is culled from the mightiest of the Rawis, Qadi and Qlippoth. This Wazir specializes in internal and external information gathering, enforcement of the laws of the Wazirs and the obtainment of ancient and modern lore and rituals for the Shadow Library. The Kindred Liche oversees the Qadi and Rawis as well as the Qlippoth with the Dark Seraph.
Qlippoth (Rank 5) -
These are the most ancient of the Kindred. They have been called Methuselah's by some, walking nightmares by others and pure unadulterated evil by all. These vampires have survived the ages through cunning, manipulation, displays of great personal power and surviving the constant onslaught of younger Kindred and mortal society alike. These individuals are to be greatly respected and highly feared.
Kherebu (Rank 4) -
When vampires reach a certain age, there are few above them who still hold power in vampire society. The Kherebu or Elders are the Kindred who are in control and who seek to dominate all the others. Most Kherebu are members of one of the Cults within the Tal'mahe'Ra such as the Cult of Erinyes, the Shakari or the Rawis. Kherebu tend to be scheming, ruthless and paranoid beings; they will do anything to hold onto their power structures, oppress or manipulate the younger "upstart" vampires, and destroy their rivals.
Dominion (Rank 3) -
These Kindred are still young, but have proven themselves to the Kherebu. Dominions are most often vampires who have lived from three hundred to four hundred years of Unlife, though certain ambitious younglings may achieve the rank prematurely. The Dominions are the up-and-coming Kindred, the ones who play by the rules (usually) in order to achieve great power. Dominions often serve as aides and agents for Kherebu, Qlippoth or the Wazirs; they usually play their own power-games as well, though these are of lesser consequence than the manipulations of their elders. This is the rank between Neonate and Kherebu, where the vampire is given increasing respect and power.
Neonate (Rank 2) -
These vampires have been recently released and presented to the Wazirs, though they have not yet made their mark in their society. Neonates barely rank higher than the Progeny, embraced within the last two hundred or so years. Though occasionally cherished, Neonates are often deployed as pawns by the scheming Kherebu and Qlippoth. This callous treatment often causes Neonates to resent their elders. The neonate is the caste of youngest vampires who have been released by their sires.
Progeny (Rank 1) -
Lowest in rank are the Progeny, those vampires created less than fifty to one hundred years ago. Otherwise known as Childer, Vampires of this class have not yet been introduced to the Wazirs, nor have they been released by their Sires. They are not considered to be full members of vampire society and are thus shown no respect. They are, in short, treated as children.
Revenant (Rank 1) -
A Ghoul who has proven himself to the True Hand and has been granted additional powers, rights and responsibilities. Some of the more venerable Revenants rival the younger Kindred in their personal power. All Revenants are highly prized by their Masters. One is advised to be weary in their treatment of the Revenants for only the most powerful Kindred have control over these ancient creatures.
SES Tal'mahe'Ra Rankings and Titles
(The below rankings are all considered rank 0 in the hierarchy of the Slave Stone. Some of these rankings may very well intermingle as the individual nature of the subject may cross more than one area of existence (i.e. a Ghoul Chatterling). In which case the more prevalent role that they will play shall be the title that is displayed.)
Thrall -
The Thralls are either a mortal or Kindred who is blood bound to a Dominion or higher within the Tal'mahe'Ra. These thralls are considered to be slave initiates of the True Hand until they have proven their worth to both their Master as well as the Wazirs.
Chatterling -
A mortal child or teenager who is either captured or lured into the service of the True Hand by one of the Erinyes or the Enrathi Ghouls. These Chatterlings are trained by the Cult of Erinyes. Once they have passed their training they are than allowed to choose the Clan in which they wish to join. All Chatterlings have very high ratings in the Roads of Enlightenment as humanity is stamped out of their psyche early on in their existence. They tend to make most powerful and ruthless Kindred once Embraced.
Ghoul -
A former Kine who has gained certain powers by being blood bound to a Kindred for some time. These Ghouls may exist indefinitely so long as they meet the requirements of drinking Kindred blood. The more ancient they are the more frequent they must drink of Kindred vitae. Ghouls are bound to one Master or Mistress and may also advance to the Tal'mahe'Ra proper by following certain steps.
Shiqq -
A human servant (often times blood bound) and oracle of the True Hand who have mystic powers in divining the future and giving advice.
The Camarilla -
Once ruled by the operatives of the Tal'mahe'Ra, this rogue organization has been usurped by the cowardly traitor Jadis. The former Del'Roh has begun to gather riffraff Kindred under her banner of a kindlier and gentler Vampiric society, free of the Glory of Oblivion. Such folly will surely fail for all Kindred serve Oblivion in some fashion or another since all originated from Oblivion. In short, the True Hand views the Camarilla as an upstart child that needs to be disciplined.
There exist many factions and cults within the Tal'mahe'Ra, some hidden and some boldly out in the forefront of Kindred society. Each faction and cult strives for an overall goal and serves a specific purpose set forth by the Wazirs, however, many of them have their own goals and strange practices unique to their own brother or sisterhood. Venture forth at your own risk to learn more about these mysterious and to a fault, dangerous, organizations within the True Hand, for to delve too deeply will warrant one of two things: joining them or dying to them.
The Ghoul Families of the Black Hand
No man chooses evil because it is evil;
he only mistakes it for happiness, the good he seeks."
Origins of the Tal'mahe'Ra Ghoul Families:
The first revenants of the Black Hand were created some several thousand years ago, during the Age of Nizar, during the early days of the Tal'mahe'Ra. A group of Kindred mages had begun to experiment with the power contained within vampiric blood, and by chance discovered that it could be passed through mortals. This was one of the many secrets that the Court of Zemyaza used to spread their influence throughout the world.
Since then, the secrets to creating ghoul families have been largely lost to the passing of time, or buried within the vast libraries of the Rawis. It is rumored that the rites of creation have been unearthed recently, and several high-ranking members of the Black Hand are seeking to create yet more families.
For now, though, only three small families exist, and they are faultlessly loyal to their masters of the True Black Hand.
The Enrathi:
The Enrathi were originally little more than a small farming family in the area of what would later become known as Yew. Over the course of centuries, and through Kindred influence they became increasingly more powerful in the local area. With this influence came wealth, and with wealth came the thirst for more. It was not long before the Enrathi began to dabble in the black market, and eventually they became the largest supplier of slaves to mortals, mages and the Kindred with slaves.
The Black Hand eventually managed to ghoul the entire family, through the careful ingesting of blood and various secret rites. Once embraced as ghouls, the Enrathi were given the task of gathering those children who would make worthy additions to the Tal'mahe'Ra ranks. This they proved shockingly adept at, and took great pleasure in kidnapping children from their homes and delivering them to the waiting hands of the Tal'mahe'Ra.
Appearance:
The Enrathi were originally from the lands of Yew, and as such are fairly hardy and muscular. However, over the course of centuries they have spread across the world and can now be of almost any appearance. Most often, long hair is seen as a mark of favor within the family, doubly so if the hair is red.
It is very unusual for a member of the Enrathi family not to be armed with some type of melee weapon, though they seem to favor the easily concealable fencing weapons - often times poisoning the blade.
The Enrathi have been tempered by centuries of their cruel and unforgiving task, that of snatching away children. They are cold, detached and ruthless, delighting in their assigned duties. They treat all family members and kindred (whether they are of the Tal'mahe'Ra or not) with a great deal of respect, often holding the eldest in a state of reverence.
The Marijava:
The Marijava family was once one of the most feared bands of brigands, highwaymen and cut-throats to ever plague the lands that were to become Skara Brae. They did not attract the attention of the Tal'mahe'Ra however, until a large band of them successfully managed to murder and rob a young vampire by the name of "Zantosas". Once word of this reached the leaders of the Black Hand, they swept into the camp of the Marijava with the intent of destroying them to a man.
However, the Kindred were so impressed with the ability and bargaining skills of the mortal family that they spared a handful of the young family members. These youngsters were trained in the arts of stealth and thievery by the very best vampiric masters, and once they had learnt all they could be taught, they were ghouled. From that night onwards, the Marijava were bound into a debt of servitude as the second ghoul family.
While the Marijava are still trained in the arts of stealth and subterfuge, they now act primarily as spies for the True Black Hand. They keep watch on numerous guilds, groups, councils and cults throughout the world, reporting everything they witness to the Black Hand. It is not unheard of for the Marijava to be called upon to perform assassinations of both kindred and kine alike, and they are more than capable of such tasks…
Appearance:
Being of Skara Braen ancestry the Marijava are often dark skinner, with short-cropped hair and neatly trimmed beards. However, like the Enrathi they have spent so much time infiltrating the world of kine that they can have almost any appearance, tending to alter their dress and manner to befit whatever task they are on.
The Marijava are never found without a dagger that is given to them at birth, this dagger is usually concealed about their person, and coated with the most virulent poison they can acquire. No Marijava would be found without this dagger, as it is a sign of honor.
Over the centuries since their creation, the Marijava have perfected their deceitful natures, being perfectly able to lead double lives in their task as the mortal watchers of the Tal'mahe'Ra. Their true natures are shadowy, deceitful and conniving, always looking for a way to further their own ends. They are completely loyal to the Tal'mahe'Ra, though some are known to resent their masters for the murder of their ancestors so many centuries ago.
The Rafastio:
The Rafastio family of Moonglow enjoyed its connections with the Tal'mahe'Ra from a very early date, they were the first family to have dealings with the Black Hand on a quid pro quo basis. The Black Hand provided the family with blood and secrets in return for being schooled in the arts of magick - this was before vampires found a way to channel magical energy, and thus could not use the arcane arts.
Eventually the family accepted the offer of the True Black Hand to become a ghoul family, giving them the ability to pass on vampiric vitae to their children. Over the course of three generations, and a plethora of rites and rituals, the Rafastio ghoul family was born.
All members of the Rafastio family are accomplished mages, and extremely gifted thaumaturgists. Their understanding of the Blood-Magic is second only to that of the kindred themselves. Many of the Rafastio are reclusive and insular, content to study their art without the distractions of accruing wealth and power. They often serve the Black Hand as advisors and Seers, as wells as studying magical tomes and artifacts the Black Hand brings to them.
Appearance:
The Rafastio are mages, everything else is secondary to them. Long robes and clothing covered with arcane runes and symbols are the order of the day with these mortal magic users. Their hair is often worn long or tied back, in the style of their Moonglow ancestors, along with the simple and utilitarian tools they carry.
It is unknown for a Rafastio to be without a spell book, and they are always bound to the soul of the mage so that they cannot be removed save by the most powerful magics. Often they have pouches of reagents, ingredients and charms worn around their belt, not to mention countless magical trinkets.
They are all amazingly gifted and devoted scholars, with the eldest members of the family having knowledge of the arcane equal to that of the Black Hand's Rawis. Because of this they are often haughty and arrogant, knowing well that they can expect a certain amount of leeway in their actions. Some of them see their servitude as a burden, but all are unfailingly loyal to the Tal'mahe'Ra.
The Cult of the Erinyes
Working in a secrecy matched only by the ruthless and insidious Qadi, this exclusively female cult is responsible for the protection of the Dread Tower of Enoch from any of the countless foes that would seek its destruction. They are amongst the most mysterious of all the cults within the Tal'mahe'Ra and are rumored by those who no little better that they follow the teachings of the Daemon Queen Lilith. Indeed, they are regularly seen holding court with the infamously insular Handmaidens, an occurrence which serves only to fuel such rumors.
Whatever the role taken by the Erinyes in their dealings with Lilith, it is over shadowed by their less secretive role within the ranks of the Tal'mahe'Ra. The Erinyes are responsible for the training and overseeing of all Chatterlings who are inducted into the ranks of the True Black Hand. Because of this the Erinyes wield considerable influence within the Tal'mahe'Ra, and their advice is seldom overlooked by the Wazirs.
The Erinyes are well aware of this influence they hold, and as such they are often allowed greater leeway than other Cults. Especially in their dealings with outside groups, most notably the Handmaidens of Lilith. When the Erinyes have finished their training of the Chatterlings, they regularly recruit the most promising females into their own Sect, whilst all others are given a choice. Amongst the ranks of the Slaves of the Skull, very few groups are feared and respected as the Erinyes.
Because of their roles in training the fledglings of the Tal'mahe'Ra they often work with the other sects of the Order of the Ebon Skull, organizing tutelage and apprenticeships for their charges. The necromancers are often used to teach a Chatterling who takes an interest in the arcane arts, whilst the Clergy may well tutor those who take an interest in the philosophy of Oblivion.
Because of the view of most of the Erinyes of males, the Erinyes are overseen almost exclusively by the Dark Seraph, and it is to she that they hold their loyalty.
The Sisterhood of the Erinyes:
Outside of the Erinyes very little is known of their internal structure, save to the Wazirs. It is apparent that a female vampire referred to as the Reverend Mother oversees the other members of her sisterhood. The information gathered from those who will speak about the Erinyes suggests that under the Reverend Mother the remaining members of the Sisterhood are equal in rank.
As with all Cults it can be assumed that the Reverend Mother is appointed directly by the Council of Wazirs, as the instrument of their will within the Cult.
Joining the Erinyes:
As already mentioned, the Erinyes are an exclusively female group and will never admit a male into their ranks, indeed, most view males as a little more than an unfortunate necessity to be tolerated rather than befriended. Most usually a Chatterling is chosen for membership of the Erinyes when still in training, and will be invited to join their numbers when their training is completed.
However, it is understood that other, older Kindred have joined the Erinyes upon request, and serve faithfully amongst them. Stranger still is the rumor that there are non-vampires amongst the Erinyes, and rumors of a Succubus within the Cult persist. Indeed, some have even whispered of seeing Drow women treated as fellow Kindred by the Erinyes…
Bloodlines and Roads of Enlightenment
The Cult of Erinyes do not place a distinction upon bloodlines and will accept any and all into their Sisterhood, without exception or prejudice. Indeed, even non-Kindred will occasionally be welcomed as equals.
The Erinyes exclusively follow the Path of Lilith and her teachings and those who enter the Sisterhood whilst on a different path are expected to change immediately upon admission to the Cult.
The Ranks of the Erinyes:
There are no ranks as such within the Erinyes. The Eldest and most powerful amongst them traditionally holds the position of Reverend Mother, though the Wazirs have been known to appoint others as they see fit. The Reverend Mother is responsible for overseeing the other Erinyes and reporting to the Wazirs on the progress and ability of their Chatterling charges.
Under the Reverend Mother serve the other Erinyes, who are equal in status and rank.
Upon becoming an Erinyes, the Kindred will have earned the right to wear the title, regardless of their previous one. Unless a good reason is stated to allow for the keeping of a previous title, then the "Erinyes" or "Reverend Mother" title is mandatory
Playing a Member of the Cult of the Erinyes:
The Erinyes are a very close-knit gathering of female vampires (and others) who worship the Queen of Daemons and consort of Oblivion, Lilith. They often have a dislike or distrust towards males in general, and can be likened to the Drow women of the Underdark.
Perhaps the best resource on how best to play one of these women is found on the homepage of the Handmaidens of Lilith (an insular group within the Order which the Erinyes work closely with and even some say, are all members of) and I include a link for that purpose:
The Handmaidens of Lilith
Uniforms:
Unlike many of the other cults within the Tal'mahe'Ra, the Erinyes do not follow any strict dress codes. However, they often wear revealing dresses and leather armor. Colors such as red and midnight blue are often favored by the temptresses amongst the Cult, and many a man has been seduced to his death by the beautiful smile which hides the wolfs teeth.
All new Erinyes shall receive a full set of leather armor and fashionable clothing from Entropy's Caress.
The Rawis of the Tal'mahe'Ra
The lore masters of the Tal'mahe'Ra are amongst the most aloof and secretive of all Kindred. Working from deep within the Dread Tower of Enoch, they work tirelessly within the Shadow Library, compiling, studying and writing the lore of the Kindred since the coming of the Dark Father. Their unlives are devoted entirely to the Guarded Rubrics - a series of books, tablets and scrolls that gives a complete and thorough account of the Kindred's history, as well as listing every ritual, practice and potion ever used by the Tal'mahe'Ra.
Once, in the days before the fall of Stygia, the Tal'mahe'Ra was in possession of the complete Guarded Rubrics, but when the Empire of Lich Lord Nizar was dragged into the maw of Oblivion, so too where the Rawis and their lore. While several of the Kindred left Stygia before the fall, and survived the onslaught that followed, the Rawis refused to leave the Shadow Library, and were consumed along with the knowledge they so fiercely guarded.
With the loss of the library, and the extinction of the Rawis who had committed whole series of the rubrics to memory, the Kindred entered a time commonly referred to as the Dark Ages. The ancient rituals and practices that had been followed for millennia were lost and forgotten.
It was not until the Age of Azalin, that things began to change for the Kindred. The Wraith's of the Ebon Skull began to venture deeper and deeper into the Shadow Lands - a twisted and dark shadow of the mortal realm. This is a realm close to Oblivion, one where reflections of the living world are located, albeit in a twisted and dark form. On one of these trips the wraiths came across the ruins of an unmistakable city; Stygia. After being dragged into the Void, some of the city remained within the Shadowlands. Despite being broken and shattered, several of the buildings were still largely complete, Morn Cirith, the Scholomance and most notably to the Kindred, The Dread Tower of Enoch.
The tower was greatly damaged, and much of the Shadow Library was lost or destroyed, but within were fragments of the Rubrics. Eventually, these fragments made their way back to the realm of the living and invariably came into the hands of the Kindred. Thus began the rebirth of the Order of the Rawis.
The Rawis Council:
Since their destruction in ancient Stygia, the Rawis have never since regained the rigid hierarchy they once followed. Now, they follow a loose organisation with the Keeper of Secrets overseeing the other members. Within the Dread Tower of Enoch and its fabled Shadow Library, the Rawis are amongst the greatest scholars to walk upon Sosaria.
Because of their immense knowledge of the ancient ways of the Tal'mahe'Ra and the contents of the Guarded Rubrics, the Rawis often take the lead in the many rituals and practices of the Kindred - even being allowed to take the places usually taken by a Wazir.
Joining the Rawis:
The Rawis are a very proud and insular group, they have not forgotten their time as the undisputed masters of knowledge in Sosaria, and without exception all of them work towards rebuilding that position. Because of this they are loathe to share their knowledge with those who are not amongst the Rawis. The reluctance to share is often seen as elitist by other Kindred, and this is not discouraged by the Rawis themselves.
Most often the Keeper of Secrets will watch a prospective Rawis for some time before offering them membership of the sect. The Rawis are unique in that the decision to admit members is not necessarily made by the Wazirs, as the Keeper of Secrets is granted a degree of autonomy.
Typically, those who dedicate their unlives to studying of the Rubrics and Kindred lore will be groomed by members of the Rawis for several years before being offered a place amongst them. Often, membership is offered as a reward for an especially important discovery.
Bloodlines and Roads of Enlightenment
The Rawis can be made up of any bloodlines, as the main requisite is absolute loyalty. Most commonly, members of the Kiasyd or the True Brujah bloodlines make up the core of the Rawis.
Any Road of Enlightenment is permitted within the Rawis, but those dedicated to the paths of the warriors are far less common.
The Ranks of the Rawis:
There are no ranks as such within the Rawis. The Eldest amongst them traditionally holds the position of Keeper of Secrets, though the Wazirs have been known to appoint others as they see fit. The Keeper of Secrets is responsible for overseeing the other Rawis and reporting to the Wazirs anything that may prove of interest or importance to the Tal'mahe'Ra. Under the Keeper serve the other Rawis, who are equal in status and rank.
Upon becoming a Rawis, the Kindred will have earned the right to wear the title, regardless of their previous one. Unless a good reason is stated to allow for the keeping of a previous title, then the "Rawis" or "Keeper of Secrets" title takes precedence.
Playing a Rawis:
The Rawis are jealous in their pursuit of knowledge; it is their greatest strength and their largest weakness. Because of their unwillingness to share their information with those outside their own ranks, they often come across as elitist and snobbish to other Kindred. They truly believe that they are the only ones worthy of possessing the truth of the Kindred.
They are determined, able and efficient scholars.
Members of the Rawis have been known to spend years in the pursuit of a certain lost tome, or studying a fragment of the Guarded Rubrics, and as such they are often loners. The Rawis gather only to exchange knowledge and information with their fellows.
Uniforms:
Uniforms are an emotive subject, however in order to promote unity the Tal'mahe'Ra adheres to a loose code, which all members should follow. No restrictions on armor types, shields or weapons are in place, and this is left to the discretion of the individual. However, the mandatory items that must be worn by the Qadi are as follows;
A dark blue sash, a dark blue rob, a dark blue cloak or a dark blue bandanna.
You can wear those two items with any other combination of armor or clothes you wish. However, the Keeper of Secrets should wear;
A dark blue robe and a dark blue cloak.
When you join the Rawis, you will be given a full suit of any type of armor you wish (it will however be shadow-iron or shadow-leather) free of charge and bearing the mark of Oblivion in recognition of your loyalty. This is also true for a set of Arcane clothing to be made by a Grandmaster Tailor.
After this, uniforms will cost you the materials needed to make them, be it ingots or leather. The same applies for weapons. However, if you have access to your own blacksmiths, bowyers or tailors, feel free to use them - though marks from Versace or Prada will be frowned upon...
(The descriptions of the following Clans and Bloodlines are to be used by existing and new True Hand characters alike. All new Hand members must adhere to the skills associated with their chosen Clan or Bloodline. Certain exceptions may be made for variations to the requirements below but all such exceptions must be approved by the Wazirs and an In Character and role-played reason must be given to warrant these deviations.)
Assamites
Description:
The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can pay their price. The price they charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the greatest sacrament.
Assamites tend to avoid political affairs, working for all sides in pursuit of their goals. They do circulate among cities; other Kindred find them useful for slaying rivals, enforcing blood hunts, scourging undesirable childer, and infiltrating rivals’ power bases. However, Assamites rarely form true alliances with other Kindred, for they consider other Children of Zemyaza to be of inferior stock. Unlike the other clans, the Assamites do not claim to have a founder of the Third Generation. Rather, they believe their founder to be a member of the Second Generation, making all other Kindred flawed copies of themselves.
In nights gone by, Assamites practiced diablerie widely, always looking to bring themselves closer to “the One,” as they referred to their mythical founder. The clan as a whole assumes an aggressive disposition. If a victim bests their Assassins, the clan may pursue that victim, and often does with unparalleled fervor.
Precisely what the Assamites want, though, is unknown. Certainly, Assamites have flexed their muscle in both the physical and the political arenas, and hidden agents of the clan have come out of cover in cities where the ruling vampires have become lazy and fatuous. Whereas other Kindred once viewed the Assamites as honorable (i.e., relatively impotent), useful functionaries, they now hold the clan in dread.
Appearance:
Assamites tend to dress stylishly but practically. Aquiline noses, dark hair and slim graceful builds dominate the clan’s membership. These individuals may have almost any appearance, as they are chosen for their skill, not their looks. Also, Assamites’ skin grows darker as they age (as opposed to other vampires, whose skin gets paler with age); particularly ancient Assamites are almost ebony in complexion.
Required Skills:
Hiding, Stealth: An assassin would not be very effective if they could not silently tread to where their intended victims lie. Assamites are excellent at sneaking about.
Fencing, Tactics: The way of the Assamite is that of quickness. They favor small, swift blades to do their work.
Recommended Skills:
Parrying: While an Assamite would ideally strike quick and deadly, sometimes the battle does not end so swiftly. When the time comes, the Assamites use their unearthly speed and ability to deflect and avoid their foes attacks.
Healing: Like most Kindred, Assamites possess preternatural healing powers.
Magic Resistance: The Assamites often have an innate resistance to magic which makes them even more feared as assassins against the more mystically oriented Kindred.
Anatomy: The Assamite takes it upon itself to learn the most deadly places to strike with their blade. Their knowledge of the weak points of Kindred and Mortals is bountiful.
Skills Assamites Would Not Have:
Magery Skills: Assamites are warriors through and through. They shun magery as an acceptable method of combat.
Swordsmanship or Mace Fighting: These hunters of the night frown upon using larger blades, as they are too awkward to use for swift attacks.
Trade Skills: An Assamites only trade is that of death. Warlike in nature, they would not consider another path.
Baali
Description:
There are those whom even Zemyaza's monsters do not name lightly. In the earliest times one of the grand childer of Zemyaza forged an unholy pact with those who dwelt in shadow outside the periphery of this world, something that was of Oblivion yet not. Some speculate that this entity of infernal origin competes with Oblivion in the destruction of the world. In making this pact, the devil-child took on something of the place Beyond, becoming something more — and less — than Kindred. Gathering apostles from the ranks of his brethren, the first shaitan of Baal-called-Destroyer marshaled his armies and laid siege to the Stygia for control over the immense power found within; Blood met Blood as Zemyaza's childer fought one another amidst razed ruins and flame-swept tundras.
At length, it is whispered, the progenitor himself turned his attention to the fray— a terrible cataclysmic time in which the skies rained fire and wept blood. The battle ended as abruptly as it had begun; the 12 al’shaitani were put to final death, and their demonic hordes were routed and enslaved by the Priests of Oblivion. Of the boy-thing, however, there was no sign, and the horrors that had once paid fealty to his every command were lost to the whispering winds of legend. But the children of Baal, some ancients say, were not fully destroyed. Indeed, there may still be some who walk the dark paths of Sosaria.
The Baali are explorers, first and foremost — students of the unknown, the unknowable, and the unspeakable. Their eyes and ears glean forgotten secrets. Theirs is the secret song that has echoed through eternity since their nameless progenitor first struck the discordant chord that fractured the wall between worlds. And theirs are the steady, patient fingers that have picked at the wound ever since.
Recent nights find the few remaining Baali in something of a no man’s land astride the countless factions peopling Sosaria. They are hated, feared, hunted by the Camarilla, and a host of other fronts, prey to a hundred detractors and divisions from within and without. They are falling, spiraling into nadir, plagued by some inescapable degeneration of spirit that claims more of their number with every passing night, doomed to a slow, steady passage from magician to monster to memory. Yet still they toil for the erosion and eventual destruction of this world, to make way for Those Who Wait Beyond.
Appearance:
When not draped with the trappings of ritual, most Baal-worshipers seem remarkably normal, even sedate, favoring non-descript clothes and subtle manners. Most are possessed of cautious, cerebral and studious demeanors, although a few have been known to wax loquacious, even eloquent, before attentive audiences — particularly when faced with possible conversion. Years of devotion to otherworldly subjects and amoral pursuits cultivate something of a cold, alien quality in these Kindred over time.
Required Skills:
Magery, Evaluate Intelligence, Meditation: Baali are arcanists first and foremost, using the secrets of the daemons they worship or command to guide them on the path of sorcery.
Recommended Skills:
Animal Taming, Animal Lore: The Baali have made many infernal pacts with daemons, and sometimes are able to force these beasts of legend under their command. It is not uncommon to see a Baali riding astride a demonic Nightmare, or commanding a huge Wyrm daemon in battle.
Swordsmanship, Lumberjacking (Axe Fighting): Baali are chaotic and sinister beings who enjoy bloodshed immensely. Some forgo commanding daemons and choose to fight themselves, flaying skin and lopping off limbs with huge axes.
Magic Resistance: Due to their close ties to the Realms Beyond, these Kindred often have infernal investments that grant them the ability to shrug off many spells and mystical effects.
Skills Baali Would Not Have:
Trade Skills: Most Baali completely forgo the mortal world, and being a merchent would not seem appealing to them.
Brujah
Description:
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 Kindred. Most other vampires perceive the Brujah as nothing more than brigands and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
Brujah Kindred adopt pet passions and causes, which they support with volume and vitriol. Some Brujah follow charismatic members of their clan, while others prefer stances of blatant, defiant individualism. The clan claims a history rich with warrior-poets; many Brujah are glad to have an opportunity to speak their minds, and then indulge in a bit of destruction afterward to illustrate their points. The Rabble’s espousal of change unites them, albeit tenuously, in their nightly crusades. Given a common enemy, Brujah with vastly differing ideals will join side by side to oppose their foe. After that foe is defeated, however, all bets are off and it's to business as usual.
A common Brujah theme involves the foundation of a Kindred “Utopia,” or the recreation of a mythical one from nights past, though each Brujah vampire has a different idea of what said Utopia is. 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.
Appearance:
Brujah vary widely in appearance, though many adopt radical styles and bold looks. Youthful, fashion-forward dress and noteworthy hairstyles are indeed found among many Brujah, but others favor tasteful wardrobes that encourage others to take them seriously. Being fierce warriors, the Brujah are almost always prepared for battle, incorporating their armor into everyday dress. It should be noted, however, that given the Brujah penchant for nonconformity, any assumption of ideals based on appearance could be potentially dangerous. Brujah look how they want.
Required Skills:
A Melee Weapons Skill: Brujah use words to illustrate their points...but often when that fails, they resort to violence. More so than any other, Brujah live war as a way of life, choosing their causes to fight for.
Tactics: No warrior is very effective without also possessing knowledge in the art of combat. Brujah are no exception, and are known for their wealth of knowledge on the subject.
Recommended Skills:
Lumberjacking: Brujah possess great strength, like all Kindred, and using this strength to wield their weapon of choice is fearsome indeed, as their blows ferocity is many times that of a mortal warrior.
Parrying: Being a complete warrior also means skill with defense and the shield...and most Brujah agree with that statement.
Blacksmithy: Brujah would rather craft their own weapons and armor than trust others ability to make battle worthy equipment.
Skills Brujah Would Not Have:
Magery, Meditation, Evaluate Intelligence: Their way is the way of the sword. Brujah live for visceral combat and shun magery as a "cowardly" practice.
Trade Skills (Excluding Blacksmithy): Brujah have no use for the making of works of art. They dismiss these practices as "mundane" and leave them to mortals, or the less violent of the Kindred clans.
Daughters of Cacophony
Description:
The Daughters are such masters of song that most Kindred believe they are an offshoot of the Toreador, though those who have been on the receiving end of their powers think the Malkavians had more influence.
The Daughters of Cacophony are singers without peer, but their melodious harmonies are not their main claims to fame. It is the damage their songs can do to the mind that causes their Kindred concern. The Toreador are of two minds in their dealings with this bloodline. While they cannot deny that the Daughters have in credible skill in their chosen art, more than one Toreador has been forever twisted by one disjointed note. The Daughters’ songs can be as horrid as they can be beautiful, and there is no way to know their intentions until they act.
The Daughters are a small bloodline, and members Embrace only those who show real singing talent. Most create no more than one or two childer. The childer learn from their sires for years before being released into the world. The Daughters go to great lengths to avoid Embracing anyone of wide renown, but most of the line’s members were beginning promising careers in music at the time of the Embrace. They retain their love of performance, but perform mainly for each other and for their small Herds. Hearing such a performance can be an unmatched experience for anyone.
Appearance:
There is no standard look to this bloodline. Its members have included beefy opera singers, pencil-thin divas and everything in between. While some of its most prominent members have been female, the bloodline includes a fair number of males, though most are rather young.
Required Skills:
Musicianship: The Daughters are musicians without peer, usually singing while they strum their instrument (usually a harp).
Provocation: While beautiful, the music of these sirens can often drive any being mad. While consumed by madness, the Daughters use their victim to attack their foes.
Peacemaking: The other side of the coin, the Daughters also are able to soothe the strongest temper with their lovely voices. However, this can often be dangerous if one is being soothed as the siren moves in for her meal.
Recommended Skills:
Enticement: The Daughters can also use their song to entrance all around them, causing these newly enslaved to follow them to their doom.
Magery: The daughters have a slight grasp of illusionism. However, combining their slight skill with their dangerous song create a dangerous foe indeed.
Skills Daughters Would Not Have:
Melee Fighting Skills: The Daughters' song is their weapon. They have a dislike for physical confrontation and would never take up arms.
Followers of Typhon (Serpents)
Description:
The Followers of Typhon, or Serpents as they often call themselves, make up one of the most widely loathed clans in the world. The explanation for this reaction lies with the very nature of the Serpents. They are the masters of moral and spiritual corruption. They seem to have an uncanny ability to find the weakness in any organization or individual, and the uncommon urge to exploit it. The Followers of Typhon believe that the power of decay and corruption is absolute; no one is immune to Entropy.
In the world of Kindred politics, the Followers of Typhon have the distinction of being regarded as a necessary evil. The Followers claim to be able to trace their clan's lineage back to a demi-god, a huge serpent of Entropy named "Typhon." The truth of this statement, however, remains unrevealed. In any event, they are darkly powerful beings with unclear interests beyond the assumption of mortal and supernatural power.
It is thought that these beings feel that by serving Oblivion well, it will grant them their wish and return the serpent god Typhon to Sosaria, and the Serpents will join with their master once more, spreading chaos and Entropy throughout the world.
Appearance:
Black hair is especially prized among them, because it is considered a mark of Typhon. When the Followers are seen, they are usually garbed in deepest ebony robes of an ancient style. Ritual disfigurement is also common, though the nature seems to vary from member to member.
Required Skills:
Hiding: Using their Obfuscate discipline, the Serpents are excellent at hiding in the darkness, on par with the Nosferatu and Assamites.
Stealth: Also due to the aforementioned discipline, the Followers of Typhon are capable of moving about undetected.
Recommended Skills:
Snooping, Stealing: The Followers of Typhon pride themselves on the corruption they bring with them wherever they tread...and relieving the rich of their valuables could be seen as one form of corruption.
Taming, Animal Lore: Being of Typhon’s blood, the Serpents have an innate ability to communicate and often command any creature of a reptilian nature. Snakes and alligators to drakes and dragons alike have been known to willingly follow a Follower of Typhon.
Arms Lore and Item Identification: As masters of the Black Market, the Followers of Typhon often know a good deal about the items they peddle, if not to provide the best service to their clients and customers then to at least know how much to swindle them for.
Skills The Followers Would Not Have:
Any skills or professions are within the grasp of a Follwer of Typhon due to their complex webs of subterfuge, deceit and corruption. The Followers contain many priests of Typhon, warriors, politicians and tradesmen to name a few. No city or organization is safe from the infiltration of the Serpents.
Gangrel
Description:
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. They are rarely observed among the cities of Sosaria, however they are sometimes spotted in the more rural towns, such as Yew or Skara Brae. Gangrel are also shape shifters. 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.
The clan itself has little regard for the rest of the Kindred. This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.
Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture’s speech patterns and mannerisms. Rumors speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrel line. As such, say the rumors, any Kindred who harm or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos ignore this fabled prohibition, and Gangrel and Ravnos harbor an old hatred for each other.
There are tales of a little known line of Gangrel known as "Ahrimanes." This line is rumored to be all female, and much more cat-like than the typical Gangrel. They are thought to have somehow used the magicks of shamanism to break ties from the main line and their former sires. Unfortunately, any other information on these "felines" is closely guarded and unknown.
Appearance:
The Gangrel’s harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the Gangrel they can sometimes appear downright frightening. They usually are always dressed for battle, in light leather or studded outfits, similar to the mortal rangers of Sosaria.
Required Skills:
Animal Taming: Gangrel hold a close bond to animals, as they possess many animalistic qualities themselves. They have the ability to speak to animals, and usually forge close friendships with them. They often get so close to the animals that they are able to command them into battle, fighting alongside their friends.
Animal Lore: Living in the forests and plains of Sosaria often give the Gangrel a keen knowledge of animal behaviors. In addition to that, Gangrel are able to speak directly to the animals and gain insight into them that humans and other Kindred could not.
Tracking: Gangrel are natural hunters and are able to track their prey easily.
Recommended Skills:
Archery: The weapon of rangers and hunters would obviously make an excellent weapon for a Gangrel.
Fencing or Swordsmanship: Being natural hunters and swift, Gangrel may also employ the use of these weapons.
Veterinary: A large wealth of knowledge of animals coupled with the ability to speak to them make Gangrel skilled in the art of healing their friends.
Stealth: Gangrel are light and fast creatures, and can often move undetected.
Skills a Gangrel Would Not Have:
Magery, Evaluate Intelligence, Inscription, Alchemy or Meditation: Gangrel have an innate dislike for magic and also do not seem to have he ability to grasp it very well. Gangrel are almost never mages and if they are, then they are very poor ones.
(Note: Gangrel are allowed to have enough magery to cast up to fourth circle, as these can be passed off as Vampiric skills. Gangrel are not allowed to RP a mage or use higher end spells. Casting Gate Travel off of a scroll is also acceptable, as game practicality requires this to transport animals.)
Trade Skills (Excluding Bowering): Gangrel hold little value in material wealth. They also abhor organizations and cities, so they would not hold the profession of a merchant.
Giovanni
Description:
No other clan is more intent on maintaining a front of respectability than the Giovanni, and none is more repulsive at heart. Giovanni vampires are rich merchants, speculators and investors who spend most of their nights manipulating their vast assets from their lavish dwellings in mortal cities. They spend the rest of their nights in crypts and mausoleums carrying out their dark and morbid rites.
Legend has it the clan founder hoped to bolster his own power by Embracing a coven of necromancers. The Giovanni repaid their sire for his gift by slaying him and all his other descendants. Vampires from around the world reacted with fear and horror, and many joined together to hunt these Devil Kindred. After almost a century of intermittent warfare the clan made peace with its foes by promising to maintain a low profile and keep out of Kindred politics. The Giovanni clan has apparently maintained its pledge to this day.
Still, suspicion of this clan has continued to the present day. By staying neutral in Kindred battles, the Giovanni has had free rein to build its merchant empire. Now the clan's wealth is undeniable, but no one knows the exact purpose for which it employs this wealth. Few outsiders have ever taken part in the clan's necromantic rituals, so the purpose of these is likewise a mystery. Instead, suspicions and innuendoes have taken the places of facts and truths.
Every member of this clan is also a member of the Giovanni family. By longstanding tradition Giovanni only Embrace those of their own family, and most of their Retainers and ghouls are also of the family. Three members of each generation are chosen as children to be Embraced when they are ready, and are carefully raised to prepare them for it. Others in the family may be Embraced later in their lives, as a reward for extraordinary service.
Because all Giovanni are related by blood (in both senses), they are extremely loyal to one another, and betrayal by one of them is unthinkable. Certainly the Giovanni possesses the most reliable Retainers of any clan.
Clan Giovanni is one of the more rigidly controlled clans, and contact is constantly maintained between members of the clan. It is still ruled with an iron hand by its patriarch, Augustus Giovanni, the original leader of the coven when it was first Embraced. Augustus sees his control over the line as similar to that of a prince's control over a city, and requires those below him to adhere to the Rule Of Creation: his permission must be obtained before the Giovanni Embrace can be gifted to anyone. However, some younger members of the clan are given significant leeway and freedom to pursue new control over corporations. Because the clan's influence in America is still limited, many of its members have been sent to the New World in recent years.
If asked, most Giovanni would say they do what they do in order to gain a complete understanding and appreciation of the form they will have for all eternity. These Giovanni believe this form to be of one use - gaining power. Other Giovanni refer to the god-like feeling they get from having power over death.
Appearance:
Despite (or perhaps because of) their horrid underground practices, Giovanni always try to maintain a front of respectability. They dress well, in conservative styles; the women frequently look matronly, while male Giovanni are often white-haired, bearded and look like favorite uncles.
Required Skills:
Magery, Evaluate Intelligence, Meditation: Giovanni are well known to be Necromancers amongst the inner circle of Kindred.
Spirit Speak: Any Necromancer worth his salt has the ability to communicate with the long dead spirits. Giovanni are no exception.
Recommended Skills:
Melee Weapons Skills: Giovanni are Necromancers, but that is not all they rely on. Often A Giovanni will use physical force to subdue their foes, especially when they wish to conceal their true natures.
Trade Skills: The Giovanni family are wealthy merchants. Though they use ghouls to spread their wares about the land, many of them also contribute their own craftables.
Arms Lore and Item Identification: As master merchants the Giovanni have keen eyes in regard to the condition and worth of the wares they make their trade with.
Skills Giovanni Would Not Have:
Snooping, Stealing or Lock picking: Giovanni always seek to keep a facade of a legitimate businessman. While their ghouls may possibly resort to tactics such as stealing to expand the fortune, Giovanni themselves would never think to do such.
Barding Skills: Giovanni hold an appreciation for the fine arts, but have no interest in creating it themselves.
Harbingers
Description:
The bloodline calling itself the Harbingers of Skulls claims a history of treachery, for which it seeks to exact a hellish vengeance. Members of the bloodline are quite powerful without exception, and they claim to have returned from their banishment to the realms of the dead. Recent discoveries from the libraries of Morn Cirith indicate that this realm in which they were banished may be the same realm where Stygia itself now resides. If this is true then the Harbingers may share a very close history indeed with the original Cult of the Skull. Long ago, the Harbingers whisper, a rogue society of sorcerers hunted them for their blood, stealing immortality to further their own arcane lusts for power. Few believe this fairy tale of ancient injustice in these modern nights, but the Harbingers are afforded a wide berth nonetheless, given the immense potency of their magics and their discomforting eccentricity. The Harbingers of Skulls are necromancers on par with (and some say exceeding) the dreaded Giovanni, surrounding them selves with miasmas of death, murder and mortification, all toward the end of righting their legendary wrong. It would seem, however, that for all their polemics, something rots below the surface they present. Like the corpses they themselves resemble, something eats away at them from within.
Cursed by Zemyaza's blood with the countenances of corpses, the Harbingers often flay the tattered, grave-tainted flesh from their heads, leaving them with the grinning rictus of their namesake. Masks and ceremony play an important part in the bloodline’s culture, and elders among these Kindred maintain vast collections of ritual masks and implements that they wear and use in their necromantic rites. It has been rumored that the vitae in their veins is ancient and quite potent, and perhaps their claims of grandiose history are not far from the mark. Whatever the case, the Harbingers of Skulls simply ignore inconvenient lines of questioning, preferring instead to spend their hours amid the tombstones of cemeteries or in deep contemplation of the powers of the dead.
Appearance:
The Harbingers of Skulls have an emaciated, corpselike appearance, accentuated by flesh that shrinks to fit the vampires’ skulls. They are seldom seen outside their havens or the secret halls where powerful Sabbat convene to plot their intrigues. Harbingers prefer loose-fitting, flowing cloaks and burial shrouds, the better to represent their death magic and make dramatic impressions.
Required Skills:
Magery, Evaluate Intelligence, Meditation: The Harbingers are Necromancers of the highest caliber, and their skill in the arcane is second to none.
Spirit Speak: Dealing with the magics of the dead, the Harbringers must have the ability to commune with spirits.
Recommended Skills:
Poisoning: Necromancy is a deadly tool, as the very touch of a sorcerer of the dead can sap the life from a healthy man.
Magic Resist: The ancient vitae of these undead warlocks makes them strong indeed... and the presence of the dead around them makes regular magic less than effective.
Skills Harbringers Would Not Have:
Melee Weapon Skills: Being Necromancers, weapons are seen as useless to them, for the magic of the dead is much stronger than any known weapon (or so they claim).
Trade Skills (Excluding Inscription and Alchemy): Crafting items of a non-magical origin is seen as pointless to these evil magic users. They require items of magical origins to work their ancient rites.
Kiasyd
Description:
The Kiasyd are scholars and keepers of secrets. They tend to be observers rather than taking an active part in acts such as War Parties. Kiasyd don’t like to take physical actions against an opponent, preferring to spar with wits and words instead. They jealously guard their knowledge and their private collections. While a Kiasyd’s home is always open to visiting members of the bloodline, all Kiasyd are viciously territorial. The Kiasyd don’t like to compete with each other for knowledge. If one encounters two Kiasyd together, it is likely an elder with her childe, who may study with the elder for upward of 50 years. Eventually, however, the time will come when the childe will seek his own haven, almost always in a different community.
The Kiasyd are well known for being very calm and studious. Their raison d’être centers around their collections of scrolls, books, spells and vampiric lore piled high on their library shelves. Their unusual stature and unquenchable thirst for knowledge make for very high-stacked shelves indeed.
Their inquisitive natures hide devious, twisted personalities, warped by massive amounts of forbidden lore and probably the fae blood that contributed to their initial creation. In fact, some Kiasyd are rumored to be addicted to the blood of the changelings, drawing sustenance only from its magical nourishment rather than the pale, tepid taste of mortal blood. Other Kiasyd are suspected of even more perverse tastes, feeding only while violating their vessels in impotent parodies of sexual ravishment or stealing children away under the light of the full moon to eat their flesh in their own libraries. In the end, all that is truly known of them is that they are enigmas, suffered only for their knowledge.
Appearance:
The Kiasyd have retained the unusual beauty of the fae folk. Their skin is a chalky white, which takes on a faint bluish glow in moonlight. They are willowy and tall, six to seven-and-a-half feet and they have angular noses, cheekbones and ears. The eyes of Kiasyd have been similarly distorted, showing only inky blots with no discernible whites or pupils. Most of this clan likes to dress in simple, romantic clothing, not so much in the finery of the Ventrue or the hedonistic beauty of the Toreador, but somewhere in between.
Required Skills:
Magery, Meditation, Evaluate Intelligence: Hoarding stacks of forgotten lore and ancient tomes, and studying them for hours on end, have taught the Kiasyd much of magic. They are almost always accomplished mages, with no exceptions, for the art of melee combat detests them.
Inscription: Being scholars, the Kiasyd pride themselves on not only the study of other tomes of knowledge, but the creation of their own as well. Thus they are quite adept at copying and writing, especially when it comes to magic lore.
Recommended Skills:
Alchemy: Many Kiasyd dabble in other realms of the scholarly world, such as that of an alchemist. Their never-ending thirst for knowledge calls them to the mysterious and arcane.
Magic Resistance: The Kiasyd, being part changeling and of the fae realm, have the natural ability to scoff at most magicks of ill effect that are directed at them.
Hiding/Stealth: Kiasyd can use their fae nature to blend into the surroundings, and walk silently amongst them.
Skills Kiasyd Wouldn't Have:
Any Melee Skill: Kiasyd are cerebral and detest physical combat. They see no true point in it, and view it as the last resort of an unimaginative person. They also cannot abide by iron... their fae blood is repulsed by it.
Blacksmithy: Due to the aforementioned natural allergy to iron, a Kiasyd would be unable to do any ironwork.
Lasombra
Description:
The Lasombra clan has fallen from grace - and its members enjoy it. Simultaneously graceful and predatory, Turning their backs upon the humans they once were, Lasombra give themselves wholly over to the dark majesty of the Embrace. Murder, frenzy, and predation: Why fear these things, many Lasombra ask, if one is meant to be a vampire? In contrast to the Tzimisce, though, Lasombra generally seek not to reject all things mortal, but to shape them for their own pleasure.
The Lasombra have been involved with the Lord British's concept of "Virtues" since its inception, and some Kindred whisper that the clan was instrumental in the spread of the faith. In more recent nights, however, Lasombra have turned their backs on that spiritual institution. There are exceptions, of course, but for the most part, Clan Lasombra bears only contempt for the notion of salvation. In fact, the Lasombra brought many of the Church’s rites and rituals into their own rituals, twisting them into mockeries of British's doctrine. The Lasombra ordained many of the sect’s auctoritas and ignoblis ritae, so that the vampires might never forget who and what they are.
Lasombra are best known for their Discipline of Obtenebration, a means by which they call forth a tangible “living” darkness, manipulating it at their whim. Clan doctrine holds that this “darkness” is in fact the stuff of the vampiric soul, which has been simultaneously strengthened and corrupted by the Embrace. Through the Curse of Zemyaza, some Lasombra believe, the Creator has cast them out, and thus it is their duty to build a new order on Sosaria. Less mystically inclined Lasombra scoff at this superstition, but even they tend to believe that, as vampires, they represent a new and more advanced breed of sentience, one unconcerned with petty human notions of ethics. Let the milksops of Clan Ventrue burn in the solar fires of martyrdom; the Lasombra are happy with what they are.
Naturally, this villainous outlook is not universal among the clan, but many newly Embraced Lasombra take great glee in the wanton destruction and vulgar depravity that such a philosophy allows. In striking contrast, some elder Lasombra still maintain their ties to the Church, though even they seem to consider themselves “tools of evil.” The two groups do see eye to eye on one matter: Members of Clan Lasombra, as consummate manipulators themselves, adamantly refuse to submit to the antiquated whims of the Antediluvians. They fight the Jyhad proudly, but unlike many Kindred, they firmly believe they can win.
The typical Lasombra possesses a gift for manipulation, as well as keen leadership skills. Lasombra are the most common leaders of more Chaotic packs, as their motivational and Machiavellian natures make them ideal for orchestrating the movements of shadowy groups. Unfortunately, pride goes hand in hand with this dark nobility, and very few Lasombra acknowledge other vampires as equal, let alone superior.
Appearance:
Lasombra run the gamut of cultures and ethnicities. Almost all Lasombra are reasonably attractive, with well-bred, aristocratic features--blue-collar Lasombra are rare, and one hardly see the callused hands or broken noses of the working class among the Keepers. They dress similar to Ventrue, but perhaps darker, as they care not much for hiding their natures behind a facade of humanity.
Required Skills:
Hiding and Stealth: Lasombra are the masters of shadow. They actually command the shadows themselves, and thus it is easy for them to cloak themselves in darkness, away from prying eyes.
Recommended Skills:
Fencing, Tactics and Parrying: Being nobles of the darker variety, the Lasombra often fence for sport. Some even go so far as to use this in combat, and it tends to be quite effective.
Magery: Lasombra have a passing interest in magery and often use it in battle, though obviously not as effectively as the Sorcerors of the Tremere or Tzimisce.
Skills Lasombra Would Not Have:
Snooping or Stealing: Like Ventrue, Lasombra view themselves as an upper class, and though they would make good thieves due to their shadowy nature, they feel above it.
Mace or Axe Fighting Skills: Seen as the weapons of uncivilized barbarians and brutes, Lasombra would never pick up any of these weapons.
Trade Skills: Merchants and blacksmiths are seen as common folk, and Lasombra consider themselves anything but.
Malkavians
Description:
Even the other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What’s worse, a Malkavian’s madness can take nearly any form from overpowering homicidal tendencies to near-catatonia. In many cases, there’s no way to tell a Malkavian apart from the “sane” members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.
For as long as even the eldest Kindred can remember, the Malkavians have always stirred Kindred society with their passage. Chaos nips at the Lunatics’ heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by their madness.
None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like and this freedom is coupled with an uncanny insight, a strange wisdom that cannot be perceived by the sane. The Malkavians possess a dark intellect that is often - and increasingly - set to frightening purposes.
Appearance:
Malkavians have no set appearance. Their variety of mental illnesses and eccentricities makes them the most diverse of any clan. Malkavians can look like anyone.
Required Skills:
Malkavians are highly unstable and chaotic. They may have any combination of skills.
Nagaraja
Description:
From a nightmare of horror and legend step the Nagaraja. A bizarre bloodline of flesh-eating witches; these vampires have been hunted to near extinction in the modern nights by political enemies and the ghosts upon whom they once preyed. A few of these monsters still prowl the darkness, but their numbers are thankfully few.
The Nagaraja have never been particularly forthcoming with their origins, but a few learned Kindred suspect that they were created by Oblivion itself. Whispers of an arcane connection with other sorcerers also surface when the Nagaraja are the topic of discussion. The rumors and facts concerning these Kindred are almost inseparable--the Nagaraja are too few to ask directly, and none have been forthcoming anyway. Some wonder if they are Kindred at all.
They are great compilers of evil secrets, and command death-magic with equal or greater ability than the Giovanni. It would be misleading to say that the Nagaraja have fallen from grace, because they never enjoyed a period of “grace,” but nonetheless, the bloodline has lost much. Its remaining members eke out unpleasant, solitary unlives, and many are haunted by the ghosts they once commanded. The “dietary” habits of the Nagaraja also conspire to keep them away from other Kindred, who are put off by any sort of eating, much less the consumption of dead human flesh. Still, a few Nagaraja may persist, gathering the unholy secrets of death sorcery and creeping among the periphery of vampire society.
Appearance:
Most Nagaraja dress subtly, as their unpleasant weakness already draws enough attention to them: They wear whatever most people around them wear. Hailing from dark-complected stock, as vampires, these individuals often have unhealthy, ashen skin. Unlike other vampires, the Nagaraja do not have conventional, retractable fangs; rather, they have mouths full of vaguely pointed teeth. Most Nagaraja also carry sacrificial daggers, skinning knives or other cutting instruments, which they use to excise the flesh that gives them their sustenance.
Required Skills:
Magery, Evaluate Intelligence, Meditation: Perhaps the most powerful Necromancers of all the Kindred, Nagaraja strive to learn all the secrets of the arcane arts.
Spirit Speak: Using the magics of the dead requires the ability to communicate with them as well.
Recommended Skills:
Poisoning: Necromancers have a wealth of spells that consume the life of their foe, Nagaraja are no different in that regard.
Inscription: Nagaraja use their spare time to pursue knowledge of the secrets of Necromancy, and often spend whole nights copying, translating and reading ancient texts.
Skills Nagaraja Would Not Have:
Trade Skills: These foul beings are too sinister looking to hold the profession of merchant...luckily they have no interest in being one.
Melee Fighting Skills: Having the ability to command the dead makes learning a weapons skill inconsequential. Nagaraja only use blades to slice the flesh off their enemies for consumption.
Nosferatu
Description:
Zemyaza’s childer are called “The Damned,” and no vampires embody this name more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. Other Kindred speak shudderingly of Zemyaza placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and ostracized by the other Children of Zemyaza, who consider them disgusting and interact with them only when they must.
Following the Embrace, Nosferatu childer suffer an agonizing transformation as, over the subsequent weeks, they warp from humans into hideous monsters. The horror of the physical devolution often produces an accompanying psychological trauma. Unable to walk among the kine, Nosferatu must dwell in subterranean sewers and catacombs forever after.
Nosferatu often choose physically or emotionally twisted mortals for the Embrace, seeing in the curse of vampirism a possible means of redemption for the mortals. Amazingly, there seems to be some merit to this belief. Many Nosferatu are surprisingly levelheaded and practical, avoiding the obsessions, fits and rages of their fairer brethren. Not that this makes the Sewer Rats particularly pleasant to be around; indeed, some Nosferatu come to delight in the shock and horror their grotesque appearances inspire in others.
Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know a city’s back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have mastered the crafts of sneaking and eavesdropping; they make a point of keeping up with current gossip and affairs, not merely for pleasure, but for survival. Information brokers without peer, they can command high prices for their knowledge. Nosferatu make a point of listening to others’ conversations from hiding, or sitting in on “secret” meetings.
Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. They treat each other with meticulous politeness and freely share information among themselves. To mess with one Nosferatu is to - mess with them all - and that can get messy indeed....
Appearance:
No two Nosferatu look precisely alike, but all are hideous. Gaping fang-filled maws, discolorations, tumors, holes in place of noses, bat like ears, sloping bald heads, twisted spines, claws, wrinkled hides, puss filled sores and webbed fingers are just a few possible deformities possessed by Nosferatu. An existence in sewers and crypts tends to ensure that most Nosferatu smell about as good as they look. Nosferatu never wear anything of value, as they typically have few if any worldly possessions. They are commonly attired in filthy rags.
Required Skills:
Hiding: Better than any other of the Kindred clans, Nosferatu are excellent at staying hidden in the darkness...simply because their appearance calls for it.
Stealth: Nosferatu are experts at silently treading amongst the shadows. If a Nosferatu does not want to be found, he very likely shall not be.
Recommended Skills:
Snooping, Stealing, Lock picking: Nosferatu quickly learn to survive on their wits alone. They earn what little they have by usually stealing it from someone more fortunate.
Animal Taming, Animal Lore: Though not on the level of Gangrel, Nosferatu have been known to command pets and familiars to do their bidding.
Tracking: Nosferatu, being adept spies, are often very aware of their surroundings and have keen senses to detect intruders.
Wrestling: Nosferatu typically fight with their claws alone. While this may seem ineffective, this is surely not the case. Their inhuman speed allows them to quickly disarm and steal the weapons of their foes, leaving them helpless against attack.
Skills Nosferatu Would Not Have:
Melee Fighting Skills: Nosferatu have twisted, disease-ridden bodies, and are far too weak, physically, to engage in close combat battle.
Trade Skills: Having deformed limbs, hands and fingers make it nearly impossible to craft anything of worth.
Ravnos
Description:
The Ravnos clan shares many characteristics with the Gangrel, but there is no other clan with which it more differs. The Gangrel are loners; the Ravnos love companionship. The Gangrel are combative; the Ravnos try to avoid direct physical confrontations. The Gangrel are honest and forthright; the Ravnos are masters of lies and deceit. The most obvious similarity between Ravnos and Gangrel is the nomadic lifestyle common to both. Few Ravnos would ever consider staying in one city for an extended amount of time. Those who have adapted to a city lifestyle change their havens on a regular basis, never staying in one for more than a month.
The other prominent similarity between Ravnos and Gangrel is both clans' connection with Gypsies. However, while the Gangrel are widely accepted among Gypsies, the Ravnos are accepted only within their own family group (if they are of Gypsy blood). Though Ravnos live much like Gypsies, they are not accepted by them. While most blame this on the Ravnos' unquenchable compulsions to lie and steal from those around, others say the very auras of the Ravnos repulse the sensitive Gypsy mystics. An exception is the Vistani gypsies, who get along with the Ravnos quite well.
Theft and con games are the most common aspects of the Ravnos lifestyle. Constant traveling makes it harder for Ravnos to be caught engaging in their favorite pastimes, and gives them an infinite number of marks and shills to take advantage of. Ravnos find no greater pleasure than taking advantage of other Kindred, and a vampire is advised to watch his pouch, sword and pants while these vampires are around.
Ravnos take their personal and clan honor very seriously, and it is one of their most prized possessions. However, the code of honor by which they live is quite different from the rules most folk follow. They do not place much pride in keeping their word unless they shake hands on it - after spiting into their palms (with blood, of course). They are honor-bound to avenge themselves if anyone besmirches their honor or "good name." They do not cheat or steal from others of the clan, but feel no such compunctions about outsiders. Friendship is valued very highly, and they will always come to the aid of those whom they consider "brothers."
Appearance:
Ravnos are almost always of Gypsy descent, and thus are often swarthy in complexion, with dark hair and black eyes. However, these traits are not universal. Ravnos are sometimes compelled to Embrace gorge (non-Gypsies). For the most part however, this clan is still of the Gypsy blood, and any gorgeous Ravnos would be considered "outcasts" among the clan.
Required Skills:
Snooping, Stealing: Ravnos are first-rate thieves and con men, and generally shady characters. They earn their money in less than honorable ways, and pride themselves on their level of skill.
Animal Taming, Animal Lore: Like the Gangrel, Ravnos are excellent at communicating with animals, and bringing them under their control as loyal companions.
Recommended Skills:
Magery: Ravnos are illusionists, and able to use somewhat meager spells to confuse or trick their enemies.
Magic Resistance: Perhaps it is due to their ties to the Rom or their dealing with illusions but the Ravnos have a hearty resistance to the spells that others would cast upon them. The slippery Ravnos are indeed hard to hold down with either chains or binding magicks alike.
Fencing: As thieves, Ravnos have small knives and blades to fall back on if they are backed into a corner or in trouble.
Lock picking: Another area in which the thief specializes, many Ravnos are able to deftly pick locks, stealing the treasures inside.
Arms Lore and Item Identification: Although the Ravnos do not craft their own wares they are master con men who know a good deal concerning the items they steal and then later hock to the Black Market.
Skills Ravnos Would Not Have:
Any Trade Skills: A Ravnos' trade is that of a thief or con man. They do not pursue legitimate means of earning money...it just isn't in their nature.
Samedi
Description:
The Samedi bloodline may be an offshoot of the Nosferatu, or possibly a branch of the Giovanni. Neither clan will take the credit (or the blame?) for these Kindred. .
The Samedi are easily identified by the shreds of rotting flesh constantly falling from their bodies, and are often confused for zombies by those unfamiliar with them. Those who have done battle with the Samedi seldom forget the experience, for the bloodline has the power to rob other Kindred of their immortality at least temporarily. The Samedi are generally reviled as too disgusting to be allowed to survive; only the fact that they can be powerful allies has kept the bloodline from meeting obliteration at the hands of the Camarilla.
The Samedi are known to be competent assassins and bodyguards, and can often be found serving anyone who can meet their price. The Nosferatu and the Giovanni both seem to have an affinity with these twisted Kindred, and most Samedi will refuse to attack either of these clans unless paid a substantial amount of money.
Appearance:
Samedi look like corpses in fairly advanced stages of decomposition. Their skin is soft to the touch, leaking foul fluids at the lightest contact. Certain Samedi are leathery and emaciated, resembling shriveled mummies in appearance. In either case, the Samedi’s eyes are sunken in their heads and the lips and gums have receded from their teeth. Almost all Samedi lose the majority of their noses.
Required Skills:
Magery, Evaluate Intelligence, Meditation: The Samedi are Necromancers on par with the Giovanni, and some say even more skilled than that clan. Their knowledge of the arcane is extensive, to say the least.
Spirit Speak: Being Necromancers, the Samedi must be able to speak with the spirits of the dead.
Poisoning: In addition to their Necromantic abilities, Samedi have innate abilities to decompose and disease their opponents, leaving their bodies wretched and racked with pain.
Recommended Skills:
Hiding: Though most Vampires’ are skilled in hiding, Samedi are on the level of the Nosferatu and Assamites at blending into the darkness.
Stealth: With the ability to blend into the shadows comes the ability to move within them unseen. Like the Nosferatu they seem to befriend, Samedi are usually impossible to detect when they wish not to be spotted.
Skills Samedi Would Not Have:
Melee Fighting Skills: Samedi use their innate arcane talents in battle, they have no use for material weapons.
Trade Skills: Samedi make their living primarily as bodyguards. Their talents do not lie with that of a merchant.
Toreador
Description:
The Toreador are called many things - "degenerates", "artistes", "poseurs" and “hedonists” being but a few. But any such lumped categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members’ aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.
To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador tout themselves as cultivators of all that is best about humanity. Occasionally, a particularly gifted or inspired creator is Embraced into the clan, to preserve her talent for eternity. In this manner, Clan Toreador has inducted some of Sosaria's greatest artists, poets and musicians into its ranks; of course, if one thing can be said about the Toreador, it is that no two of them agree on precisely what “gifted” or “inspired” means.
Of all clans, Toreador are the vampires most connected to the mortal world. While other vampires view the kine as pawns or simple sustenance, Toreador glide gracefully and effortlessly through Britannia, sampling the delights of each age as a gourmand savors rare delicacies. Toreador are the Kindred most likely to fall in love with mortals, and they surround themselves with the best, most elegant and most luxurious things - and people - that the world has to offer. It is, thus, acutely tragic when a Toreador succumbs to ennui and discards aesthetic pursuits in favor of pointless hedonism. Such Kindred become decadent sybarites, concerned only with indulging personal whims and vices.
Toreador are committed to the True Hand and share the Ventrue’s love of high society, though not for them the tedium of actually running things - that’s what functionaries are for, after all. Toreador know that their place is to captivate and inspire-through their witty speech, graceful deeds and simple, scintillating existence.
Appearance:
Toreador Embrace out of passion as much as any other reason; accordingly, many Toreador are creatures of surpassing beauty. Of all Kindred, Toreador are the vampires most attuned to human fashion trends. If it’s "in," chances are that at least one Toreador will adopt it. They dress decadent and stylish, often similar to the Ventrue but with more attention turned to sensuality and beauty, rather than wealth and properness.
Required Skills:
Musicianship: One of the most respected forms of artistic expression in Sosaria is one's skill in creating music. Thus, the majority of Toreador pride themselves as being among the greatest musicians in the land.
Recommended Skills:
Peacemaking, Provocation, Enticement: Some Toreador can play their chosen instrument so well, that it can be used in battle to distract or assuage their foe.
Tailoring: Many of this clan are so obsessive with their looks, that they only trust themselves to weave their garments. They like to create beauty from nothing.
Item Identification: A Toreador's shrewd eye is often able to detect the level of quality and origins of many objects.
Fencing: Though Toreador shun fighting and most fighting skills, Fencing is seen as an art form, and a sport of the noble class. Thus, many Toreador dabble in it.
Skills a Toreador Would Not Have:
Melee Weapon Skills (Excluding Fencing): Toreadors are artists, poets, and lovers. They certainly are NOT warriors. They are too fearful of their looks and reputations to engage in physical combat...and too frightened that they would have their faces or bodies damaged.
Snooping or Stealing: Similar to Ventrue, Toreadors see themselves as the elite and respected amongst society. They would not stoop to the level of a common thief.
Tremere
Description:
Whether dreaded or reviled, the insular vampires of Clan Tremere are anything but ignored. Those who have heard of the clan’s doings are typically suspicious of the Tremere, and with good reason - for the Warlocks are aptly named. Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, which are as potent - if not more so - than any other power of the Blood. Paired with the clan’s rigid hierarchy and the smoldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing.
The Warlocks gladly play the games of diplomacy and intrigue with their brethren. However, their dealings are always tinged with a touch of paranoia, for the Tremere know that many Kindred see them as more of a chaotic threat than a valued ally. Therefore, the Tremere work to cultivate what allies they can, even as they strive to heighten their magical mastery. No less is required for their survival. As a result, the childer of Clan Tremere are among the most driven and learned of all Kindred; few cross these undead sorcerers and escape unscathed.
Appearance:
The sorcerous Tremere are typically imposing or sinister in mien. Many wear charms or amulets inscribed with cabalistic or other arcane symbols, as a sign of their learning. Although individual Warlocks may run the gamut from immaculately precise to disheveled and eccentric, the vampiric sorcerers’ eyes always gleam with hidden insight and frightening acuity.
Required Skills:
Magery, Evaluate Intelligence, and Meditation: Being the most renowned Sorcerors of all the clans, the Tremere are always mages. No Tremere would choose a different path, for the way to ultimate power for them is through magic.
Alchemy: Many Tremere use potions to aid in their arcane workings, and thusly take it upon themselves to create their own concoctions. A Tremere's knowledge of Alchemy is second to none.
Recommended Skills:
Poisoning: The Tremere have perfected many spells, including incantations that sap the life out of their foes slowly. More powerful Tremere are able to cast hexes that siphon the life out of anything in mere moments.
Magic Resistance: Obviously such masters of the arcane create safeguards against the very forces they immerse themselves in.
Inscription: Naturally, the warlocks would have the ability to translate ancient texts and create their own arcane works.
Skills Tremere Would Not Have:
Melee Weapons Skills: Tremere fight their battles using their innate ability of Sorcery. To shun that in favor of a weapon would be denying oneself of true power. There simply is no other path.
Trade Skills: Seeing as Magery is fairly common in Sosaria, a Tremere can easily make money using their innate magical powers. They have no interest in being a simple merchant.
True Brujah
Description:
In the unrecorded history of Clan Brujah, a grim secret lies buried. The Kindred calling themselves the True Brujah claim that the founder of the clan met his death at the hands of his childe, and that all of those who call themselves “Brujah” are, in truth, descendants of this diablerist. The original childer of Brujah — the True Brujah — disdain their illegitimate cousins and harbor a resentment for their continued legacy of diablerie.
Unlike the “false” Brujah, the True Brujah are emotionally detached. A bloodline of scholars, chroniclers and knowledge-seekers, the True Brujah view the world dispassionately. Whether unearthing a hidden tomb, compiling the fragments of a long-lost manuscript or feasting on the blood of a slave, the True Brujah go about their unlives with placid contemplation. They feel no thrill or fear, but rather react to their world analytically.
The True Brujah have forged a loose bond with the Followers of Typhon. Although solitary and aloof, the True Brujah realize the value of allies, even to the extent of finding common ground with the Serpents. Both groups are finders of secrets and searchers for lost lore, and though they differ in what they do with their bounty, none have any doubt that they seek similar ends. Unlike their Serpent allies, however, the True Brujah do not pursue vice and indulgence, nor do they wish to undertake the Followers’ chronic quest to raise their snake god. The Elois seek knowledge for its own sake. They choose to be erudite and sage, hoping to master their domains through craft. Few enemies are so relentless as a True Brujah, and few allies are as resourceful.
Appearance:
The True Brujah typically dress in a scholarly, conservative fashion. Their clothing is often practical and neat, as they do not desire to draw any attention to themselves.
Required Skills:
True Brujah have many varying skills, thus they have no skill requirements.
Recommended Skills:
Magery: True Brujah are scholars, and therefore often pursue the arcane secrets of Magery.
Inscription: A skill most commonly associated with scholars, True Brujah would often be a renowned scribe.
Melee Fighting Skills: True Brujah, though often reserved, possess great strength, like their "lesser" Brujah blood brothers.
Any Knowledge Skills: Arms Lore, Item Identification and other such mental pursuits are often within the realm of the True Brujah.
Skills True Brujah Would Not Have:
The True Brujah are a very diverse lot. Although they do tend to steer towards the more cerebral and scholarly professions and skills as opposed to the physical and warrior professions, no area of expertise is beyond their abilities.
Tzimisce
Description:
Even other vampires grow uneasy around these eerie kindred, and the clan’s nickname of “Fiends” was given to it in nights past by horrified Kindred of other lines. The Tzimisce’s signature Discipline of Vicissitude is the subject of particular dread; tales speak of crippling disfigurements inflicted on a whim, of ghastly “experiments” and tortures refined beyond human -or vampiric- comprehension or endurance.
This fearsome reputation often seems unwarranted at first. Many Tzimisce are reserved and perspicacious beings. Most Tzimisce appear to be rational creatures, formidably intelligent, possessed of an inquisitive and scientific bent, and unstintingly gracious to guests.
Kindred who treat with the Tzimisce, though, realize that the Fiends’ human traits are the merest veneer over something...else. For millennia the Fiends have explored and refined their understanding of the vampiric condition, bending their bodies and thoughts into new and alien patterns. Should it prove necessary, enlightening or simply enjoyable, Tzimisce do not hesitate to bend victims in similar fashion. While younger Fiends might be described as merciless or sadistic, elders of the line simply fail to comprehend mercy or suffering - or perhaps they do comprehend, but no longer consider the emotions relevant.
In nights past, the Tzimisce was among the most powerful clans in the world, dominating much of the region now known as Kos Heb. Potent sorcerers, the Fiends dominated the region’s mortals as well, in the process inspiring many of the horror stories about vampires. Clan after clan conspired to uproot the Tzimisce, but it was the infamous Ne’Sveti family who shared the frozen lands of Kos Heb that finally succeeded. Indeed, as some tell the tale, the Ne’Sveti used captured Tzimisce vitae in their experiments along with pacts to the Ice Fiends to make some of their infernal family become immortal. For this, the Tzimisce hate the masters of Kos Heb unrelentingly, and any Ne’Sveti who fall into their clutches typically suffer a hideous end at the talons of the Fiends.
Appearance:
As masters of the Vicissitude Discipline, Tzimisce often have striking appearances whether strikingly beautiful or strikingly grotesque depends on the whim of the Fiend in question. Younger Tzimisce, seeking to explore their inhuman natures, perform all manner of body modifications on themselves. Their elders, though, often affect flawless, symmetrical forms; the body is merely a passing useful machine, after all. Tzimisce faces often resemble masks of blank perfection, and the Fiends typically laugh little, though some have been known to chuckle during particularly elaborate experiments.
Required Skills:
Magery Skills: A little known fact is that the Tzimisce are sorcerers on the level of the Tremere. Thus, they use these magicks in battle to aid them.
Healing and Anatomy: Shapers of the flesh, Tzimisce have stunning healing powers that impress even Kindred...as well as unsurpassed knowledge of the mortal and Kindred body.
Recommended Skills:
Animal Taming, Animal Lore: Practitioners of the Animalism discipline, Tzimisce are able to bring beasts under their command.
Poison: Using their Vicissitude Discipline, these Fiends can reduce a strong man to a weakened, diseased shadow of his former self.
Melee Fighting Skills (Preferably Axe or Mace): Vicious and unrelenting, these evil creatures delight in the rendering of limbs and flesh under steel.
Skills Tzimisce Would Not Have:
Archery: These fiends are ferocious beings who delight in up close torture of their victims. They enjoy getting their hands bloody and the thrill of close quarters fighting.
Trade Skills: Vicious fiends do not spend their nights crafting dresses or chairs.
Ventrue
Description:
Old-fashioned and tradition-bound, the Ventrue are sophisticated and genteel. They believe in good taste above all else and work hard to make their lives comfortable. They are most frequently the leaders of Kindred, and are cautious, honorable, social and elegant. Many Ventrue are unable to give up the habits and dress of the time when they were Embraced. A Ventrue never forgets the attitudes and beliefs of one’s mortal days. They are also notoriously picky about the blood they drink, often insisting upon only Virgins or Noble blood.
They are most often found among the upper crust of the mortal world. Their sophistication serves them in good stead among the elite of mortal society, and it allows them to control many of the more powerful members of the various kingdoms and cities of Sosaria. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political control. If something goes wrong, it is often to the Ventrue that the other Kindred turn to for aid. There is a strong Ventrue tradition that any member of the line may find safe refuge with any other member of the line, and cannot be refused. Thus many Ventrue aid their fellow clan members before the need arises for this tradition to be invoked. Harboring a fugitive in one's haven can be detrimental to one's welfare. They are very proud of their leadership of vampire society. They will do nearly anything to retain their grip on the politics of Kindred, and are exceedingly protective of their reputations.
Rumors exist of a dark secret amongst the Ventrue, an ancient sect known only as the "Chaldeans." These are Ventrue who are extremely secretive, and while keeping their Noble front, dabble in the Occult and death. They supposedly match the Tremere in magic prowess...however there is no proof that such a sect exists.
Appearance:
The Ventrue wear the finest garments, usually only of exceptional quality. They wear regal colors such as purple, black, and dark blue and often have expensive jewelry.
Required Skills:
Ventrue are versatile and therefore have no base required skills.
Recommended Skills:
Evaluate Intelligence, Meditation: Ventrue have a keenly developed presence of mind. They are often able to judge their foes mental strengths and weaknesses, and break them down to allow for a more effective mental attack. They are also often able to concentrate fully even in the heat of battle, so strong is their mental resolve.
Magery: Many Ventrue detest physical combat and loathe engaging in it. If they cannot simply order others to wage their battles for them, they would usually opt for a range attack so as not to dirty their own hands.
Swordsmanship, Parrying, and/or Fencing: Though most Ventrue would rather avoid physical contact, there are also many who train themselves in the art of noble combat and live a life as a royal Knight.
Skills Ventrue Would Not Have:
Snooping or Stealing: Ventrue are almost always extremely wealthy. They usually inherit vast amounts of wealth or achieve it through respectable means. A Ventrue would never stoop the level of a thief, as they view that to be filthy and uncouth.
Mace Fighting: Seen as a fighting skill for the overly strong and less intelligent, Ventrue would choose the more noble and skillful arts of archery, fencing or swordsmanship over this.
Any Trade Skill: Ventrue have no need to make their own clothing or possessions...they simply purchase them with their considerable wealth. Tradesmen are seen as commoners or peasants.