Come Vist
Gamier At Cagliostro

Land Of Legends













Vampire Chronicles
(a roleplaying guide for vamps)




THE TALAMASCA

Investigators of the paranormal we watch and are always there. London Amsterdam Rome The Talamasca,
meaning "animal mask" in Latin, are a secret society, set up, as their calling card says, to watch the paranormal in action. The name Talamasca was also an old term to describe a witch or a shamen. Their basements are filled with records of phenomena such as witches, spirits, werewolves, and, of course, vampires. Welcoming people with paranormal powers to visit them, occasionally they become aware of individuals with particularly strong powers, these people are investigated and offered a place with their group, but are not obliged to accept the position, though almost invariably they will. The Talamasca demand complete obedience, loyalty, and devotion from their members."


The Laws of the Vampires
as revealed to Armand
by Santino

ONE
That each coven must have its leader and only he might order the working of the Dark Trick upon a mortal, seeing that the methods and the rituals were properly observed.

TWO
That the Dark Gifts must never be given to the crippled, the maimed, to children, or to those who cannot, even with the Dark Powers survive on their own. Be it further understood that all mortals who would receive the Dark Gifts should be beautiful in person so that the insult to God might be greater when the trick is done.

THREE
That never should an old vampire work this magic lest the blood of the fledgling be too strong. For all our gifts increase naturally with age and the old ones have too much strength to pass on. Injury, burning -- these catastrophes, if they do not destroy the Child of Satan will only increase his powers when he is healed. Yet Satan guards the flock from the powers of old ones, for almost all, without exception go mad. In this particular, let Armand observe that there was no vampire then living who was more than 300 years old. No one alive then could remember the first Roman coven. The devil frequently calls his vampires home. But let Armand understand here also that the effect of the Dark Trick is unpredictable, even when passed on by the very young vampire and with all due care. For reasons no one knows, some mortals when Born to Darkness become as powerful as Titans, others may be no more than corpses that move. That is why mortals must be chosen with skill. Those with great passion and indominatable will should be avoided as well as those who have none.

FOUR
That no vampire may ever destroy another vampire, except the coven master who has the power of life and death over all of his flock. And it is further his obligation to lead the old ones and the mad ones into the fire when they can no longer serve Satan as they should. It is his obligation to destroy all vampires who are not properly made. It is his obligation to destroy all those who are so badly wounded that they cannot survive on their own. And it is his obligation finally to seek the destruction of all outcasts and all those who have broken these laws.

FIVE
That no vampire shall ever reveal his true nature to a mortal and let the mortal live. No vampire must ever reveal the history of the vampires to a mortal and let the mortal live. No vampire must commit to writing the history of the vampires or any true knowledge of vampires lest such a history be found by mortals and believed. And a vampire's name must never be known to mortals, save from his tombstone, and never must any vampire reveal to mortals the location of his or any other vampire's lair.

Taken from The Vampire Lestat
by Anne Rice

Information from the Old Laws


FOLLOWERS OF SET

There are few vampires who would willingly grant hospitality to a Follower of Set, and for good reason. The Setites, as they call themselves, are servants of darkness and corruption incarnate. The clan's ultimate goal is to corrode the ethics away from humanity and Cainites alike, creating a surfeit of slaves for themselves and their dark master. Legends name Set, or sometimes Sutekh, as the clan's founder. In ancient Egypt, or so they say, Set was a great warrior and hunter. He hounded the desert nights like a beast and became worshipped by mortals as the god of night. He welcomed such worship and enjoyed the respect of his fellow Cainites. But eventually he was cast out. Here the stories become confused; some say Osiris bannished Set, while others claim Horus defeated him. In any event, Set swore to reestablish his rule, but this time from the darkness. And in his footprints walked his childer. Set dissappeared in A.D. 33, promising to return someday to his followers. The Setities therefore work to make the world a fitting place for their master's return. So far, they have enjoyed moderate success. They approve of the widespread disease and imbalance of wealth; the more unhappy someone is, the more likely she will snatch at any chance to better her lot. Setites work in insidious ways. They believe that the best way to corrupt someone is to give that person exactly what he wants, and watch desire breed even stronger desire. They foster ecstasy and indulge in their flocks, always encouraging excess, quietly addicting their prey to the pleasures only the Setities can provide. Pity the Thrall with a Setite Regnant, or anyone else caught in their honeyed snare. The Followers of Set do what they do from religious zeal, and thus can be even more merciless than the inhumane Tzimisce.

Clans
There are many different Clans. I am going to introduce you to the most widely known.

TREMERE

The members of this Clan are dedicated and extremely well-organized. Others, however, think of them as arcane and untrustworthy. They are aggressive, highly intellectual and manipulative, and respect only those who struggle and persevere despite all odds. The Tremere believe they must use the other Clans in order to prosper. "Be friendly with them, let them think that we are one with them, but never forget that we serve our Clan first and foremost." The Tremere Elders whisper to their Progeny. "If you must use your friends in service to the Clan, then you know that your time was not wasted." The Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up their 'art' for the powers and eternal life of the Vampire. They have never named a founder, and some claim they have none, having instead harnessed mystical powers to acheive their state. Most Elder Kindred discount this claim, however. Their link to the substance of blood apparently runs deep, and they are rumored to be able to use blood in special ways to gain extraordinary powers. Many also believe that the knowledge of those practices has been passed down form generation to generation, and that it is now viewed by the younger Tremere as natural and commonplace--certainly not magic. The leaders of this Clan are based in Vienna, though they have chantries ('guild houses' for the practice of magic) on every continent of the world. A council of sevin Elders is said to control the entire Clan from the Vienna chantry. From that locus, they maintain a tightly ordered, highly hierarchical group, one that allows no outsider to view their inner workings. Tremere typically have immense love for and loyalty to their Clan, and the younger members of Clan Tremere are expected to obey their Elders without question. This is not as true in practice as it once was, however. Though there are some rebels and anarchs from the Tremere line, it is thought that they are posing as such on the orders of the Clan, as part of its long-term plots.

VENTRUE

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 in the Camarilla, and are cautious, honerable, social and elegant Kindred. The Ventrue fancy themselves a Clan of the modern world, and deny that they live in the past. This may be true of the most powerful members of the Clan, but many are unable to give up the habits and dress of the time that they were Embraced. The attitudes and beliefs of one's mortal days are never forgotton by a Ventrue. 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 city. Because of the relative ease in which they fit in among such company, the Ventrue often have a monopoly on political control of the city. If something goes wrong, it is often to the Ventrue that 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, and will always insist that they were the founders of the Camarilla. They will do nearly anything to retain their grip on the politics of the cities and the Camarailla, and are exceedingly protective of their reputations.

TOREADOR

The members of this Clan are known for their hedonism, though that is a misinterpretation of what they truly are. They are proun and regal Kindred, highly excitable, and they cultivate expensive tastes--but hedonism is going a bit too far. Artists are always so misunderstood. The Toreador are the most sophisticated of the Clans. They are concerned with beauty in a way no mortal can fathom. They use the rarefied senses and tastes given to them by the Embrace to become as consumed and impassioned as possible. Ideally, to a Toreador, nothing matters as much as beauty, though in many cases the search for beauty is overwhelmed by the search for pleasure, and the Toreador becomes little more than a sensualist. Like all true artists, they search for a truth beyond an existance they fear to be meaningless. It is that struggle for truth, and ultimately salvation , that has inspired them with what they consider to be their mission--protectors of the genius of the human race. They are truly in love with the vigor and passion of the mortals, and never tire of marveling at their creations. The Clan as a whole considers its members conservationists; their protectorate consist's of the world's greatest artists. They specifically seek out those whom they consider to be the most talented and grant them the boon of immortality, thus preserving their genius against the ravages of aging and death. They constantly search for new talent and spend a great deal of time deciding whom to preserve and whom to leave to their fate. Among the Toreador are some of the greatest musicians and artists who ever lived. The greatest weakness of the Toreador is their sensitivity to beauty. They so reflexively surround themselves with elegance and luxury that they often lose themselves in the endless pursuit of vice after vice. Some among this Clan become concerned with nothing but their own continued pleasure--the reputation of the entire Clan is affected by their excesses.

RAVNOS

Tramps and thieves, the Ravnos are scattered throughout Europe like chaff on the wind. Every country hosts a few, but where they can be found varies from night to night and whim to whim. Many travel with bands of roving tinkers or other undesirables. It is rare for more than one or two to be found in the same place at the same time, for they are solitary Cainites and prefer audiences and marks to company. All Ravnos are nomadic, as much out of necessity as taste. There is nowhere in the realms of civilized Cainites where Ravnos are welcomed, and even should one try to settle, she would be harried forth as soon as she was discovered. The Ravnos' reputation for trickery and theft preceds them everywhere they go, and even those clan members who did not initially have a taste for larsony find themselves forced into it very quickly by circumstance and expectation. There is a reason the Ravnos have a reputation for chicanery--it's because so many of them are so very good at it. Reynard the Fox, with all of his mythical cleverness, could find himself talked out of his fur and fangs were he to deal with a Ravnos, and most Cainites and humans don't do nearly so well as that. Ravnos live by thier wits, and are constantly testing and sharpening those wits against all comers. Shell games, convoluted thefts, storytelling for coin, the selling of 'holy relics' and a dozen other arts for seperating fools from their possesions are all Ravnos calling cards. Most Ravnos will express professional admiration for any non-Ravnos who attempts to make a living in thier field--and then rob the interloper blind. There is nothing a Ravnos values so highly as his freedom. Wise Cainites do not attempt to keep Ravnos from a place of their choosing, only to hurry them from that place once they have arrived. Once word travels that a certain location is barred to Ravnos, they will appear by the dozens to test the ban until it shatters. Then they take their vengence by descending upon the newly opened city in force and stripping it, by hook or by crook, of anything that strikes their fancy. About the only way in which an infestation of Ravnos is preferable to a military conquest is that the Ravnos sometimes leave more of the town standing. The one thing that the Ravnos prize more highly than a good trick (and a Ravnos who manages an exceptional theft will be regarded highly indeed by his clan members) is their honor. However, it is Ravnos honor, and defined differently than most Cainite honor is. A Ravnos never breaks her word--provided she has spit into her palm and shaken hands on it. Otherwise, the oath, no matter how fearsome, simply does not count and can be broken with impunity. A Ravnos will go to the ends of the earth to avenge an insult to her 'good name,' but it is up to each Ravnos to decide what constitutes an insult. Finally, a Ravnos will not cheat or steal from a fellow Ravnos or one whom she considers to be a friend or 'brother.' The rest of the world however, is fair game.

NOSFERATU

The Nosferatu are the least human-appearing of all the Clans. They look something like feral animals. Their smell and appearance are revolting--one could even say monstrous. Long, bulbous ears, coarse-skinned skulls covered with tufts of hair, and elongated faces splotched with disgusting warts and lumps are among their less nauseating features. After Nosferatu have been Embraced, they undergo an exceptionally painful period of transformation. Over a period of weeks, they slowly shift from their Mortal countenances to their Nosferatu visages. In the begining, the Childer may revel in their newfound powers, but soon the pain and the changes will begin. The psychological trauma of becoming such a loathsum monstrosity is often more painful than the physical symptoms. Nosferatu usually embrace those Mortals who are twisted in one way or another: emotionally, physically, spiritually, or intellectually. They consider the Embrace too horrific to bestow on any worthwhile human beings. With the change into Vampires, the Nosferatu hope to somehow redeem the Mortals, to give them a second chance. It is suprising how often it works. Underneath the grim exterior, the Nosferatu are practical and surprisingly sane. It is said they revel in being dirty and disgusting and do little to make themselves look better (no that there is very much they could do). Indeed, they ae cheerful amid their squalor, especially when others are forced to enter their realm. They are known for being grumpy and lewd, and cannot be trusted to conform to the standards of civilized society. Though their Obfuscate discipline enables the Nosferatu to travel through Mortal society, they are unable to interact with it. Therefore they must live apart. The habits that develope from such an existance extend even to their interactions with other Vampires. They avoid all contact, preferring their own solitary existance to the chaos of interacting with others. Though Nosferatu may not fraternize with other Vampires, they do remain suprisingly cognizant about the affairs of the city. They favor such tactics as listening to the conversations of other Vampires from hiding, and Nosferatu have even been known to sneak into the Prince's haven to discover the deepest secrets of this Elder. Anyone wishing to know any information about the city or its immortal inhabitants need only speak with a Nosferatu. The Nosferatu do stay in contact with one another, and have developed a unique subculture among the Kindred. They play host to one another with the most elaborate politeness and gentility. They share the information they garner among themselves, and as a result are probably the best-informed of the Kindred.

Gangrel

The Gangrel are wanderers, rarely staying in one place for any length of time. In this, they differ greatly from most Kindred, who tend to find a Haven and cling to it. There are no established leaders of the Clan; on the whole, Gangrel are unconcerned with such things. Withdrawn, quiet and solemn, they certainly keep their cards close to their chests. This is a Clan of survivors--Vampiers capable of making it on their own. They do not despise civilization or the society of other Kindred--they simply do not require it. They are known for their lack of concern when crossing the lands of the Garou, for it is said they have friends amoung the shapechangers. The Gangrel are themselves very capable shapeshifters, which may explain their ability to cross the wild areas unmolested. There are no reports of them being able to transform into anything other than wolves and bats, but there are old tales of Gangrel Elders who could achieve a mist form. Perhaps because of this Protean Discipline, their features often resemble those of animals; indeed, some of the oldest Gangrel barely resemble human beings anymore. The Gangrel are closely affiliated with the Gypsies; in fact, if the stories are to be believed, the Gypsies are the Mortal descendants of the Antediluvian who founded the Gangrel line. They are under his protection, and any Kindred who harms or Embraces one of them will answer to him. Regardless of wether this is true or not, Kindred are loath to harm Gypsies. Members of the Gangrel Clan are expected, through long-standing tradition, to aid the Gypsies whenever necessary. It has been known for Gangrel to be aided by Gypsies as well. Certain Gangrel have adopted much from the Gypsy culture, including mannerisms, linguistic elements, and even dress.

Cappadocians

Known among Cainites for millennia as the "Clan of Death," the Cappadocians are shunned even by their brethren for their macabre intrests. Cappadocius himself was an iconoclastic priest in life, and continued his search for the secrets of life, death, and what lay beyond after his Becoming. His children have continued his research, and through their efforts Cainites have learned much about the nature of their existance. Still, the secretive nature of the clan has caused as many people to fear them as to respect them. In vampiric society, Cappadocians often fill the role of advisors to princes. They are respected for their insite and wisdom, and largely trusted due to their lack of intrest in earthly power. Because of this, the Ventrue and Cappadocians have formed an unofficial alliance, whereby the former provides a secure place to do research in exchange for the council of the latter. Their seat of power lies in Turkey, where they have access to remote research locations as well as centers of learning. The clan has recently Embraced a small cabal of necromancers in order to further their studies. These new vampires are currently developing a Discipline of their own, although it is far from polished. It is the hope of the Cappadocians that this shared knowledge will help break down the final barriers, revealing the truths they have sought for millenia.

BRUJAH

The Brujah Clan is almost completely composed of rebels of one kind or another, forever searching for the ultimate expression of their individuality. The Brujah are punks, skinheads, bikers, death-rockers, freaks, socialists, and anarchists. They tend to be stubborn, highly aggressive, ruthless, sensitive to slights, and extremely vengful. They are the most uncontrolable of all the Kindred. These malcontents tend to be fanatical in their disparate beliefs--the only thing that unites them is their desire to overthrow the social system, be it Vampire or Mortal, and replace it with one of their own making (or with nothing at all). Many are bullheaded crusaders of the worst sort, devoted to their cause until they become blind to any other shades of the truth. Though the Brujah are incredibly fractious, they aid each other in times of need, regardless of past disputes and antagonisms. If the Brujah call is made, others will respond, but the gathered host will be enraged if they think the call was unwarranted. The Clan is poorly organized and only occasionally holds informal meetings. Indeed, Brujah rely on their chaotic behavior to gain the results they desire. Other Kindred allow them their eccentricities; indeed, certain activities that would get other Kindred extinguished only earn them the remark, "oh, a Brujah." Insolent outbursts and fevered ravings are to be expected from the Brujah. The other Kindred have simply learned to provide the Brujah an amount of leeway which would be given to no other Vampire.

CHYLDER

Comical as it may seem, there is a generation gap among Vampires just as there is in Mortal society. The younger Vampires--primarily those Embraced in the latter half of this century and those of the most recent Generations--include an element which chafes at the restrictions of Kindred society and laws. Like rebellious adolescents, these `anarchs,' as they call themselves, demand their freedom and ignore the effects on the rest of their kind. They would create their own Broods without restraint, deny the authority of Princes, break the laws of the Masquerade, and do a hundred other things which would force the knowledge of out existance upon the Mortal world. The Elders, and many other Kindred, do not take kindly to this attitude, and in some places a virtual state of war exists, between them. Some see this as a sign of the end of the current Cycle, and speak of our imminent extinction. These anarchs do not believe that they are being told the truth by the Elders, and they know that they are not being told all about their situation. The Elders do not trust the anarchs, fearing that they seek to slay them.


Glossary of terms

AMARANTH:
The act of drinking the blood of other Kindred.
ANCILLA:
An 'adolescent' Vampire; one who is no longer a neonate, but is not an Elder either.
ANTEDILUVIAN:
One of the eldest Kindred, a member of the third Generation. A warlord of the Jyhad.
ARCHON:
A powerful Vampire who wanders from city to city, usually serving a Justicar. Archons are frequently used to track down Kindred who have fled a city.
AUTARKIS:
A Vampire who refuses to be a part of Kindred society, and does not recognise the domain of a Prince.
CAINITE:
A Vampire.
CANAILLE:
The Mortal herd, especially that element of it which is the most unsavory and lacking in culture.
CAUCHEMAR:
A Vampire who feeds only on sleeping victoms and prevents their awakening.
CUNCTATOR:
A Vampire who avoids killing by drinking shallowly and taking too little blood to kill the prey.
COTERIE:
A group of Kindred who protect and support one another against all outsiders.
CONSANGUINEUS:
One of the same lineage.
(usually a younger member)
FOOTPAD:
One who feeds off the derilicts and the homeless, and who frequently does not have a haven of their own.
GENTRY:
A Kindred who hunts the nightclubs, districts of ill repute, and other places of entertainment where Mortals seek to pair off.
GOLCONDA:
The state of being to which many Vampires aspire, in which a balance is found between opposing urges and scruples. The slide into beastiality is halted, and the individual reaches a kind of stasis. Like the Mortals Nervana, it is often spoken of, but seldom achieved.
HUMANITAS:
The degree to which a Kindred still retains some humanity.
KINE:
A contemptous term for Mortals, often used in opposition to Kindred. The expression 'Kindred and Kine' means
"All the world."
LEECH:
A human who drinks a Vampire's blood, yet retains free-will. Often they keep the Vampire as a prisoner, or offers great rewards for the blood.
LEXTALIONIS:
The code of the Kindred created by Caine. It suggests biblical justice--an eye for an eye, a tooth for a tooth.
LINEAGE:
The bloodline of a Vampire, traced by Embrace.
METHUSELAH:
An Elder who no longer lives among the other Kindred. Many Methuselahs belong to the Inconnu.
NEONATE:
A young, newly crreated Kindred.
OSIRIS:
A Vampire who surrounds himself with Mortal or ghoul followers in a cult or coven to better obtain sustenace. The practice is less common than it used to be.
PAPILLON:
The red-light district; the area of a city made up of nightclubs, gambling houses and brothels. The prime hunting ground of the city.
PROGENY:
A collective term for all the Vampires created by one Sire.
PRAXIS:
The right of Princes to rule, as well as the rules, laws and customs enforced by a particular Prince.
PRIMOGEN:
The leaders in a city or the ruling council of Elders. Those who support the Prince, and make their rule possible.
REGNANT:
One who has a Blood Bond over another Kindred, through giving blood 3 times.
RETAINERS:
Humans who serve a Vampire master.
SIREN:
A Vampire who seduces Mortals, but does not kill them and takes only a little blood after putting the Mortal into a deep sleep.
SUSPIRE:
The dream dance during the final stage of the quest for Golconda.
THIRD MORTAL:
Caine, the proginator of all Vampires, according to The Book of Nod.
THRALL:
A Vampire who is held under a Blood Bond, and thus under control of another Kindred.
VITAE:
Blood.
WASSAIL:
The final release and the last frenzy. It occures when the last vestiges of humanity are lost and a Vampire plunges into madness.
(of course, Malkavians are already mad!)
WHELP:
A contemptous term for any young Vampire; origionally used only in reference to one's own Progeny.
WIGHT:
Human, Mortal.
WITCH-HUNTER:
A human who searches for Vampires in order to kill them.
WHIG:
Name for a Cainite who poses an obsessive interest in Mortal fashion and current events.


Feeding Habits of Vampires

DISCLAIMER:
the Varied Nature of the Vampire
There are many interpretations of the vampire myth both in folklore and legend. The nature of the vampire varies greatly from culture to culture and often from region to region with a general cultural area. There are documents available that will demonstrate some of the diversity of the legend just within the narrow geographic region of southern and central Europe. In the pages of fiction, each author has his or her own unique interpretation of the vampire. The same can be said about films concerning the vampire. The precise answer to many of the questions discussed below and on the list in general will depend on your definition of the vampire. What is written here is an attempt to distill a consensus of opinion.

FEEDING:
Frequency, amount and animal vs. human
Most sources agree that the vampire need not feed nightly, nor need the vampire kill his victim. Probably the two authors cited most often on VAMPYRES are Anne Rice
(_The Vampire Chronicles_)
and Bram Stoker
(_Dracula_).
Both of these authors often show their vampires taking a relatively small amount of blood from their victims. Victims sometimes linger for days before succumbing to death. Some victims are never killed. While it is not necessary to kill the victim it always remains an option. Rice describes her vampires as experiencing great pleasure in the kill. Dracula's victims usually die eventually. The Count appears to haunt one victim continuously until that victim finally is exhausted by the constant drain of blood. Rice occasionally has her vampires go without feeding for long periods of time, entering a state of suspended animation, sometimes for years. Her older vampires do not really need to feed at all. Dracula feeds more regularly but he also appears to be able to go without feeding for days at a time. The folklore of Europe also makes it clear that the vampire may not necessarily kill his victim during the first attack. Victims are often described as gradually wasting away over a period of days or weeks. Other victims are reported to have been slain in a single attack. Whether the vampire can subsist off animal blood or must feast on the blood of living humans is regularly a topic of debate on the list. As much as any other topic, the answer to this question depends on the precise interpretation of the vampire you are using. Rice occasionally has her vampire subsist off animal blood, though she makes it clear that human blood is much more desirable. Dracula is never shown subsisting on anything other than the blood of human victims. European folklore would seem to allow the vampire to feed from animals. In many parts of Europe vampires were reported to have assaulted cattle and other domestic animals. In some regions the vampires appear to have fed mainly off the cattle and sheep herds of the peasants. In other areas, vampires are almost never reported attacking animals but seem to restrict themselves exclusively to human victims.


THE EMBRACE

Mortal superstitions deal at great length with the means by which a Vampire may come into existance. These range from the predictably religious to the utterly bizarre, and can make an entertaining evening's reading if one is so inclined. Other than entertainment, however, they serve little purpose. The first and most common of these myths is the legend that anyone bitten by a Vampire will himself become a Vampire. Thus, each time a Vampire feeds, it creats another of it's kind. One wonders how it is that any mortals are left in the world. Furthermore, a corpse may become a Vampire if it is a suicide, an oathbreaker, a member of a tainted bloodline, or an evil person. Again, the globe would be peopled with nothing but Vampires--and I tell you this, I have never seen this army of undead. Indeed, to my understanding, there are not many of us upon this globe. To my knowledge, there is only one means through which a mortal may become a Vampire. To become a Vampire, one must lose all one's mortal blood--but that is only part of the horror. If nothing further is done; the fang will kill as surely as the blade or the bullet. As mortality stands on the brink of extinction, as the flesh slowly dies, the Vampire may choose to spare the victom from death or deny Heaven's grace, for all is one. By replacing the stolen mortal blood with a little of the Vampire's own, a Progeny is created. But a single drop of blood upon the lips of the dying arouses them sufficiently to drink from the wrist of their Sire. How can I express the horror of the Embrace? The fear and confusion? The revulsion and terror? The pain? Even the passing of centuries has not dulled the memory.


THE MASQUERADE

In 1435, there was founded an organization, a cause, an obsession, a war. Call it what you will; history knows it as the Inquisition. Besides burning harmless old women and excommunicating French field mice for eating farmers' wheat, this Inquisition did betimes achieve its aim, and cleansed the world of no few true witches, warlocks, and monsters. Many such monsters were Kindred, and the diligent Inquisitors traced whole bloodlines and put all to the flame. For the first time, our kind stood in real danger of extinction. Superstitious belief coupled with scientific thoroughness placed in mortal hands the wherewithal to rid the world of monsters forever. It was a terrifying time--as insane to us as the Holocaust which mortals visited on one another earlier in this century. Those Kindred who survived bear the mental scars of the Inquisition to this day, and many live a life of paranoid seclusion, dealing with the breathing world as little as possible. Before this time, we had lived more or less openly, relying on our power and position to preserve us. Though we did not announce our presence, we did not struggle to hide it either. We had grown proud in our power, and the fall which followed was terrible indeed. Nothing must betray our continued existence, and any individual who broke this secrecy would be outcaste and hunted down as a danger to all. Active steps must be taken to change the character of mortal society, and direct minds away from superstitious thoughts. Many of the Kindred had turned to scholarship to beguile the lonely decades, and certain matters were made available to us in the fields of alchemy, literature, art, geography, and cosmology. Many mortals were already turning their steps in this direction, so the task was not unduly arduous. With so many fresh discoveries clamouring for attention, the mortals lost their single-mindedness in chasing monsters. Science had bred Reason, and Reason denied monsters. Over the following centuries, we were able to crush superstition almost completely. No one of any education seriously believed we had ever existed. Adjustments continued over the decades--a war here, a discovery there to keep breathing minds focused away from us. We have had a hand in some of the most significant events in history. Do not, however, think that all your history is our work, for marionetts you are not and have never been. Marx was of your kind, and no Vampire could have formulated his thoughts. Brief decades later, monsterous deeds were preformed in Europe, but none of my kind were involved. Those monsters were entirely your own. Not long ago, mortal minds turned once again to the mystical--though the greatest mystery to me is the appeal of the music which was born in those days--and superstition waxed ascendant. The knowledge of certain chemical substances was made available, and many inquisitive minds were distracted or forever silenced. Throughout this last century, steps have been taken to preserve the image of the Vampire in popular entertainments, for thus it may be seen more clearly as fiction. The Masquerade is unraveling, as the mysticism of the mortals increases. The Camarilla struggles to turn back the tide--the evidence of that is all around you.


Vampyres Of Old

unless otherwise stated,
the following information was garnered from the Alt.
Vampyres FAQ Version 4.2a."
The Common Vampire It's impossible to give a complete picture of the vampire as it is in the litterature, because there are many different versions of this myth. Just about every thinkable ability and weakness has probably been ascribed to vampires at some point. The Most Common Abilities Shapechanging: The most vampires has the ablity to shapechange into an animal, which normally would be a bat, rat, wolf, cat, spider or raven. Many vampires can even transform their body into a cloud of mist. Strength: Another typically ability among vampires is strenght and senses far beyound human capability. Controlling: This is the most rare ability of these three. The ability to summon and control some type of animals, which mostly would be the same as the type into which the vampire is able to change chape. Also the ability to have some influence over the elements sush as the wind, and the storm. The Most Common Weaknesses: The Coffin: Almost all vampires have to sleep in their coffin during the daytimes. Originally the coffin was made, so that animals chouldn't dig up the body. Sunlight: Almost every vampire is very sensitive to suns rays, many are weakened by them and some are even harmed or killed by them. Bram Stokers Dracula was weakend but unaffected by sunlight. Religious Symbols: In most cases the symbol isn't enough to harm a vampire, there has to be a very strong faith in the symbol and it's efficientcy as a dispeller of evil. Sometimes the symbol doesn't even need to be religious. There is a movie in which a yuppie dispels a vampire by holding up his wallet, here it was the faith and not the symbol that mattered. No Reflection: Vampires has no reflection in mirrors. The reason is that the reflection in a mirror was thought to by the reflection of a persons soul, which is something vampires was thought not to have. This has later given rise to the belief of vampires not showing on photoes or having a shadow. A few vampires can be killed by placing it directly between two mirrors, because it then would see into eternity. Running Water: Vampires cannot cross running water. The reason is linked to that of vampires having no reflection, because at the point of time, where this belief sprung up, most mirrors were not any better than a standing stream of water. The Most Common Ways of Killing a Vampire: Wooden Stake: This is as common as the sensitivity to sunlight, that vampires can be killed by driving a stake through its heart. Some legends say the stake has to be of a special type of wood (gennerally ash, hawthorne, maple or aspen), and some say that the stake most be driven through in one blow. The reason for this origin in the belief, that the heart were the seat of life and power. Beheading: Very often this has to be done with the gravediggers shovel. The reason is the same as for the Wooden Stake, because the brain also was the second seat of life. If you cut a vampires head off, you are removing the vampires brain from the body, and therefor removing it from its lifeforce. Burning: Burning of the body, seems to be a very common and almost universal method, of getting rid of a vampire. Dispelling Through the Cristian belief came the idea, that vampires could be killed, by the means of the Cross or Holy Water, because they were postulated by Leo Allatius, to be related to Satan. Buried Head Downwards: If it's suspected that someone is likely to become a vampire, it's possible to prevent the change by burying the body face downwards. The most Common Ways of Becomming a Vampire Born With Teeth or a Caul: Sometimes it specifically has to be a red caul. In this case, it may be possible to avoid the change by burning the caul and feeding the ashes to the baby. Animals Jumping over the body: If a person has died, and an animal (normally a cat) jumps over the body, before it has been properly buried, the person can become a vampire. In Romania this could be cured, by putting a piece of iron into the corpse's hand, or by placing some Hawthorn in the coffin. Red Hair: In Greek Mythology it was very common that redhaired persons, after death would turn into vampires. This goes back the belief that Judas Iscariot had red hair. Other Common Ways: Suicide. Being a wizard or witch. Being the seventh son. Being bitten by a vampire. Drinking the blood of a vampire. Being a victim of an unavenged murder. A dead body that has been reflected in a mirror. By not having received a proper burial.


The following information
was garnered from the Alt.Vampyres FAQ Version 4.2a.".

Throughout the years there has been other types of vampires, with their own weak and strong sides. Here are some of the best known "races" of vampires:
Asanbosam:
Asanbosam are african vampires. They are normal vampires except that they have hooks instead of feet. They tend to bite their victims on the thumb.
Baital:
Baital is an Indian vampire race, their natural form is half man, half bat, standing roughly one and a half meter tall.
Baobhan Sith:
The Baobhan Sith
(buh-van she)
is an evil Scottish fairie, who appear as a beatiful young woman and, will dance with men they find, until the men are exhausted, and then feed upon them. It can be killed by cold iron.
Ch'Iang Shih:
In China there are vampirelike creatures called Ch'Iang Shih, they are created by having a cat jumping over the corpse of a dead person. They appear livid and may kill with poisonous breath in addition to draining blood. If a Ch'Iang Shih encounters a pile of rice, it must count the grains before it can pass on. Their immeterial form is a sphere of light, much like Will-O-the-Wisps.
Dearg-Due:
In Ireland many druids speak of Dearg-Dues which has to be killed by building a cairn of stones upon the grave. The Dearg-Dues can't shapechange.
Ekiminu:
Ekiminus are assyiran malignant spirits
(half ghost, half vampire)
caused by no proper burial. They are naturally invisible and are capable of possessing humans. They can be destroyed by using wooden weapons or by exorcism.
Kathakano:
The Crete vampire Kathakano is much like the originals, but can only be killed by chopping of the head and boiling it in vinegar.
Krvopijac:
These are Bulgarian vampires and are also known as Obours. They look like normal vampires but have only one nostril and a pointed tongue. They can be immobilized by placing roses around their graves. It can be destroyed by letting a magician order it into a bottle, and throwing it into a bonfire.
Lamia:
Lamias was known in ancient Rome and Greece. They were exclusively female vampires, which often appeared in half human, half animal (most often a snake and always the lower part) form. They ate the flesh of their victims as well as drinking the blood. Lamias could be attacked and killed with normal weapons.
Nosferatu:
Nosferatu is another name for the original vampire, which is also called vampyre.
Rakshasa:
Rakshasa is a powerfull Indian vampire and magician. They usually appear as humans with animal features
(claws, fangs, slitted eyes, etc.)
or as animals with human features
(feet, hands, flattened nose, etc.)
The animal side is very often a tiger. They eat the victims flesh in addition to drinking the blood. Rakshasas may be destroyed by burning, sunlight or exorcism.
Strigoiul:
This is the Romanian vampire. Strigoiuls are much like the original vampires, but they like to attack in flocks. They can be killed by putting garlic in its mouth or remove the heart.
Succubus:
This is a lesser known European vampire race. The general way they feed is by having sexual relations with the victim, exhausting them and, then feeding on the energy released during sex. They may enter homes uninvited and can take on the appearance of other persons. They will often visit the same victim more than once. The victim of a Succubus will experience the visits as dreams. The male version of a Succubus is an Incubus.
Vlokoslak:
Serbian vampires also called Mulos. They normally appear as people wearing white clothes. They are active both day and night, and can assume shape of horses and sheep. They eat their victims as well as drinking their blood. They can be killed by cutting of their toes, or by driving a nail through the neck.
Upierczi:
These vampires has origins Poland and Russia and is also called Viesczy. They have a stinger under the tongue instead of the fangs. They are active from noon to midnight and can only be destroyed by burning. When burned, the body will burst, giving rise to hundreds of small, disgusting animals
(maggots, rats, etc.)
If any of these creatures escape then the Upierczi's spirit will escape too, and will return to seek revenge.


TRADITIONS
(Six Vampyre Commandments)

So you have chosen to visit our dear sweet city. Please accept my heart filled symapthy for your new outlook on life. Please understand that without your transformation it is not just 'our' world in peril but the mortal world will be as well. Think of yourself as an avenging angel who can now save humanity.
You where not chosen by accident...
it was and still is your fate. So please accept my hospitality and enjoy your new born existence within my city.
But remember you MUST follow the traditions.
IF you break them, the blood hunt will soon follow and you will be the prey!

The First Tradion:
(The Masquerade)

- Thou shall not reveal thy true nature to those NOT of the blood. Doing such shall renounce thy claims of blood.

The Second Tradition:
(The Domain)

Thy domain is thine own concern. All others owe thee respect while in it. None may challenge

The Third Tradition:
(The Progeny)

Thou shall only Sire another with the permission of thine elder. If thou createst another without thine Elder's leave, both thou and thy progeny shall be slain.

The Fourth Tradition:
(The Accounting)

Those thou create are thine own children. Until thy Progeny shall be released... thou shall command them in all things. They shall owe thee allegiance in all things and their sins are thine to endure.

The Fifth Tradition:
(Hospitality)

Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth therein. Without the word of acceptance, thou art nothing and Pariah within that domain.

The Sixth Tradition:
(Destruction)

Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the Blood Hunt.


" The Oldest and Strongest emotion of mankind is fear,
and the oldest and strongest kind of fear
is the fear of the unknown."
......H.P. Lovecraft









[ DravnI ][ DravnIII ][ DravnIV ][ DravnV ]

Free JavaScripts provided
by The JavaScript Source


Get your own Free Home Page