back

A Few Notes on the Clans -

I've talked a number of times about how the clans are different from the way they're represented in the modern works. Let me reiterate it quickly here. Clans are groups of Kindred from a single geographic area, though this has changed (recently for some clans, a fair while ago for others). Each Clan has a distinct culture, but they are not each archetypal. Within each clan there are many different personality types and archetypes, because the clan is more defined by location, weakness, and to some extent disciplines. What I'm noting below is the culture of the "main" clan. Embraces outside the clan's stronghold will likely be of somewhat different character, reflecting both the Kindred's mortal and immortal culture.

I've noted each clan's core value that they use to judge fitness of members and quality of Embrace. Additionally, for each location I've listed the clans that have a major presence there other than the core clan of the area. Nearly every clan has representatives in all the areas mentioned and more (the Nosferatu, for example, are everywhere), but the ones with significant influence, history or power are those I've mentioned.

And now, on to the clans!

Assamite

The Assamites rule in North Africa, but not from the trading cities as many would. Most come to the city only when it strikes them as necessary, preferring to rule from their strongholds among the tribes. Other Kindred know not to approach the cities of the natives without very good reason. The trade cities remain standing through a combination of foreign might and payment of a blood tax - the Kindred rulers contract to place a certain number of the sick or elderly outside the walls once every season. (The Assamites also cull those who are no longer useful among their own people, taking a very practical view that those who cannot contribute should not be a burden on those who can.) Rumor has it that the inhabitants of Cirta failed to pay this tax, and paid for their misjudgment with the razing of the city.

The Assamites value clear judgment and quick wits above all else, though even the scholars have lived a harsh life and have a warrior's spirit.

The Judge's symbol is the lion's paw, a simplification of an ancient Berber mark. It is a symbol of strength and superiority.

Significant local presence: Lasombra, Ventrue, Malkavian.
The Assamites have a particular hatred for the Setites, and to a lesser extent the Ventrue. They have in the past allied themselves with the Lasombra, but those ties are slowly fading. They seem to respect the Hamsin a great deal.

Clan disciplines: Celerity, Obfuscate, Thaumaturgy (Path of Blood, Focused Mind, Movement of the Mind, Oneiromancy, Weather Control).

Weakness: +2 difficulty to all Conscience rolls.

 

Brujah

The Brujah are among the most involved of all the clans with the mortal world, at least in Greece itself. They are equally involved with almost all aspects of humanity - the artistic, the political, the philosophical, the social - throwing themselves into passionate, feverish work to create, preserve and nourish humanity. However, these same passions often lead them into conflict with each other. The internal wars of the Brujah are legendary: some lineages have adopted whole city-states to act as their proxies in battle, while others carry out more personal, intimate vendettas. One group of Brujah has repudiated the ways of the rest of the clan: while they avoid the violence and destruction their clanmates both attract and foster, many of them have lost the idealistic drive that spurred the greatest achievements of the Brujah. Unfortunately, those who openly renounce their blood are considered traitors to the clan and can expect to be ostracized at best.

Nothing is more important to the Brujah than passion and talent, whether that be for painting, politics, poetry or philosophy - or even something as humble as tending the fields, so long as the individual involved is driven, passionate and has the capacity for greatness.

The Brujah use Athena's owl as they value her martial prowess and great wisdom. The simple symbol is used rather infrequentally by the Brujah, they prefer a more life-like owl drawn in profile except for the head, which faces the viewer.

Significant local presence: Ventrue, Malkavian, Cappadocian, Nosferatu, Assamite.
The Brujah bear a deep resentment against the Ventrue, though strangely enough not against the Malkavians (though one might think both played an equal part in the fall of Greece and the rise of Rome). They have a wary respect for the Tzimisce.

Clan disciplines: Auspex, Celerity, Potence, Presence (choose any three).

Weakness: if Auspex and Presence are both clan disciplines, entranced by beauty; otherwise, +2 difficulty to frenzy rolls.

 

Cappadocian

The Cappadocians have seen many wars rage back and forth across Anatolia, and most of those who were foolish enough to involve themselves with the affairs of outsiders met what the Cappadocians would consider appropriately gruesome ends. The average Cappadocian would like nothing better than to settle in one place to study (and hoard the resulting knowledge - Cappadocians are notoriously secretive) and never involve themselves with others. Practically, however, this is nearly impossible. When their land is not a battlefield, it is a center of trade and diplomacy. By necessity, the clan has discovered the advantages of neutrality. Thus they have survived the turmoil of their fortunes with most of their power, and perhaps more importantly their knowledge, intact.

The Cappadocians value learning and knowledge above all else. While every Cappadocian has his or her own prejudices about what they consider worth learning, all knowledge is at least theoretically worthy of preservation...

This symbol is the two dimensional projection of an arangement of the 5 perfect polyhedrons. Capadocians with more time and resources will have this arangement constructed in three dimensions for them. Some Capadocians only use one of the polyhedrons, the one which they feel the most affinity for.

Significant local presence: Setite, Ventrue, Brujah.
The Cappadocians have friendlier relations with the Setites than any other clan does - though perhaps this simply reflects the fact that they treat all clans equally, and everyone else hates the Setites.

Clan disciplines: Auspex, Fortitude, Thaumaturgy (Earthen Mastery, Lure of Flames, Neptune's Might, Transmutation, Weather Control).

Weakness: all Cappadocians lack fangs.

 

Gangrel

The Gangrel are paradoxically among the least organized and yet and the most close clans. Their territory ranges over most of Germany, France and the surrounding areas. No one is quite certain just how many of these wandering Kindred there are, even they. Many live among the tribesmen and are considered fierce warriors. Others wish to be free from even these most mild of human constraints, and simply roam the woods and fields and mountains. Unlike those of many other clans, however, they do not have great rivalries among themselves. In fact, many of those of the blood of the Nosferatu and the Skadi have been accepted into the ranks of the Gangrel simply by virtue of their geographical proximity and their close personal ties to a number of the true Gangrel. While the Gangrel honor few formal ties, such personal relationships seem to have even more significance among their ranks.

The Gangrel value freedom more than anything else. Few things arouse a true Gangrel to fury faster than constraints of any kind: physical, social, emotional, or intellectual.

A stylized wolf's head, facing left is the Gangrel symbol. They eyes and teeth are all that is drawn. Many Gangrel feel that is all they need.

Significant local presence: Nosferatu, Skadi, Ventrue (Gaul), Malkavian (Germany).
The Gangrel have particular enmity for the Lasombra. They are closest with the Nosferatu and Skadi, though they show significant reluctance to be drawn into the heedlessness of the latter group.

Clan disciplines: Animalism, Fortitude, Protean.

Weakness: one beast feature per frenzy; 5 beast features result in a drop in one social stat of the player's choice.

 

Hamsin

The Hamsin claim to be the oldest of the clans, and if their strength and success at defending their territory of Persia and Mesopotamia is any guide, they may very well be correct. Even the might of Rome has not won more than a tiny fraction of this land. While some have settled in the cities and rule more traditionally, much of the power of the clan lies in the nomadic warriors who are as swift as the winds that sweep down from the mountains. Few outsiders have penetrated to the depths of the Hamsin territory, and there are many rumors about what powers lie hidden in the far valleys of their home - rumors that only the Greek conquerors, among them many Brujah, could prove. The lands of the Hamsin are free now, and they have sworn to see they will never be conquered again.

The Hamsin value honor and valor above all else. A Hamsin who breaks his word is considered an outcast in the clan, no matter to whom the word was given. The trick is, of course, getting one of them to give it.

The symbol of the Hamsin is the crown, which is also reminicent of the rising sun. This symbolizes the Hamsin's domination of the eastern lands.

Significant local presence: Cappadocian, Setite, Brujah, Ravnos.
The Hamsin have a particular hatred for the Setites, perhaps most of all the clans, though it is closely followed by their rancor against the Brujah. They tend to take a slightly patronizing attitude toward most other clans. However, they tolerate the Salubri and the Ravnos - at least more than any others do.

Clan disciplines: Celerity, Dominate, Fortitude.

Weakness: there is no pleasure in their Kiss, as per the Giovanni flaw.

 

Lasombra

The Lasombra claim to have fought for and won their Spanish territory in the face of great opposition and against all odds. If this is true, perhaps it explains their pathologically tight grip on it, controlling both the cities and the countryside with a net of mortal spies, informants and agents. For this reason, a Lasombra's haven is often colloquially referred to by other Kindred as "the spider's web." Despite what some call their ignominious methods (though not to their face, if they expect to survive), the Lasombra are uniformly proud, often to the point of arrogance. Despite the Romans who rule their land, they see themselves as kings of the night, and some of the elder members of the clan whisper of vanished empires.

The Lasombra, very simply, value power: getting it, keeping it, and expanding it.

This symbol is a horse's head and front leg. The horse was a common symbol on Carthegenian coins. Further, the horses of Spain are widely regarded as the finest in the empire. The Lasombra are both proud and have a long memory for their history.

Significant local presence: Ventrue, Gangrel, Assamite.
The Lasombra have relatively close ties with the Assamites, though they prefer the negotiating to take place on the Assamites' home territory rather than their own. They despise the Ventrue and Gangrel.

Clan disciplines: Dominate, Obtenebration, Potence.

Weakness: their reflection appears as a rotting corpse.

 

Malkavian

Nothing is known about the origins of the Malkavians, save that one day a single Kindred left Crete and sired all those now known as the children of Malkav. Though their power base in Crete is closed to outsiders, they have nevertheless managed to make themselves indispensable in nearly every area where Roman influence spreads. They claim to have insight into the ways of the gods themselves, and if their eerie abilities are any predictor, perhaps they do.

The Malkavians value insight above all else - those who see things that most do not, whether that be through madness, genius, or something completely different.

The bull at the center of the labyrinth is the Malkavian's symbol. Its horns curve into spirals, another symbol of the Creatan maze.

Significant local presence: none. No Kindred not of Malkavian blood has ever set foot on Crete and lived.
The Malkavians have particularly close ties to both the Ventrue and the Brujah, though often the two alliances come into conflict.

Clan disciplines: Auspex, Dominate, Obfuscate.

Weakness: all begin with a derangement.

 

Nosferatu

The Nosferatu are spread far across the plains of Russia, though many have chosen to live in exile in other lands. In fact, no land is without a contingent of Nosferatu, though experiencing a single Russian winter might go far toward explaining their tendency to disperse. In their own lands, the Nosferatu are widely scattered simply because their lands are so vast. For these masters of animals, the wide distances between human habitations are little enough barrier, so there is more communication than there might otherwise be, but the isolation from both mortal and Kindred society tells on them. Many congregate in the Crimea, where they can safely mingle among larger groups of humans and even encounter Kindred of other clans. Others have drifted west to more hospitable lands and mingled with the Gangrel there, accepting many Gangrel in return into their own ranks - though even these half-Nosferatu suspect they are not being told all the secrets the dark-dwellers possess.

The Nosferatu value only one thing: survival. Those who are tough, strong, or simply stubborn enough to defy the odds are highly prized by this clan.

The theater mask of the Greeks is these survivor's symbol. Naturally this represents the face the Nosferatu must prestent to the world, a mask covering their true natures.

Significant local presence: Brujah, Gangrel, Cappadocian.
The Nosferatu may or may not hold grudges, but they certainly do not speak of them to outsiders.

Clan disciplines: Animalism, Obfuscate, Potence.

Weakness: zero Apperence.

 

Ravnos

The Ravnos hail from what would be modern-day Pakistan. Their culture is an odd mix of the highly regimented and the utterly chaotic: for example, they are socially bound by rigid rules known as samsaras, but spend much of their time in pursuit of the exciting, the vital and the new. Many of them seem to regard mortal life and culture as an enormous toy invented for their personal amusement; even the older ones have only moderated "toy" to "tool" and "amusement" to "education." However, those who dare extend the same view to Kindred relationships are quite firmly corrected.

The Ravnos appreciate those who have many kinds of experience, and who have displayed the ability to adapt to varied situations and styles of life - the better to continue their adventures, of course!

This symbol is poorly understood by other clans. It is the dharmic wheel, set ablaze.

Significant local presence: Salubri, Hamsin.
The Ravnos are fascinated by the Hamsin's rigid codes of behavior and action, and by the Salubri who quest for enlightenment. Of course, the other clans claim that the Ravnos tend to be fascinated by just about anything.

Clan disciplines: Animalism, Fortitude, Presence.

Weakness: must roll Willpower to avoid acting on their curiosity, at a +2 difficulty if something they have never experienced before is involved.

 

Salubri

The Salubri claim to have traveled further than any other clan, finally penetrating deep into India itself. Many of their number are active participants in mortal life, though not as many other clans might: each Salubri claims to know their place in life, whether as a leader, a warrior or a mystic, and will find a place in society accordingly. They claim to be satisfied with what is appropriate for them and not seek anything more, but this has not stopped them from warring both among themselves and with the Ravnos. Additionally, their purported insight into how to live a balanced life has been resoundingly ignored by the other clans. Perhaps it is because the Salubri are so far away, or perhaps their way of life has simply been less successful than the average Salubri would have you believe.

The Salubri value restraint and self-control; while not all are ascetics, the principle of deliberation and moderation guides their behavior.

Three eyes can only mean the Salubri, and this particular varient on that image is especially common in India. It is a symbol of wisdom and insight.

Significant local presence:
Ravnos.
The Salubri maintain that they do not mind the Ravnos, so long as they are not disturbed by them. Rumors of attempts of one group to gain dominance over the other in their far-off land, then, must naturally be false. The Salubri are often singled out (for good or ill) by the Malkavians, and return the favor in kind when they can.

Clan disciplines: Auspex, Fortitude, Thaumaturgy (Conjuring, Curses, Oneiromancy, Transmutation, Vine of Dionysus).

Weakness: third eye opens when using Thaumatugry.

 

Setite

The Setites have been in Egypt for uncountable years, watching the slow progress of the Nile and the seasons, surrounded by desert on all sides: is it any surprise that they are incredibly well-entrenched in Egyptian society? Their existence is hardly a secret, and many rule quietly among the mortals, a living reminder of what eternity truly means. They have moderated their practices somewhat since the coming of the Romans, but rumor has it that their long arm extends far to the south, into legendary lands of gold and spices, where these dark lords are openly worshipped as gods.

The Setites appreciate patience and forethought - most Setites plan for the long view, even if they do not expect to see the fruit of their labors.

The Hequa, or crook, is the Setite symbol. The oldest symbol of Egyptian rulership, dating back to the 2nd dynasty. More elaborate Settie iconography combines this with the flail or one of the other Egyptian symbols.

Significant local presence: Ventrue, Malkavian, Hamsin, Assamite, Cappadocian, Brujah.
The Setites hold no particular grudges, but few seem to want to associate with them other than the Cappadocians.

Clan disciplines: Obfuscate, Obtenebration, Presence.

Weakness: light sensitivity as per the book.

 

Skadi

The Skadi view life as a constant test of valor, in which to show fear is as shameful as to yield to it. Perhaps unsurprisingly, few of these northern Kindred live to grow very old, and their lands in Scandinavia have a Kindred population in constant flux. Like the Gangrel, but perhaps for different reasons, the Skadi are willing to accept outsiders as of their number, though few other than the Gangrel and Nosferatu have ever even attempted this. Near-suicidal bravery seems to be a prerequisite, though the skills of a warrior are not sufficient to gain true acceptance: every Skadi must show that he is of sufficient perception and cultivation to see the world as it truly is, so that his courage does not appear to come from sheer stupidity. Status is gained not from deeds of war, but from the subtlety and the sophistication of the songs and stories made of them.

The Skadi value two things which would seem to be at odds: a clear-sighted and realistic view of the world, and complete fearlessness (often to the point of recklessness). Those who combine these qualities can be certain of gaining renown in this clan.

The general symbol of the Skadi is a norse rune of power. The Skadi often enchance this with other runes of more personal meaning.

Significant local presence: Gangrel, Nosferatu.
The Skadi are relatively close with the Gangrel and tolerate the Nosferatu. Of the other clans, only the Ravnos and Brujah occasionally match their wild zest.

Clan disciplines: Potence, Presence, Protean.

Weakness: cannot spend willpower to come out of frenzy, though may avoid it as normal.

 

Tzimisce

The Tzimisce are perhaps the most reclusive of all the clans, each claiming a territory in the remote mountains of the Balkans and allowing no other to set foot there. In their solitary aeries, they rule their tiny principalities with an iron fist, each according to his own beliefs. Rumor has it that they can command the land itself to their will, making the crops grow or the earth itself quake. Few have visited their lands, but those who have speak of the legendary hospitality they received. They say that so long as one does not break any of one's hosts rules - rules which can sometimes be obscure, bizarre or even horrific - it is perfectly safe to visit a Tzimisce. Setting only one foot wrong, however, is a certain way to never return to more civilized lands ….

The Tzimisce value tradition, with special admiration for those who combine it with a certain dramatic flair.

The symbol is a dragon eating its own tail. This is a common symbol in the native cultures north of the Danube.

Significant local presence: Gangrel, Nosferatu, Brujah.
Though the Tzimisce care little for the affairs of outsiders, among themselves a complex code of alliances and enmities prevail. Often their motivation for dealing with outsiders is simply to gain against an old enemy, or to aid an ally in some obscure point of their social code.

Clan disciplines: Animalism, Auspex, Dominate.

Weakness: at character creation, claim a territory (usually birthplace, but not always). All must have earth from their territory with them when they sleep.

 

Ventrue

Some say the Ventrue empire is the Roman empire, but those who remember the days before the rise of its power know that Italy and no more are the hereditary Ventrue lands. The Ventrue lend their wisdom, advice and occasionally their swords to the guidance and growth of human cultures. Rarely do they rule openly as the Setites do, nor attempt to change society as a whole like the Brujah. Instead they use their power to simply nudge a powerful man away from an unwise decision, or toward a better solution to a problem. While often the interests of individual Ventrue come into conflict, they are expected to resolve this conflict behind a façade of politeness and public interest: after all, those who lead are truly those who serve.

The Ventrue value order and stability, with special appreciation for those who either value it equally or whose talents lend themselves to its preservation.

This symbol is a version of the faces, the traditional symbol of Roman authority. This simplest version of the symbol lacks the axe head the faces normally has, but many Ventrue include it either projecting from the single long rod or from the center of the icon. The rods represent the ruler's right to punish while the axe head represents the ruler's right to execute.

Significant local presence: Malkavian, Brujah, Assamite, Cappadocian, Setite, Nosferatu, Lasombra.
The Ventrue and the Malkavians have a close and fruitful alliance. They find the bitter enmity of the Brujah vaguely amusing, as they have done little to back their claims of eternal vengeance.

Clan disciplines: Dominate, Fortitude, Presence.

Weakness: can only feed from certain kinds of mortals.

back