Vampires

 

We are never too familiar with this subject, yet we thought we knew so much. This page is to enhance your knowledge on vampires and their organisations.

The making of a vampire:

In 1616, Italian scientist Ludovico Fatinelli published his Treatise on Vampires, in which he speculated that vampirism was caused by a microscopic pathogen. He was burned at the stake for heresy. Fortunately, science plowed ahead, undeterred. The information included in this section is the result of the work of countless dedicated men and women.

The source of vampirism is the Heterogeneous Vampiric Virus (HVV). Like Rabies, HVV belongs to the order Mononegavirales, viruses without segmented, negative-stranded RNA genome. Viruses in this group have a distinct bullet shape. The virus' natural host is a flea commonly found on cave-dwelling bats, especially the vampire bat. In the most common scenario, a bat which has been bitten by the flea passes the virus on to livestock and humans through a bite. While in theory HVV infection is possible through any exchange of bodily fluids, transmission occurs through the bite of an infected person in virtually every case.

So, below is the stages on how a vampire is created:

Stage One: Infection. Within hours of being bitten, the victim develops a headache, fever, chills and other flu-like symptoms as the body tries to fight off the infection. These symptoms can be easily confused with more common viral infections, although the presence of bite marks on the body are usually enough to confirm the diagnosis. This stage generally lasts between six and twelve hours, during which the vaccine is 100 percent effective.

Stage Two: Vampiric Coma. Within 24 hours of being bitten, the victim will slip into a vampiric coma. During this phase, the pulse slows, breathing is shallow and the pupils are dilated. The large numbers of people mistakenly buried alive while in vampiric comas gave rise to the myth that vampires sleep in coffins. While it is commonly thought that anyone infected with HVV turns into a vampire, in fact only a small percentage of people survive vampiric comas. Generally, the young, the old and the feeble never come out of their vampiric comas and eventually die. The vast majority of people who survive vampiric comas are males between the ages of 18 to 35. Vampiric comas last about a day; the victim usually comes out of the coma the night after its onset. The vaccine is 50 percent effective when administered during Stage Two of the infection: the longer the victim has been in the coma, the less effective the vaccine.

Stage Three: Transformation. A bite victim who survives the coma will awaken fully transformed into a vampire. An acclimation period follows, characterized by confusion, despondency and paranoia. Most vampires begin to hunt within 24 hours of transformation. The vaccine is of no use at this point.

 

Let me introduce the Camarillas

Including Clans: BRUJAH, MALKAVIAN, NOSFERATU, TOREADOR, TREMERE AND VENTRUE

Vampires, called Kindred, have lived along mankind since the beginning.

Caine, slayer of Abel, was the first. Cursed by the Almighty for his murder, Caine spawned a brood of vampires, who in turn Embraced their own progeny: thirteen grandchildren, the Third Generation of Caine. These thirteen are called Antediluvians, since they were sired before the Great Flood. Each founded a bloodline of vampires, called a clan. These thirteen clans have warred with each other throughout history, using mortals as pawns, warriors, and victims in an unholy war called the Jyhad. But the clans have lost contact with their Antediluvian creators, who have fallen into a state of torpor. They are now so old that they can only survive by drinking the blood not of humans, but of other vampires. They sleep while their progeny make progeny of their own, each generation less powerful than the generation before. We're reaching the thirteenth generation now, and the blood is getting pretty thin. All clans fear that their founder will one night awaken to consume all the generations of progeny. But younger vampires can consume older vampires too- taking their blood and stealing their power in a rite called diablerie. If this makes you think that no vampire can trust another, you're right.
The clans are torn into two rival sects- the Camarilla and the Sabbat- with some independent clans who won't join either group.
Progeny, there would come a night when even six billion mortals would not support them all. Imagine the global war that would produce. So one of the most important goals of the Camarilla is stopping the Sabbat. But the Sabbat is only growing in power, while the Camarilla tears itself apart from within. The Sabbat has just taken control of cities all across the East Coast of the U.S. But they are not all-powerful. The Camarilla has had some success assassinating some of their prominent leaders.

The independent clans are the murderous Assamites, the fanatical Followers of Set, the necromantic Giovanni, and the wandering Ravnos. The Ravnos have had a little accident, though. Their Antediluvian sire awoke, and awoke hungry. In a blood frenzy, this ancient vampire quickly consumed most of his children. (Some say he was forced to awaken.) The scattered survivors have turned to the Camarilla, and may join up- replacing the Gangrel. Some say that the Tzimisce Antediluvian is awakening as well.

 

As shown by the letter that was passed around, to Nihilistic, it has clearly explained the existence of the vampires, or kindred, shall I state.

Mostly now, that the vampires were known as hated blood suckers, yet they had once been human. There is no 'Born-vampires' since vampires are considered Undead, they cannot reproduce.

Well, wasn't that enough information on vampires and their believable existence, let's get into their specifications and their personality.

 

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Brujah

 

The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight's Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gang bangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy. The Brujah's disunity keeps the clan tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal - and Brujah are notorious for their tempers.

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Gangrel

 

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. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves 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. 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.

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Malkavian

 

At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with). Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish ranting lie smatterings of insight, even wisdom.

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Nosferatu

 

Caine's children are called "The Damned," and no vampires embody this more than do 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. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must. Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city's back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. 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. You mess with one, you mess with 'em all - and that can get messy indeed.

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Toreador

 

The Toreador are called many things - "degenerates," "artistes," "poseurs," and "hedonists" being but a few. But any such mass 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 share the Ventrue's love of high society, though not for them the tedium of actually running things - that's what functionaries are for, darling. Toreador know that their place is to captivate and inspire - through their witty speech, graceful deeds, and simple, scintillating existence.

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Tremere

 

Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line. Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies - and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these "warlocks" use their magic powers in service to the Camarilla almost as much as they use the Camarilla in service to themselves.

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Ventrue

 

Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good. In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old-money" families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.

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OUTSIDE THE CAMARILLA

Now we should discuss the clans that are not within the Camarillas, officially, they are considered harmful to mankind- since they are not following the Masquerade. The Masquerade is the rules set by the Elders to keep mankind away from vampires, or the other way round.

So here they are:

Lasombra

The Lasombra...a clan of prestige in the Sabbat. They succeeded in destroying all of the founders and elders outside of its sect. The Lasombra clan is also the clan of leadership. They are some of the most ruthless and manipulative vampires in existence. They value strength and reward those who posses it. The Lasombra are natural leaders. They rose to lead the Sabbat soon after the Brujah leaders betrayed the anarchs. The Lasombra knew they would be severely punished for the destruction of their elders, so they had to keep the remaining anarchs strong. The Lasombra took the lead role in organizing the remaining anarchs into the Sabbat. Since that time, they have enjoyed a great deal of prestige within the sect. All but one of the Regents have been of this clan. Most Lasombra are members of founded packs since it is easier for them to increase their power in this way.

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Tzimice

The Tzimitze is a clan of very arcane vampires. This clan is as fascinated by the occult as the Tremere are. But do not possess nearly as wide a scope of knowledge. The Tzimitze is a scholarly clan, and most of its members are highly educated. The clan is one of the most honorable of all vampire bloodlines. Tzimitze have strong appreciation for learning. They are some of the most educated beings on earth. They seek to understand magic as well as science, but have not reached the level of the Tremere in this understanding. The Tzimitze cadre stretched across the Baltic regions of Eastern Europe for many centuries. It established a great power base until the Tremere, then a house of mortal wizards, established covenants in what is today northern Bulgaria. The two coexisted for a time, not intruding upon one another. Eventually, the power mad Tremere captured some Tzimitze and used them in perverse rituals aimed at extracting the essence of their immortality. Some Tzimitzes believe this was the beginning of the Tremere as a clan.

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Assamite

Assamites in the Sabbat are much like their counterparts outside the sect, sharing the same basic spiritual beliefs and appearance. However, the Assamites of the Sabbat are free from the curse of the Tremere, so the blood of other kindred is not poisonous to them. For this reason, the Assamites of the Sabbat may be considered members of a separate bloodline. In actuality, the Sabbat bloodline is the Assamite original. Since the curse affected the founder of the clan, however, the Antitribu, not the other Assamites, are considered the "subspecies." Most Assamites Antitribu are either paladins or members of the Black Hand. The Assamite Antitribu are the assassins of the Sabbat. However, they do not ask for the blood from the leaders of the sect. Instead, they ritually slay the eldest of their own clan every 100 years through a special diablerie ceremony. This elder has some of the blood of the Lasombra founder, a third generation vampire, running through his veins. The elder exists for a century as the closest Assamite Antitribu to Caine himself, ruling under the title Hulul. At the end of the 100 year reign, the next in line drinks the precious vitae from the previous ruler, and so it passes on throughout history. If you want to a clan that isn't mentioned just fill in their history and post it.

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